
Psionic Sentry : Infinite is a third-person beautiful girl action shooting rougelike. The refreshing counterattack system that any player can use is the core of the game's operation. Observing the enemy's weaknesses and destroying them during battle is the focus of the game strategy.
Modeled estimate, not a reported figure. How we estimate →
Discounts
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 8 → 0.43/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.
About
Psionic Sentry : Infinite is a anime girl action shooting game
use bows and various random skills to defeat enemies
"Counterattack" is a crucial combat tactic where bows transform into scythes to deflect enemy ranged attacks
"Counterattack" in this game isn't a highly difficult skill
counterattack judgment quite leniently
aiming for every player to enjoy the thrill of counterattacking
Core mechanics of combat: Counterattack
All "ranged attacks" in the game can be counterattacked
If a series of "long-range attacks" are all counterattacked successfully, you will enter a "combat close-up" and cause a lot of damage!
Fighting back may seem difficult
But I designed its judgment to be looser in order to allow any player to enjoy the fun of counterattack.
Core mechanism of combat: Shield breaking
When a shield appears on the enemy, use the corresponding skill to break the shield.
Destroying them all will temporarily weaken the enemy.
Core mechanism of combat: skill selection
Players will be able to experience a variety of random skills in the game
Choose your favorite skills to create a unique gaming experience!
X:
Genres
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
First of all, the game is being worked on. The solo dev just has a lot to do IRL, but he's actively working on new content. It's just going to take a lot of time until new content arrives. Even though it was extremely short, I enjoyed the gameplay a lot. It's a bit unpolished and all, and also really feels like an early access game and a few stutters, but it has so much potential. If you like fast-paced combat boss rush with a cute anime girl, I can only recommend giving it a try. I really hope more people try it out and support the dev. Keep up the great work, I would love to see a final polished product. Will patiently wait for the next update.
