
Vanquish and recruit youkai in randomized dungeons in Kagura Genesis: Kuon's Story, a replayable roguelike RPG!
Modeled estimate, not a reported figure. How we estimate →
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 10 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.49−70% | 5reviews | 60% | — | $510 |
| $4.49−70% | 4ratings | 86% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
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Probably the best entry to try the Kagura series among the games available in English. For better or worse it still barely has any story and has the same gameplay aside from some minor QoL improvements here and there, but this game has an advantage of putting more effort into its presentation, characters, world, and motivation. The heroine has a slightly more clear goal to begin her journey, she has a somewhat strong connection with one side character, and you also unlock side stories by finding them in dungeons (it's even easier than unlocking h). The latter is arguably the most important part because these scenes are the main thing that provides you with more details about characters and the world like I mentioned earlier. It can be something from the heroine's past, a heart-warming SoL scene, a training scene, etc. And while these scenes are short, all of them have a unique CG which is another nice addition. This is like ~10 non-h illustrations compared to the Dawn of Kagura series (aka Kagura Reimeiki) which tends to have only 1 non-h CG per game. Overall, it's not much, but it's still an improvement over other shorter games from the same developer, at least. If you want, you can even play this game as a short cute fantasy journey because you can finish the whole thing without seeing a single h-scene. *** By the way, I still find it amusing that the director of Dies irae was a producer on this game alongside Ueno Kentarou, who also worked on various light games. Of course, Debonosu/Studio e.go even has multiple games written by light writers, such as Izumo 4 and Kagura Kitan ~Tsubaki no Shou~. Both were written by people behind Vermilion, Silverio Vendetta, and Sora no Baroque, but we'll probably never see them translated unless this game suddenly goes viral and sells another few thousand copies. —Visual Novel News, @ErogeAreAlive [url=https://store.steampowered.com/curator/45863634-Visual-Novel-News/list/161882/]Some other hybrid visual novels[/url]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
Hours played at review time, across 22 reviews with recorded playtime.
