
Dive into Ricochet Abyss, a unique blend of tactical backpack management, hero-building, and pinball-style combat. Organize your inventory, equip powerful gear, and send your heroes ricocheting through perilous dungeons—every shot and item choice could be your key to survival!
Modeled estimate, not a reported figure. How we estimate →
About
Unlock more than 150 items across 15+ hours of progression, then continue experimenting with new builds and pushing deeper into Endless Mode.
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Unique pixel art style that brings the ancient abyss to life.
Challenging inventory management — every slot matters.
A wealth of items and relics for limitless builds and strategies.
Physics-based pinball combat that rewards skill and planning.
Endless depth and replayability — each run is a new adventure.
If you love the satisfaction of building your own playstyle and the thrill of pinball-like combat, Ricochet Abyss invites you to carve out your legend in the echoing depths!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Japanese, Polish, Traditional Chinese, Portuguese - Brazil, Korean
Engagement
Reviews
Themes across 82 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
体力机制莫名其妙,弹射段数多还成了负反馈了。一个做BD的游戏,玩家应该是把精力放在伤害和防御上。用那个黑洞杖的时候小怪吸过来配合流血等dot本来应该是爽刷的,结果吸一下流一次血,弹一次掉一次体力,1回合60的体力能给我干到20点,48层以后的boss3回合杀掉吗?
BUG一堆,怪物血量指数级增长,没有天赋系统,一下就玩腻了
I liked the game but can't recommend. Price tag is too high when you look at the content, depth and quality. It s more like an extended demo that wasn't play-tested than an Early Access. I ll wait for the dev to work on it more: there are a lot to fix, and a lot more to develop... and even then, as a "small game", I would find it a bit expensive. The game could be good but it s not there yet. To keep on eye on. --- Some details I thought it would be the kind of game I could explore for hours but the UI is barebone as well as the explanations of how it all works. The crafting menu is particularly too simple: not being able to see the evolution/recipes of complex items is rough. There are only 2 characters to play and they both feel generic once you explored their kit. They lack a theme/ mechanics specific to each: they both can play bleed, poison, block, heal, etc. Their only difference is their basic attack. The game lacks testing. After a few runs I discovered an exploit (bad design?) where, after beating the first boss, I can create infinite everything with very few ressources: money, talents, items (details below). I also met a lot of bugs/locks that needed a restart of the game. The meta-progression improves almost nothing. There are no levels of difficulty. Kind of bland, even if the visuals are nice. Wait and see... --- For the devs and the exploit-lovers For infinite ressources: all that is needed is any 2-slot item and any tier-3 enchantment stones. Put (ideally) the same 2 enchantment stones on the item, and stock the item in the perpetual statue (the one thing you have access too after each boss). Then, while the item is still in the tree, extract the enchantments. Fusion them and sell the tier-4 enchantment stone. The money spent to extract the enchants is the same you received when you sold the higher-tiered enchant, so you make nothing. But each fusion creates a blessing. And blessings give random buffs like items, exp, talents, etc. Go back to the perpetual statue: the item is still there with the 2 enchants. So you can extract the enchants again, fusion them again and loop it as long as you want. Easy to set up and easy to do. Other irritating experiences with the game so far: - It s impossible to know the origin of effects (Endless Flask has no Echocast in backpack but 2 when equipped, and I dont know why). - Some Tags are not working as intended (Fanged Bone Whip doesnt count as "large" for Bet of Regeneration. It works with Plague Bloom.) - Cant see your Essencite/money when re-rolling (shops, talents, ...) - Failing an Expedition removes meta-progression points: punish players for trying new things. I dont recommend when the game is all about experimenting. Some lack of clarity I stumbled upon: - EXP bonus from Blessings doesnt stack (which is balanced I feel, but need to be written) - Some stats doesnt have linear progression. It s dimishing returns: 140% Crit Chance actually gives about 92% Crit Chance. A bug I found out: - Clicking on an box we cant see (Empty Room) lock the character out of moving.
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Hours played at review time, across 82 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
体力的设计就是这游戏最大的败笔,我四千血,200%生命上限的强固,没被怪打死,被自己弹死了,后面怪的血又厚,只能靠硬磨,加了这个体力是想我在限定回合内秒怪吗。删了体力再改好评
鉴定为纯纯的垃圾
흥미로운 전투 다만 적의 행동이 모르면 맞아야지가 너무 귀찮고 알아도 어거지 대미지 맞는경우가 대다수라 안전위주로 하게됨. 메뉴얼 설명 다시 볼수 있는 곳이 있으면 좋겠음
游戏难度太简单了,就一个字锻,一次通关还来得及退款(
bug一大堆,而且比起demo添加了很多多餘又莫名其妙的白痴機制
到56层你给我来着一攻击就崩溃? 不是你认真的吗?哎四十几层呢个boss好不容易蹭过去了,还有四层就过关了你给搞个无限崩溃?我这一个半小时算什么?
