
Choose between Yuito and Kasane, elite psionics each armed with a talent in psychokinesis and their own reason to fight. Complete both of their stories to unlock all the mysteries of a Brain Punk future caught between technology and psychic abilities.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.39−82% | 18.2Kreviews | 80% | — | $4.3M |
| $59.99 | 9.3Kratings | 88% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 872 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really fun anime action RPG. The combat can get a bit repetitive after a while and the characters like to talk just a bit too much but overall its a solid game with very satisfying combat.
Garbage story writing. Instead of going full retarded, Yuito and Kasane can just sit down have dinner and some conversation to clear the misunderstanding, it will save half of the game time. Typical Japanese game lol
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 21 → 2/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese*, Korean, Portuguese - Brazil, Russian, Spanish - Latin America, Traditional Chinese, Simplified Chinese*languages with full audio support
| $59.99 |
| 5.5Kratings |
| 84% |
| — |
| 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.
Hours played at review time, across 877 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
请选择您的英雄: --男主:超绝贤者,亲爹死于眼前自岿然不动 --女主:超绝霸总,我不要你觉得我要我觉得 [h3] 【剧情】 [/h3] 本作最大的争议点在于剧情,男女主都是一根筋,前期依靠大量本可以轻易避免的戏剧冲突来制造对立,使角色分裂成两个派别。同时又花费大量笔墨在队友羁绊上,角色的成长弧光进展过于缓慢。 在此基础上,游戏还强行将剧情一分为二,两条线共通部分不少,本身就有注水之嫌;同时还要求玩家完整通关两遍才能了解全貌,一周目时很容易觉得部分剧情莫名其妙,这无疑使剧情更加拖沓。采用双主角设定且以叙事为核心的成功游戏样例是有的,《如龙0》就是很好的例子,如果采用男女主双线交替叙事,使玩家全程处于上帝视角,会比现在这种大部分时间被谜语人折磨的情况好得多得多。 除去叙事方式的问题,剧本本身的逻辑硬伤也不少。一个像老大哥一样监视全体居民,暗地进行非法人体实验,将退役士兵像垃圾一样抛弃的政府,竟然还能分裂出支持派和反对派,政府高层在结局中也没有受到任何惩罚。羁绊设定虽然几乎是JRPG中不得不品的一环,但对立阵营的队友也要刷羁绊,就显得非常奇怪了,前一秒还生死决战,后一秒就在咖啡厅里谈天说地,这合适吗? 背景设定是关乎地球毁灭以及保卫人类的崇高使命,但队友站队的动机却非常模糊,过于儿戏,本来应该存在的肃穆氛围荡然无存。总的来说,可以看出游戏想探讨的严肃议题很多,但实际执行得相当肤浅,最多只是抛出个设定,剧情质量非常一般。 下面的一些问题涉及剧透,我直到通关都没想明白: [list] [*][spoiler]为什么新日向政府要开发人类怪异化子弹?为什么非要开枪射爱丽丝和重?[/spoiler] [*][spoiler]为什么穿越会有类似命运石之门的世界线收束效果,为何卡连无论如何都救不了爱丽丝?[/spoiler] [*][spoiler]为什么卡连会带着吹雪的尸体来到50年后与女主碰面,并且在那里复制女主的能力?[/spoiler] [*][spoiler]卡连在结局做了什么导致他的存在被抹除?独自解开了缠结?爱丽丝怎么救回来了?[/spoiler][/list]...... 还有不少非常核心的疑问虽然能在好感度对话中得到解答,但非常牵强和轻描淡写,剧本逻辑自洽性堪忧。 剧情方面唯一我能给出好评的是好感度系统。提升好感度需要送礼物,而几乎所有送出的礼物都会实时的显示在基地里。比如送出一个游戏机,就会看见对应角色在打游戏;送出一套茶具,就会看见对应角色用茶具喝茶。男女主两条线礼物不共通,加起来上百个礼物全部都有类似的反馈,而且基地会随着礼物变多越来越热闹。同时角色的战斗强度也和好感度强绑定,刷好感度的过程给我的正反馈很足。 [h3] 【战斗】 [/h3] 设定上角色拥有超能力,玩家可以使用的有:念力(主角能力)、隐身、火焰、雷电、超高速、瞬移、硬化(无敌)、透视、复制,总共9种。重点在于这些超能力后期可以在战斗中自由搭配,最多可以同时启用4种超能力,战斗的策略和打法很灵活。 战斗核心则是清空敌人的架势条,一旦清空就可以直接处决秒杀,华丽的超能力特效配合上多样的处决和场景特殊攻击演出动画,战斗完全可以用爽快来形容(可以到B站找一些战斗混剪视频),甚至可以像鬼泣一样打出“科目一”,战斗系统本身是有深度的。 战斗本身并不缺乏乐趣,但缺点在于战斗的重复性实在有点太高了。 