
As the Executive Manager of Limbus Company, lead your group of twelve Sinners, venture into the buried facilities of Lobotomy Corporation, and lay claim on the Golden Boughs.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
Same day: best CN #2, worst DE #15 · 14 markets collected
US · last 30 days
About
Each turn results in a display of exhilarating action.
In the combat phase, units on both sides will act simultaneously.
During the scramble, characters targeting each other may Clash.
The outcome of a Clash depends on the strength of their opposing skills and a sprinkle of luck; the winner can shut down the loser's skill.
Ensure you use the right skills to win Clashes.
Connect skill icons across the grid, and your units will take action according to your commands.
Chaining skills of the same color allows you to deal greater damage.
Using simple and practical controls, watch as the Sinners dance to your tempo.
Form teams of Identities and equip them with an arsenal of E.G.O that will create powerful synergies.
Your foes come armed with a variety of Affinity-based attacks and tricky effects.
In particular, Abnormalities are formidable foes that may prove to be considerable challenges.
Learn their behavior and weaknesses, and compose the right team to eventually conquer them.
▶ Immerse Yourself in the World of Project Moon
From the creators of 《Lobotomy Corporation》 and 《Library of Ruina》, another tale set in the same, unique world unfolds.
In this massive dystopian metropolis, you will embark on a journey to find Golden Boughs with a cast of 12 Sinners.
Enjoy a gripping story and the series of events that await.
All dialogue in the main story comes fully voiced in Korean.
Best of luck, Dear Manager.
Genres
Engagement
Reviews
Themes across 2909 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Dear Project Moon, though you have put me through some of the most painful gaming experiences of my life with L Corp and LoR, I can forgive it all because I've also really enjoyed my time getting engulfed in the world and its stories. However, what can not be forgiven it the fact that you have turned me into a person that would spend my time and cash on a gacha game. So from the bottom of my heart, I hope one day you will find yourself on a warp train going to a place that you didn't even want to go.
디렉터의 태도 하나로 게임 인식이 이렇게까지 바뀔 수 있구나.
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Stats
Languages: English, Japanese, Korean**languages with full audio support
Hours played at review time, across 2.9K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
老大老大我们这样真能骗新人来玩鳊鱼拔丝吗
ishmael no se encuera juego 0/10
The Season 8/Canto X update is shockingly bad. I'm fine with alternate game modes making an appearance to shake things up, like Spring Cultivation, but the Grand Sisyphe (the "RPG" gameplay) that makes up essentially the entirety of Canto X's story so far is just so, so bad. To start off, you walk with the arrow keys. There's no options for WASD movement. This might seem like an incredibly small thing that you can deal with, but it shows a lack of care that's present throughout the entire update. It gives the impression that PM did absolutely zero player testing, because using an alternative control scheme as the only option will inevitably lead to complaints. Then there's the actual combat in the RPG section. Spam X. That's it. You can get an item that stuns enemies pretty early on, and it completely breaks the combat, because nothing can attack you, not even the final boss of that gameplay style. There's another item you can get that reverses the breaking, because it knocks back enemies when you hit them, which pushes them out of your range so you can't stunlock them. I would be willing to give this the benefit of the doubt, because knockback effects make sense when enemies have attack ranges, except that the knockback doesn't move the hitbox of the enemy's attack. If they're about to hit you with a 1 tile melee attack and you knock them so they're two tiles away, their attack stays on top of you, disconnected from the enemy. That item is optional to get, but cannot be turned off once acquired. Again, it feels like this just wasn't tested at all, because this is the natural result of buying all the items and pressing the singular combat button. Then we get to the normal gameplay that was present. There were only like four required fights, and they were all pretty easy. I only had to read enemy skills once, the rest were easily reduced to just winning the clashes. But that level of difficulty is pretty par for the course with the main story by now. No, what really bothered me was the level progression in the Grand Sisyphe. As you buy items in the Grand Sisyphe, your levels go up. It doesn't matter how much time you've invested into playing the game before. All of that time was wasted. I don't