Debonosu家看板的「神乐」系列坚持走成人+巫女+DRPG路线,因其不错的游戏性在玩家中取得了一定口碑。《神乐创世纪-久远-》作为最新一代登陆Steam,其在沿袭传统风味之余也有些许改善。 [h1]设定[/h1] 作为神和大巫的女儿,久远从小居住在远离人烟的森林神社中,接受着母亲的剑术、退魔术的训练。虽然一只没有认真学过,但高贵的血统力量一直保护着她。母亲去世之后,她一直与小狼阿俊生活着。 不食烟火的日子很快,无数个平静的日子过去,直到森林中发生了异变,妖怪们也开始出现。想起母亲的教诲,久远决定和伙伴一起进入森林探查。 如同大多数这个级别的成人游戏,本作的剧情并不复杂,可以说是完全为了玩法和涩涩做引子。不过女主的人设每代都有不同,还算是对单一的XP做了调剂。 [h1]特色[/h1] 本作的特色一在巫女,另一在玩法。有这么多代珠玉在前,本代的迷宫探索玩法已经非常成熟,可以说是黄油简版的不思议迷宫。本作的关卡分三大关若干小关,玩家操控久远在迷宫中探索,通过战斗捕获怪物,也可以让它们协助战斗。 因为是比较古典的DRPG玩法,积累与战术同样重要,面对某些强大的BOSS不宜直取,最好做充足的准备。武器装备只能在探索中获取,可以购买的道具种类也不少,给战斗带来了一些新的可能。 也因为黄油的定位嘛,探索战斗的整体难度不高,想要专注鉴赏剧情和CG的绅士可以直接设置低难度速通。不过如果想要稍加调剂、多多体验战斗的乐趣,成熟的玩法和轻微的Rouge要素也提供了不错的复玩性。 [h1]H[/h1] 本作的H环节设置在战败惩罚中,情节根据战败次数和处女状态有所变化,虽然没有动态,高质量配音和细致差分也保证了不错的官感。但骑兵和偏向古早的画风、较重的Play口味或许有些挑人,绅士们购入前要注意哦。游戏需要手打布丁,安装后可以一键解锁CG,对于快枪手们比较友好。 [h1]总结[/h1] 一款好的黄油要有高质足量的色色,又要有恰到好处的趣味性。本作的玩法成熟,画风古典,非常戳我这个老RPG迷的好球区。虽然也有JRPG磨蹭和繁琐的特点,但整体而言平衡得不错,值得推荐给绅士们。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
[quote]『无索不玩,品味游戏』欢迎关注[url=https://steamcommunity.com/groups/saowei/]索然无味测评组[/url],联机基友齐欢乐,周更新闻共欣赏,3A独游收眼底,GAL日呆全打尽,学习喜加一的技巧吧~QQ群240248664[/quote] でぼの巣製作所在24年1月推出的不思议迷宫类RPG《神乐创世纪-久远-》,本作的女主是首次登场,又一个新受害者。尽管でぼの巣製作所的作品同质化极其严重,但是本作算是比较有诚意的了,时隔多年有了新的主题曲。 [h1]游戏剧情[/h1] 深山中的神社巫女真上久远逐渐感觉到大山深处发生了异变,不仅动物们感到恐惧,妖怪的数量也变得越来越多。母亲在世时曾告诉久远,山中居住着一位神明,保护着附近的人和动物。于是为了报答神明,身位驱魔巫女的久远与自己的搭档阿俊,一同进入了山中。不过令她意想不到的是,在解决异变的途中,久远还意外得知了有关她父亲的往事。 [h1]主要玩法[/h1] 本作依然是熟悉的不思议迷宫类玩法,不过近些年起码不再是复制粘贴了,每一作都会有细微的系统改动。本作的变化在队伍编程方面,本作依然可以通过召唤妖怪来壮大探索的队伍,不过平时只能召唤一只,召唤妖怪后会多出一个妖力槽。随着妖怪的行动会逐渐提升妖力值,消耗妖力可以在短时间内大量召唤妖怪助战,消耗得越多召唤出来的妖怪也会越多。 这样的改动让玩家可以在探索过程中把更多的活力用在人物技能上,而boss战时也不会因为活力不足而落败,可以利用妖力在短时间内大幅度提升自己的战力。剩下的部分没有太大变化,妖怪的强化依旧是通过注入妖魂,探索的机制也比较传统。 [h1]游戏体验[/h1] 尽管游戏的机制变化不算太大,不过游戏的体验提升了不少,妖力系统重做后让人物能在短时间大幅度强化,减少了刷等级的垃圾时间。同时本作的饱腹度的持续时间更长,场景中的回复道具也更多,让玩家在探索过程中能有更多的容错。即使是在新地图开荒期,1级状态下也不容易暴毙,不会为了回复而造成资源匮乏的情况,本作的地图也默认自动全开,不少改动都非常人性化。 游戏的HS依旧是战败触发,实用性一般,并且本作似乎没有了live2D元素。不过游戏的剧情变丰富了,不仅文本中对女主的身世有了十分直观的描绘,在探索中还有事件可以回收。 [h1]结语[/h1] 白舟社发行的第五个《神乐》系列作品,卖点依旧是巫女和妖怪,以及熟悉的不思议迷宫类玩法。不过本作的改动十分人性化,大幅度降低了游戏的开荒难度,同时剧本的完成度也比较高,在一众换皮作品中也显得格外良心。
Crashes out of the game...
游戏性:2分 实在玩不出所谓肉鸽的感觉 涩涩:声优2分 画面1分(全静态画面少)
[h1]简评:狼耳巫女和异种的相亲相爱之路[/h1] 本作是迪波之巢制作所主打巫女X异种奸的神乐系列作品,在异种奸的基础上增加了一些日常剧情。这次登场的是狼耳巫女Kuon,身为狼神和退魔巫女的后代,察觉到森林中发生异变之后带着使魔踏上了战斗。玩法是肉鸽回合制迷宫探索RPG,我方每进行一次操作地图上的敌方也会行动一次,装备由迷宫产出。HS部分则是系列的各种异种奸,遇到对应类型敌人时战败即可回收,不想刷也可标题界面一键全解锁。主打一个性价比,流程不长19个HS量大管饱。 [h1]玩法:不可思议迷宫-like[/h1] 所谓肉鸽回合制迷宫探索RPG,其实本质就是把回合制战斗放到地图上的肉鸽地牢。我方进行任意行动之后,敌方也会进行行动,回合制的博弈没有变化,只是没有独立战斗场景罢了。 这套玩法核心玩的是资源规划+回合制RPG战斗。玩家的背包格子数量有限,同时在地牢中还要受到饱腹度的限制。虽然生命值(体力)会随着回合数缓慢回复,但是饱腹度会逐渐下降,并且使用技能还要扣饱腹度,下降到0就会逐渐扣体力。所以想要达成击败BOSS的目标,不能一味练级搜刮装备,要规划好背包格子和饱腹度。 回合制战斗方面比较常规。女主常规可以召唤一个小弟一起战斗,小弟在击败敌人时有概率捕捉,也可以像宝可梦一样在小怪低体力时直接捕获。随着回合数增长女主的魔力会随之增长,增长到一定程度就可以在有限回合内招出一堆随机小弟实现正义的群殴。 肉鸽主要体现在每次下地牢地图、小怪分布、陷阱和装备道具分布都是随机生成的。迷宫中产出的装备和道具有时需要鉴定,直接穿看不到属性并且也有可能遇到诅咒装备,不过只要从迷宫中撤离就能直接自动鉴定。 整体上来说玩法比较简单,默认的一般难度有一定的挑战性。如果只是为了追求通关的话,建议选择超级简单难度实现快速通关。本篇一共三个迷宫,打通就直接通关了,通关后会解锁新的难度和新的迷宫,喜欢这套战斗的玩家可以尝试挑战一下。 [h1]剧情:有,但没完全有[/h1] 故事其实很简单——女主,巨乳+狼耳狼尾,突出一个一看就是混血。女主作为退魔巫女出发清扫妖魔鬼怪,在过程中得知原来自己是犬神和退魔巫女的孩子,一路降妖除魔最后简单了作为神灵的父亲以及灵魂状态陪在父亲身边的母亲。 本作的日常剧情部分也比较简单,基本上可以看作是手游里面的好感度小剧情,作为对女主人设的补充。 [h1]XP:全是异种奸[/h1] 这个没什么好说的了,神乐系列传统艺能,总之就是跟各种日本传说中的妖魔鬼怪搞。什么虫啦、小鬼啦、触手啦之类的,好这口的玩家懂得都懂。19个HS的量还是挺多的,山本大妈的CG质量稳定发挥。 [code]欢迎参观我的: [url=https://store.steampowered.com/curator/7421824]双鱼星✪ω✪皇家飛机场[/url] 如果你喜欢这篇评论,也麻烦点个赞,让更多人能够看到。[/code]