首先是强制对战,大部分情况下,只要怪物刷出来,就会生成空气墙,必须把怪全清完才能走。还有大量必定失败的战斗,不存在逆天改命(一些传统JRPG比如DQ11都会设计一些超难BOSS真的被玩家击败的分支,比如开局的黑龙)。 然后是怪物种类少,基本只有8-9种,来回换皮。不少前期BOSS就是后期小兵或者稀有怪,少有的几个独特BOSS也是机制怪。点名批评宝塔,就站地图中间不动,每次放一大堆小怪出来,清完才会解除无敌让你打,回合制循环往复。无聊就算了,血还非常厚,我可能刮痧打了20分钟才过。剩下的就是人形BOSS(大部分是以前的队友),同样也全部是耐杀王,打赢了也不会死掉,会在之后流程中多次出现重复利用。 最大的问题是支线设计。主线还有新场景、新剧情和新能力调剂。支线就是每次必定在打完当前地图后才发布,让玩家再回到之前地图里,用“指定方式”击杀“指定数量”的“指定怪物”。有的怪物全图只有1-2只,支线却往往要求3-5只。有的怪物可以轻松秒杀,支线却往往要求用更难和更慢的击杀方式(什么念力追击,追击念力,突击念力,拦截,翻译得让人云里雾里,部分支线要求我还要查攻略才明白什么意思)。 这些支线每次耗费的精力不亚于主线中推一遍图,但给的奖励却都是垃圾。支线本身也毫无剧情可言,只是简单直接的通马桶,跟主线毫无关联。这些无聊的支线单周目里整整有30个。但是如果想要全成就,就需要全部做完。我的建议是,如果不是成就党,一个支线都别碰。 如果是一个支线都不碰,仅推主线和刷羁绊的纯剧情党呢?这些重复度极强的战斗同样逃不掉。因为刷羁绊的礼物需要材料兑换,而材料只有通过击杀怪物和舔图才能获取。部分稀有素材甚至只有训练场挑战才会掉落,而这个训练场挑战同样离谱。在玩家35级时就开放70级的挑战让玩家打,强制拖长游戏时间,必须到后期等级上来了才能通过,而且有些材料是跟挑战评价挂钩的,技术菜点的话拿都拿不到。甚至千辛万苦凑齐素材换完礼物后,还有更多战斗在等着你。对于好感度事件,哪怕只有一丝能加入战斗环节的可能性,制作组全部塞了战斗... [h3] 【地图 & 收集要素】 [/h3] 除了青蓝实验室、旧医院外,本作的地图设计几乎等同于不存在。基本就是设计个长长的岔道,尽头放个小垃圾。或者换成需要开队友超能力才能过的门,再走个长长的岔道,尽头放个小垃圾。流程中玩家一行人进入了敌方基地,被一道大门拦住了,解决方式是与门旁边的装置交互一下。这就好比装了防盗门,但是钥匙就挂在把手上,我玩到这里真的笑出了声,真不知道这样做有什么意义。 收集品分为副本数据和怪物数据,前者需要在各个地图里寻找收集,后者需要刷特定怪物掉落。数据可以用来换刷好感的礼物、时装和装备。没有任何能补充故事、世界观的收集品。这些数据收集品是什么样的呢?举个例子,有个地图名字叫水波川,那么对应的数据收集品就是水波川数据A,B,C,S... 非常空洞的一个世界,如果是独立游戏我能接受,但作为3A,这种敷衍的世界观构筑我是一定要批评的。装备基本就是堆数值,RPG升级的技能树也大部分是堆数值和提高伤害段数的,没有什么BD,前期怎么玩,到结局了还是怎么玩。 [h3] 【小问题】 [/h3] [list][*]拖延时间:在需要攻击8遍才能打破的冰块里藏收集品; [*]时装凑数:几百种外观饰品,但大多数都是简单换个颜色; [*]UI碍眼:CG中右下角按LB+上键进入拍照模式的提示关不掉; [*]拍照水印:拍照模式右下角固定有万代的水印,关不掉; [*]镜头乱飘:自动锁定下镜头乱飘,打多个怪物时非常混乱。[/list] [h3] 【总结】 [/h3] 本作是一款有着三流剧情和一流战斗系统的二流作品。如果以战斗为主,剧情为辅,体验应该还算不错。但本作却将三流剧情分成两份,并加入超量的重复战斗环节延长游戏时间,让本来有趣的战斗环节在一次次重复下失去乐趣。大多数玩家恐怕连开二周目的欲望都没有,那拆分剧情的意义又在哪里? 如果你仍然被本作的战斗系统吸引,想要进行尝试,那么可以参考我个人给出的五条建议:[b] 1.剧情党和全成就党不推荐买; 2.先玩女主线,剧情连贯性更好; 3.不要做任何支线,普通难度足矣; 4.通过教程后关闭自动视角锁定; 5.购买终极版,标准版缺少关键剧情和好友羁绊,影响角色强度。 [/b] PS:觉得有帮助的话可以康康我的[url=https://store.steampowered.com/curator/44921690] 个人鉴赏家 [/url]与[url=https://steamcommunity.com/groups/mylonelycabin] 群组 [/url]
Максимально клишированное произведение абсолютно во всех аспектах: от плохо прописанных персонажей до бредового сюжета. Вам надо продвинуться по сюжету? Идите в данж! Вам надо поговорить с персонажем? Идите в данж! Вам надо что-то выяснить? Идите в данж! Чтобы вам не потребовалось в игре всегда дорога одна - в данж... Боевка скучная, враги одинаковые...Единственный плюс игры - это приятный графон в аниме стилистике на этом все) 1 данж из 10
while this may be an overall mediocre JRPG, it is an absolutely fantastic ARPG. if you are willing to overlook a cliche story for some of the most fun ARPG gameplay there is, this game is for you.
주인공 둘인데, 한놈은 개답답하고, 또 하난 미친년임. 세계관 설정상 성격이 그런 건 납득 하는데, 굳이 설정을 이렇게 해야 하나? 싶음. 애초에 이야기 설정부터 실패했고, 액션 원툴인데, 그 마저도 초반을 넘어가면 사이드 미션 클리어 조건 때문에 그 액션조차 쌍욕이 나옴. 그리고 유일한 장점이라 할 수 있는 액션을 제대로 느끼려면 듀얼센스가 필수임. 21:9 화면비는 모드 설치해야 21:9 설정이 가능해짐. 정말 진심으로 왜 이럴까? 일본 게임 디렉터들은 자신이 만든 세계관이 넓고 큰 화면으로 아름답게 표현되는 걸 좀 배우시고, 떡밥을 뿌렸으면 2편 발매하세요. 비추가 제 진심인데, 후속작 발표하라고 추천에 둡니다.