[h1] 手残党的福音?让弹反变得低门槛易上手! [/h1] 《灵能哨卫:无限》是由发行了类雨中冒险2的《无尽爱丽丝》的howlingrain和響雨互娛发行的的第三人称肉鸽射击游戏,依旧延续了二次元美少女的美术风格,本作的游戏流程不长,大概至多几个小时,是一款重在游戏核心机制的轻量小品游戏 假如你是一个小东西小资历,却想在动作游戏里体验大手子老资历一样的爽快,但是苦于自己是动作游戏苦手,手速跟不上大脑颅内的幻想,那么本作就是为新手小白玩家们量身定做的解决方案,这是一款将“美少女建模”美术风格与“弹反机制”游戏核心相结合的游戏,通过极为宽容的判定,让以往动作领域大神专享的高门槛弹反,变得让横看成岭侧成峰远近高低各不同的广大普遍玩家群体都能体验,只要过了新手教程,知道了基础键位操作,都能简单易上手 就像开发者在游戏简介里说的一样,本作的核心战斗机制极其友好,面对如雨点般袭来的远程攻击,玩家只需看准时机按下反击键,就能漂亮地将攻击反弹回去,甚至能达成“连环反弹”触发特写,造成巨额伤害。开发者有意将反击判定期设计得极为宽松,其目的显而易见并非像传统的类似只狼一样动作游戏,利用高门槛的时间判定和精准的弹反机制考验和锻炼玩家的极限反应,而是确保每一位玩家都能轻松掌握上手,并获得舒适的游戏正反馈 在肉鸽的框架下,这种爽快感可以被无限延长。每一局冒险中,玩家都能获得随机的技能与装备,按照个人喜好自由构筑搭配属于自己的战斗流派。多样的组合选择让重复游玩充满可观的新鲜感。击败强敌、积累资源、强化角色,这套经典传统的肉鸽循环与轻松舒适的战斗相结合,可以称得上是锦上添花,相得益彰 当然,作为一款处于抢先体验EA阶段的游戏,本作目前的关卡和内容量尚属“开胃菜”,大约能提供数小时的核心体验。操作的手感,如闪避的灵活性等细节,也有进一步打磨优化的进步空间。但这些都不妨碍本作已经搭建起一个坚实而有趣基础的地基和框架,所谓万丈高楼平地起,期待这款游戏以后经过不断更新进化,完善填充丰富游戏内容,更加未来可期 最后一言以蔽之,《灵能哨卫:无限》是一款定位精准的“爽游”。不追求传统大厂出品的高成本3A动作游戏的硬核挑战,作为一个低成本的轻量级小品游戏,致力于提供无压力低门槛的正反馈成就感。如果渴望体验大佬们在动作游戏里一顿操作猛如虎的华丽与爽快,却又担心自己手残反应慢,那么只要识字看得懂新手教程,本作能让“弹反”变得像吃饭喝水一样简单流畅有手就行的机制,绝对值得你立即尝试 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Japanese, Simplified Chinese
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] 《灵能哨卫:无限》简评[/h1] [h3] 意外的体感还不错的一款小品级肉鸽 [/h3] 《灵能哨卫:无限》是一款二次元美少女第三人称割草roguelike游戏。在游戏之中,我们将操控美少女大战各个地区的魔王。整体上玩起来还是非常意外的不错,虽然比较简陋,但是在整体的玩法上还是勾勒得比较完整,再加之瑟瑟的建模与以及御姐萝莉双切换的形态可以说是很大的加分项。总的来说,缺点有,但还是不错的一款肉鸽游戏。 [h3] 核心玩法及亮点 [/h3] 游戏说实话还是比较匹配定价的,刚好就在这个刚刚好的价位,玩起来还是比较舒服的。可以说这个价位上的游戏表现也是数一数二的,至少在这几个小时也是给我玩爽了,一些小缺点在这个定价之上反而显得有点微不足道了。而且游戏的各方面都能看出一些小心思,可惜的是目前游戏虽然还是显示ea阶段,但好久不更新了。 游戏最主要的就是战斗系统,在其他的方面其实也没有过多的雕琢。我们的主角使用的是弓箭加上几个可升级的技能。额外的是闪避以及弹反,这两个其中最重要的就是弹反,因为弹反能给我们血瓶的使用数量,所以还是要熟练掌握的,所幸游戏的弹反判定是非常宽松的,基本上都能轻松做到。而面对boss释放出的特殊技能,如果我们能够招招弹反成功,就能触发我们的大招强制清除boss的护盾并且造成大量伤害。 关于技能则是比较重要的一点了,因为我们的提升除了局外装备的购买、锻造,最主要的就是技能的构筑。每一次小局的通关都能给我们带来三选一的技能加成,而这些加成往往非常强大,我们可以优先选择输出的词条,因为我们的冷却时间已经很快了,主角射射射一下子就把冷却打满了。 [h3] 短板与可优化部分 [/h3] 不更新了很可惜。 卡手情况明显。 [h3] 总结 [/h3] 总的来说,本作是一款主打二次元美少女的第三人称割草肉鸽游戏。实际游玩体验超出预期,尽管整体制作不算精致,但核心玩法体系已经相当完整。再加上角色建模十分吸睛,还能在御姐与萝莉两种形态间自由切换,还是能满足各种人群的(笑。整体来看虽有瑕疵,但依旧是一款值得体验的肉鸽游戏。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
好玩上头,主角很好看,期待更新,可以加点血腥效果更解压
Как говориться гениальность в простоте. Так можно сказать и про эту игру. Одна героиня, 4 способности с Её стрелами, уклонение и контратаки - просто и понятно. Снаряжение - броня и бижутерия. Есть просто читерные(например ожерелье с уроном и ХР или же кольцо с быстрым зарядом способностей) есть и сомнительные (у которых есть увеличение входящего по вам урона). Боссы - неплохие у некоторых есть 2 фаза, например у кошки и Королевы Демонов. Минусы - единственный так это малая продолжительность игры как беты и некоторые атаки по области (прямолинейные) слабо подсвечены в отличии от круглых (а вот в этих есть "дыры" по середине в которых можно переждать урон). Итог. 9.9 секси лоляшек лихо отбивающих летящие стрелы, копья, пули и ножи.