know why they even bothered increasing the actual level cap if they're not going to give the players any content at the new level cap. I'm aware that this was done in order to allow for new players to do the story skip to Canto X (another bad idea that I'm surprised got approved), but it completely devalues the effort that enfranchised players have put into the game over multiple years. And then there's some other random stuff worth mentioning. The Grand Sisyphe has a lot of minor graphical bugs: Stuff doesn't layer properly. Characters on the edge of the screen can be seen popping out of existence. Certain cutscenes will pause character movements but those characters retain their walking animations. Those same cutscenes will cause all corpses on screen to despawn and then respawn when the cutscene ends, and when they respawn they all replay their spawn animation, so you get a bunch of bodies popping onto the screen with an audible splat. There's no choices in what items to buy because you're always flush with enough cash to buy everything. There are items that are extremely useless, my favorite being the item that gives you "Invuln Frame +0.05 seconds when hit" which equates to exactly 3 frames of invulnerability after getting hit, which is basically nothing. The story wasn't even that good, it felt like they rushed through all of the parts that I had been anticipating, and then had the Grand Sisyphe, which was 90% filler that didn't matter. The ending cutscene for the Grand Sisyphe was around 5 minutes of repeating the same couple of sentences phrased in different ways, equating to "Look at how things turned out due to your actions, are you really happy with your choices here?" Imagine an ending to Undertale, except it lacks any semblance of subtlety and keeps hitting you over the head with it. On top of that, it's unclear at this point if there are actually different endings to the Grand Sisyphe section that you can get with different choices, or if we'll be seeing different endings to it in the later parts of Canto X. I think it's the latter, which would defeat the entire point of the ending cutscene, (because it *wasn't* my choices that led there,) but I could be wrong about that. Either way, it wasn't a fun experience, and it's weird that it's what PM *wants* new players to experience by implementing the level skip, considering it isn't representative of the rest of the game at all. Project Moon, and KJH in particular, need to learn that not everything should be in one game. If they had made the RPG section as a standalone project, they could've expanded it into a holistic experience, rather than tying down its mechanics to Limbus Company specifically. As it is right now, it just dilutes the Limbus Company experience into something worse than it used to be.
Я потратил на эту игру непозволительно много времени что удивительно это моя первая гача в которую я вообще играл! один из лучших сюжетов среди всех гача-игр, в которые я когда-либо играл. Прожект мун полностью разрушил мою эмоциональную стабильность и режим сна в самом лучшем смысле этого слова. Игра очень удобна для игроков: в ней нет стандартных для гача-игр клише, а есть система Шардов, так что не нужно тратить валюту на крутки, чтобы получить желаемую Айдишку. Я полностью погрузился в сюжет и могу с уверенностью сказать, что с каждой новой главой он становится всё более захватывающим, сложным и эмоционально напряжённым. (пусть и 9 канто поменяла моё мнение но всё же) Наблюдая за тем, как эта неидеальная команда из 12 Опездолов АКА Грешники сталкивается со своим глубоко запрятанным прошлым, по началу не было какой-то симпатии одному из них к ним чем ожидалось. Конфликты между персонажами это прекрасно прописанные психологические перипетии, в которых видно, как герои ломаются, прежде чем находят в себе силы двигаться дальше. Они, конечно, не идеальны: они не всегда достигают своих целей и не всегда побеждают в схватках, но именно это делает их путь таким увлекательным. и эту игру не собираюсь бросать, GLORY TO THE PROJECT MOON!
剧情应该是目前所有二游中最顶级的之一,音乐美术也是中上游的,但主要问题还是很多,新人可以看完再考虑入不入坑。 1.无官中,产能低,这两个是最致命的缺点,月计通过这个游戏赚到了远超前面两部曲的营收,但前两部作品都带有的官中这一作没有,但有国产汉化组免费给吸血,所以还是不用担心没有中文的。产能同样有很大问题,如常驻人格减少,剧情阉割等 2.氪度。这游戏只适合微氪玩家玩(一年<200)通行证是必须消费的项目,该游戏所有良心的前提是在你氪了通行证的前提下。如果你氪了通行证,只要每周一把困牢足以支撑你兑换完本赛季的所有物品(人格+ego),而且会有多余资源给你换其他赛季的人格,但如果你没有这项消费,那么你只能消耗海量的时间和饼来兑换人格(无每周加成情况下平均70把镜牢兑换一个)如果你不打算进行这项消费且没有肝度,我建议你不要游玩这个游戏 3.社区。玩游不混圈是最好的,但是玩游不混圈不太可能,月计社区低龄化严重,不输于任何一款二游,如果你让我作个对比我只能说跟某二字游戏半斤八两。首先就是孝子多,任何的东西都可以孝(金孝子,体系孝子,人格孝子,汉化孝子,你想到的所有东西都能孝)还有就是喜欢战斗,常见于强度测评视频,弱了要骂强了也骂,甚至有up主亲自下场战斗(然后似了)加上各路小团体群聊和老资历小资历对喷,当然如果你真的能做到完全不混圈,这一条可以忽视。 上面就是最主要的几个问题,如果你可以接受,那么这个游戏非常适合你,如果真有一点是在意的,那还是建议不要玩,云剧情即可
Genuinely gonna nut everywhere the day canto 10 releases
It is... Ideal.
允许金母飞升
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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