最初出了DEMO时就玩过,其实当初一开始的DEMO玩得挺开心的,运气好的话,碰到几件好装备直接就起飞。DEMO时期个人当时比较喜欢的是铁砧+强固小锤,那个小锤装备栏里只有它一个武器的时候能加回响,玩起来就挺爽的。另外最喜欢的就莫过于那件气系盔甲了,好像是叫旋风盔甲还是啥来着,反正是一件大件盔甲,能发气系风波,虽然不是武器,但是和其他装备搭配得当的话,比武器还好用。DEMO前期我都是看到那件盔甲都是必拿,选择追梦就完事了。 后面DEMO更新过好几次,然后就开始感觉难度一下子上来,玩的没有以前爽了,虽然也不是说一定就要变能无脑爽才是好游戏,但是还是会有点落差感。等到后面,更新了带消耗次数的物品和改造系统,看着丰富了许多,但是还是依稀怀念当初白月光DEMO的时候。说回来正题,现在这个结束了DMEO后的EA版本,怎么说呢,还是DEMO后期更新后的问题,就是总感觉难度高了,前期都还好,等打完第一个关底BOSS后,如果你的装备这时候还是没有配套的雏形,都是用的散件随便玩玩,那后面就很“享受”了。 我玩了几轮,目前只有一次是打到了第60层,用的就是我前面说的,气系盔甲那套,这把说实话也算是挺胡的,前面拿了好几个祝福,狂加通关经验,然后疯狂升级拿天赋,接着拿到那个晶核数量等同于伤害的天赋后,直接能不花钱就不花,伤害就起来了。我这把通关到60层的装备主要就是5件,回合开始直接发气波的火+气大件法杖、能加成气系物品充能速度的璀璨水晶、真神 · 气波大件盔甲、所有物品增加会心率的项链、虫子BOSS给的虫卵。 有一说一,DEMO时期的时候,在还没有物品消耗次数和改造系统的前期,虫子BOSS的虫卵是挺无敌的,当时虫卵给的素材我记得好像是可以直接加持续伤害的附魔素材,直接给到装备上,如果是火系或者流血系之类的,伤害一下就起来了。正式版的改成了只能使用三次,有点可惜。 又说偏了,前面说到,我这把算是天胡拿到了好装备、好祝福,前面三四十层都是闭眼随便秒。但是到了五十层开始就不一样了。到了后面高层数,怪的血量突然就飙升很厉害,而且这也是我很想吐槽的,到了后面,层数一高,那种三星关卡的小怪比BOSS还恶心,血量厚,然后有些能打你一下造成伤害就可以回血25%,有些则是可以时不时生成石墙。 就算是60层的BOSS,我这把都是撞它两下它就死了,但是60层关底前,我差点被一个三星关卡里的小怪耗光体力而被耗死,真的太恶心了,血量太厚,然后秒不掉就回血,要么就是生成石墙,体力一没就疯狂扣血,还好最后丝血险胜,2K+的血,只剩下60+。真心希望后面能好好优化一下怪物的血量或者特性,这种比BOSS还难打的小怪太恶心了。 打了那么多字,其实也是因为当时玩DEMO的时候,尤其是前期玩得最狠,玩了17个小时,那时候是真的觉得这游戏很好玩,现在虽然更新了这么多新东西,但还是很想它,当时可是好多装备都还没有贴图的时候,但是玩起来真挺好玩的。现在的EA版其实也还好,只要经营妥当,运气好拿到好装备也能打打,就是感觉目前没有太多想让人一直玩的欲望,因为现在EA版,局外成长没有了,然后本身就没啥剧情,但是后面后期小怪数值飙升,我打到60层就把所有装备放到女神像里封存了。 女神像的格子什么时候能多一点?对了,有一个比较严重的问题,评测里其他玩家 提到的BUG其实我都在DMEO里遇到过,EA版可能玩的比较少,暂时还没碰见,但是我DEMO版存到女神像里的装备,EA版也有继承,但是有一个很奇怪的物品,叫什么种子,效果是可以在周围生成石墙,当初DEMO遇到过一次,当时用不上就存进了女神像。结果这个可以生成石墙的种子,在女神像里扎根了,字面意思上的扎根,无法移动,也无法拾取,也无法使用,反正它就跟一粒老鼠屎那样黏住了,白白占了一个格子,还移动不了,希望制作组如果能看到我这条评论,看看有什么方法可以解决。 虽然目前EA版本还有挺多不完美的情况,但是还是给个好评,毕竟DEMO时就很期待这游戏正式上线了,我后面会持续关注的,希望制作组不要气馁,先把各种BUG或者补丁修复好,后面再看看能否更新新角色或者来点可有可无的剧情提提味,又或者来个局外成长系统,不然目前光靠女神像,玩了几轮就想歇会了。总之,未来可期,加油吧。
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Players by region
Where this game's players are, estimated from review languages.
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