反擊的判定蠻寬鬆的玩起來沒有壓力。不過目前內容感覺還稍嫌不足,希望能玩到完整版。 很有潛力的一款遊戲。
Psionic Sentry : Infinite is a third-person action roguelite that puts its strongest ideas into fast combat, projectile counters, randomized abilities, and anime-inspired presentation. Developed by Roy, 響雨互動娛樂, and HowlingRain, with publishing handled by 響雨互動娛樂 and HowlingRain, the game takes a relatively focused approach rather than trying to overwhelm players with enormous maps or complicated progression systems. Its Early Access structure is built around replayable stages and boss encounters, making it best suited to players who enjoy repeating combat scenarios while experimenting with different abilities and improving their execution. The defining feature is the protagonist's unusual weapon and counterattack system. Her primary weapon is a bow, but it can transform into a scythe when countering ranged attacks. Instead of simply rolling or running away whenever projectiles fill the battlefield, players are encouraged to confront incoming attacks directly. Successfully countering projectiles can turn an enemy's offensive pressure into an opportunity to retaliate, while completing certain counter sequences can produce powerful close-range attacks. The timing is deliberately accessible, so the system feels less like an unforgiving parry mechanic and more like an essential part of the normal combat flow. This creates a satisfying rhythm during encounters. Players can attack from range, observe enemy patterns, counter incoming fire, and then capitalize on openings with stronger offensive moves. Enemy shields add another consideration because some opponents require suitable abilities to break their defenses effectively. Once a shield is destroyed, the enemy becomes vulnerable for a period, rewarding players who prepare their skill selection around the threats they expect to face. These mechanics become particularly enjoyable during boss battles, where learning attack patterns and understanding when to counter or commit to an attack can make a noticeable difference. Roguelite elements provide much of the replay value. Skills are obtained through randomized selections, allowing players to gradually assemble different combinations during a run. Some choices may improve straightforward offensive potential, while others can provide better solutions for defensive enemies or particular combat situations. The system is easy to understand without requiring extensive preparation, yet there is enough variation to encourage experimentation. Finding a combination that works especially well can make a run feel considerably different from one where the available abilities push the player toward another strategy. The presentation complements the combat with colorful anime-influenced characters and exaggerated action. Flashy animations give successful counters and major attacks a satisfying sense of impact, particularly when the camera emphasizes an important strike. The protagonist and other character designs lean heavily into stylized fantasy aesthetics, including some revealing costumes, so the visual direction clearly targets players comfortable with that approach. The graphics are not technically extravagant, but the distinctive character art and energetic combat effects give the game an identity that fits its relatively small scale. Content quantity is currently its most noticeable limitation. As an Early Access release, it offers three replayable levels and 11 boss encounters rather than the large campaign or extensive variety associated with more mature roguelites. The developers have discussed ambitions involving additional stages, playable characters, abilities, and other expansions, but the existing game should be evaluated primarily for what it already contains. Players who need constant environmental variety or a lengthy progression path may exhaust the available material fairly quickly, whereas those who enjoy replaying encounters to master mechanics can get considerably more mileage from the same content. Steam Deck compatibility is officially listed as Unsupported. Players primarily interested in experiencing it on Valve's handheld should keep this limitation in mind rather than assuming that the simple controls automatically guarantee full compatibility. Its design may appear ideal for portable play, but the official Deck classification does not currently provide that assurance. Overall, Psionic Sentry : Infinite has a promising combat foundation that distinguishes itself through its bow-to-scythe counter mechanic. Reflecting enemy projectiles instead of constantly avoiding them makes combat feel proactive, while shield breaking and randomized skill combinations introduce enough tactical variety to keep encounters engaging. Its current weakness is primarily one of scale rather than concept. More stages, enemies, abilities, and progression depth would make the roguelite loop significantly stronger, but the existing combat is entertaining enough to demonstrate considerable potential. For players interested in anime-style action, projectile parrying, boss encounters, and lightweight roguelite progression, this is an intriguing Early Access title with an accessible but satisfying mechanical hook. Those expecting a fully developed, content-heavy roguelite may prefer to account for its present scope, but players willing to replay a smaller selection of encounters can find plenty of satisfaction in mastering counters and experimenting with different skill combinations. Rating: 7/10
Players by region
Where this game's players are, estimated from review languages.
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