Kagura Genesis: Kuon's Story, developed by Debonosu Works and published by Shiravune, is a roguelike turn-based RPG that blends shrine maiden folklore, dungeon crawling, and anime-style storytelling into a compact but replayable experience. Positioned as a hybrid between traditional JRPG structure and randomized roguelike progression, the game centers on Kuon Makami, a young demigod who takes on the role of protector and exorcist when a creeping corruption spreads through the forest surrounding her shrine. The narrative premise is straightforward but effective. Kuon lives in relative isolation after her mother’s passing, maintaining the shrine alongside her loyal wolf companion. When malevolent spirits begin invading the forest and disturbing the balance of the land, she is forced to confront threats far beyond her previous peaceful routine. The story unfolds gradually through dialogue sequences and illustrated CG scenes, offering character-focused moments rather than sprawling political intrigue. While the plot does not attempt to deliver epic-scale complexity, it maintains emotional grounding through Kuon’s innocence, determination, and gradual growth as she faces increasingly dangerous supernatural forces. Gameplay revolves around procedurally generated dungeon exploration and turn-based combat. Each expedition into the corrupted forest reshuffles enemy placement and map layout, reinforcing the roguelike structure. Battles require careful management of abilities, positioning, and summoned youkai companions. Kuon is not alone in combat; she can recruit and summon various youkai, each possessing distinct skills that influence tactical approaches. Some specialize in direct damage, others provide support or defensive utility. Experimenting with different combinations becomes a key aspect of success, especially as difficulty scales upward. The roguelike loop encourages repetition without feeling punishing. Between runs, players can strengthen summoned allies, purchase enhancements, and prepare for future expeditions. Adjustable difficulty settings allow newcomers to focus on narrative progression while offering more demanding options for those seeking deeper strategic challenge. Unlike harsher roguelikes that rely heavily on permanent setbacks, Kagura Genesis balances replayability with accessibility, making it approachable for players who may not typically gravitate toward the genre. Visually, the game leans heavily into anime-inspired character design. Kuon and the supporting cast are presented with vibrant illustrations that enhance story scenes and battle sequences. Dungeon environments are functional rather than elaborate, prioritizing clarity during combat encounters. Spell effects and ability animations are modest but readable, ensuring that turn-based flow remains easy to follow. The soundtrack supports the tone with atmospheric tracks that blend traditional Japanese influences with fantasy undertones, reinforcing the shrine maiden setting. The