9/10 It's 50% manga/visual novel and 50% hack&slash, so the dynamics are similar to Yakuza games': you watch cutscenes, then you do some intense action, then you rest a bit and watch some cutscenes, rinse and repeat. The story is over the top, but fun and interesting nonetheless. Characters are great, too. What I really liked are the (team) bonding scenes. The combat is just the perfect balance between 'smash X' and 'push all the buttons and memorize difficult combos'. Graphics, sounds and music is also great. I've grinded maybe a few hours, but it's absolutely optional, you can finish the game without any grinding, which is good. The only thing that makes my gears grind is the two playthroughs with the two different protagonist: the story and the path of the two crosses each other's several times, the main story is the same, [spoiler]and toward the end of the game, the two protagonists and their teams are joining forces, [/spoiler]so it doesn't really makes sense to go through the whole game again just for some (possible) tiny additional scenes and a somewhat different gameplay (close combat vs ranged combat, and somewhat different skills). Also, it would have been great to have a full motion anime for the cutscenes instead of these still(ish) pictures, but I guess it had to do for budget reasons. I'd love to see a sequel!
this game is just... fine. pretty mediocre story and the combat is fun at first until they start spamming combat encounters to bloat playtime. not my favorite!
6/10 Story, Characters and premise for the game are great, but what lets it down are two things. 1. Combat, which is increasingly repetitive and locks you into fights every chance it can. you have an enhanced state which is built up through damage which activates automatically, meaning if you kill the last enemy and it turns on it completely wasted before the next fight. Even when levelling up you do not feel any stronger compared to the enemies you encounter. 2. Level Design, most are linear paths which locked in fights every few minutes which kills the pace of the game. there is very little exploration but the worst is this, *Spoiler Alert* In chapter 12 there is a section where you have to complete parts of every stage up have already played through multiple times before you can proceed and this for me was the turning point where i was enjoying the game to ive had enough and just want it to be finished.
年纪大了,就是喜欢这种线性的二逼游戏,跟着跑干架就行了。 只不过日本人能不能别老写这种司马剧情,岛国心理好像有点阴暗
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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