game’s scope is moderate. A full playthrough offers a manageable number of hours, with additional time available through repeated runs and experimentation with different team compositions. It does not aim to compete with large-scale JRPG epics in terms of content volume or mechanical complexity. Instead, it delivers a focused blend of story and systems designed to be replayable without becoming overwhelming. Kagura Genesis: Kuon’s Story stands out most through its balance of structure and accessibility. It combines recognizable JRPG combat foundations with roguelike unpredictability, supported by charming character art and mythic themes. While it may not radically innovate within either genre, it offers a cohesive experience for players who appreciate shrine maiden folklore, tactical party management, and compact dungeon-crawling progression. For fans of anime-styled RPGs with replayable combat loops, it provides a steady and engaging adventure anchored by a likable protagonist and adaptable strategic systems. Rating: 6/10
[h1]《神乐创世纪-久远》简评[/h1] [b]游戏类型[/b] 带有Roguelike元素的回合制迷宫探索类型角色扮演游戏。 非常标准的迷宫探索玩法,Roguelike随机迷宫(地图、陷阱、妖怪及道具)布置,回合制即时行动(战斗)机制,带有饱腹值系统,以及需要反复探索迷宫刷宝的肝度。 [b]难度选择[/b] 非常简单、简单、一般、困难四种难度。未进入迷宫的休息阶段,可以随时在“仓库”菜单中修改难度。如果只追求剧情或者颜色内容的话,简单或者非常简单难度即可,不需要刷等级、装备,肝度减少很多。但是简单或者非常简单难度很影响迷宫探索的体验,喜欢迷宫探索的玩家,可以选择一般难度。对于想要挑战迷宫的高玩,直接困难难度即可。 [b]同伴系统[/b] 游戏有一个类似于召唤物、宠物的同伴系统,同伴不断培养可以为主角解锁新的技能,也可以在迷宫探索时候,召唤出来帮助战斗,不过召唤后饱腹值减少速度加快。同伴是从迷宫中捕捉妖怪获得,使用技能或击败后随机捕捉。一个种类的妖怪解锁技能固定,且只需一次捕捉即可。玩家每次出门战斗,是携带所有已经捕捉过的妖怪出门,没有携带种类的数量限制,召唤时选择合适的即可。 玩家在迷宫之中抓宝宝(宠物)是很不错的一个环节,游戏中同伴(迷宫妖怪)类型有60种,鉴于本作对于妖怪的捕捉非常方便且简单,很容易获得的,唯一麻烦之处在于,迷宫中刷怪是随机的,想要解锁全图鉴,就得反复刷迷宫。 [b]奶制品内容[/b] 白舟家代理发行的奶制品,如果不看商店,还以为是神乐家发行的角色扮演小黄油,风格是真的像,不过奶制品内容比不上神乐家。本作颜色部分,基本上就是迷宫探索刷怪后的战败CG。除了每种类型的妖怪都有CG之外,其余的颜色内容非常一般,包括剧情故事,也是一个简单的森林异常、巫女解决异常的桥段。其实,个人觉得游戏内最大的萌点,其实就是女主的造型,巫女服+兽耳娘,两点本人都控,尤其是巫女,结合在一起,很赞。 [b]最后[/b] 相较于奶制品内容,本作其实在迷宫探索类角色扮演游戏玩法上更不错,当然,迷宫探索类型角色扮演游戏非常看玩家手中群体的,喜欢这类型的玩家倒是可以试试。 [quote]关注[url= https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url= https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
迷宫里收集的回想没有东西 被魔物打败的cg很一般 也没有处女通关特殊奖励啥的
[h1]迷宫有风险 驱魔需谨慎[/h1] 这是一款在玩法层面的趣味性胜于GHS情节的迷宫探索绅士游戏。玩家扮演一名长相十分可爱的驱魔巫女,与自己的狼宠前往山林迷宫中调查发生的异变。玩法上则为肉鸽+不思议迷宫的结合体,有多个难度档位可以选择。但由于本作HCG事件的触发依靠战败凌辱,如果选择最简单难度,那恐怕大量的社保事件会与你无缘。想冲的话需要服用官网的布丁,当一部正常的迷宫探索RPG玩也未尝不可。 [h1]妖怪向前冲[/h1] 本作虽然看上去是服务于老司机的绅士游戏,但是其有着一套非常完整的探索、战斗和养成系统。简单的故事背景介绍以及人物出场后,我们的冒险旅途就开始了。在主菜单界面,我们可以选择探索迷宫,也可以在仓库中存放物品(但是很疑惑难度设置为啥放在这个模块),还有商店、锻造屋、妖怪寄存处等模块。其中比较重要的是“寄存处”,在这里可以强化你的妖怪同伴,并可注入妖魂、解放觉醒,因为本作的重要战力便是妖怪。 迷宫和战斗方面基本上视为一个轻度的不思议迷宫打法,经典的我不动敌不动。我们除了普攻外,还需要注意方位并看准时机释放技能、召唤妖怪同伴。由于加入了肉鸽元素,因此迷宫的环境、妖怪的布置以及道具的配置在你每一次进入的时候都会发生改变,具备了可重复体验的价值。地图上还有很多的陷阱,不过在最低难度上基本上可以随便踩雷。打BOSS前也贴心的设置了体力和精神灵脉,回一把血再来恶战一波。而当玩家遇到道祖神碑后则可以选择前往下一层,金色的神碑则为返回地图。 [h1]其它[/h1] 服用布丁后如果没有出现“画轴鉴赏”和“回想故事”说明有打开问题,可以多试几次。游戏还在右下角贴心设置了一键解锁的功能,哪怕你没有通关都可以任意欣赏。但是CG有码,看得出来本作比较克制。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
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