
Seraph is a skill-based, acrobatic shooter... without aiming! Take the role of an angel who's mastered the art of 'Gun Fu' as she blasts and cartwheels her way through hordes of twisted demons.
Modeled estimate, not a reported figure. How we estimate →
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The United States storefront in every case, so this compares stores and not countries.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.99 | 557reviews | 78% | — | $47.5K |
| $14.99 | 171ratings | 89% | — | 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.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
https://youtu.be/XcEyEvvTjkw Taking the intrinsically silly 'gun-fu' concept and actually delivering a competent implementation with supporting animation is rather commendable.
nur ein Spielstand in der Cloud, Neustart macht super viel Spaß. kein leichter Schwierigkeitsgrad. viele gleichwertige Waffen, zu viele verschiedene Aufwertungen, die nichts bringen. irgendwann zu schwer.
It's pretty fun
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Languages: English, French, Italian, German, Spanish - Spain
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cool concept, though some might dislike the idea of having aiming removed from the equation entirely (you always autoaim meaning movement is your only problem pretty much) However the main issue here is the adaptive difficulty, doing well means you're gonna end up getting hit in the face by a difficulty wall (and it is a brutal one at that) but a a little big it'll be just right and if it's high enough the game will drastically increase drops to help you with progression, doing bad means you won't get drops but will stumble your way through much farther, so basically the game is a constant exercise in juggling between doing perfect and intentionally getting hit so that the game doesn't force impossible odds against you to stay in "the right spot" on the difficulty level (indicated helpfully at the bottom of the screen. Beside that the game is spot on and despite the main big issue is still decently fun to play with.
we need chinese, we need chinese, we need chinese. 我们需要中文。游戏估计是可以的,但是米中文无法说爱。 202211下,t a o宝,支付宝红包,杉果,本平台,本平台充值折扣掉卡,indie gala,fanatical,humble,daily indie game,loot boy,它处自定义包入的本体约3元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
Необычная и неоднозначная игра, но мне нравится. Кор простой и мощный: мы скачем голыми пятками по платформерным уровням, расстреливая демонов и пытаясь уворачиваться от всего, что двигается в нашу сторону. Два прыжка, дэш, воллджамп, стрельба да пара скиллов с кулдауном, вот и весь наш арсенал. Героиня движется бодро, но не стремительно, так что стычки больше про планирование, чем про молниеносную реакцию (хотя некоторые скоты заставляют играть в парирование, дада, я про вас, снайперы). Уровни генеративные, что приводит к плохому левелдизайну, но хорошему разнообразию энкаунтеров. Игра в целом про бой, нежели про эксплор и платформинг, так что удачно. Боссы унылые, добавить нечего. Оружия мало, но оно разнообразное (но не очень). Мета-прогрессия вродед бы от рогаликов, но не совсем. Игрок сам выбирает, когда сбросить прохождение и вернуться на старт, сохранив все анлоки. Есть интересная механика повышения сложности, следите за руками: - растет сложность при подборе опыта - растет не линейно, а умножаясь на счетчик комбо - счетчик комбо сбрасывается при получении урона - сложность определяет не только силу и способности врагов, но и шансы хороших дропов для прокачки Эта система объясняется в игре плохо, но становится понятна через пару часов, и работает довольно хорошо. Создается реальный стимул играть чисто и красиво, избегая урона и используя свой арсенал движений на 120%, чтобы увидеть хоть когда-нибудь топовые шарды и максимальные грейды чудес. Даже в коротком виде получилось непонятно, ну и ладно. Сюжет и атмосфера очень в моем направлении: католическая антиутопия, пойманный ангел, вторжение сил ада, бодихоррор и лорные записки с подробным, в лицах, описанием, как до такого дошло. У игры много недостатков, но хороший основной геймплей, плотный лор и интересно обставленный гринд для меня оказались ценнее. 7 суккубов телепортируются ниоткуда тебе на лицо из 10.
Seraph isn’t anything special. All-around, its presentation is pretty generic. The environments are visually plastered with dull office colors that mostly serve to allow the colored projectiles to stand out, except for the blood-red drapery in the last area. The demon designs aren’t very original, with appearances from familiar archetypes like the flesh spider, the flesh centaur, the pointy succubus, etc. The story is delivered in unvoiced back and forth dialogues that leave a lot to be desired in engagement and exposition. That said, while the presentation is forgettable, the gameplay is solid enough. The jumping isn’t quite as fluid as I’d like, and the hitboxes are a bit strict, but the auto-aim, double jump, and phasing give you enough freedom that they aren’t a big issue. It can be a tough fight to make it to the next checkpoint, but you keep accumulating crafting materials and crystals to power yourself up, so you incrementally increase your experience, health, and damage buffs as you retry the harder stages. It was hard to distinguish the pickups, so it felt a little arbitrary, but it wasn’t really an obstacle. The difficulty worked pretty well for me, though normal was still a bit of a challenge. I think the procedural generation screwed with me a bit. I like how after a room is generated that you can usually keep replaying until you make it through to a later checkpoint, but it can create some strange bottlenecks. The lockdown rooms, which trap you with enemies for 60 seconds or until you die, can be placed very inconveniently. There was a small one in Area 4 that had me stuck for hours, and then there was one I actually [i]couldn’t clear[/i] in stage 5-1, but for some reason the level got regenerated. I have no idea how that happened. Also, I’m not sure how the dynamic difficulty works. For some reason the dynamic difficulty didn’t go below 5 in the later stages of normal mode, even though I don’t think that’s how it’s supposed to work. For the challenge alone, this is a decent bargain, and it has some interesting progression mechanics. If you’re intrigued, go right on ahead, but don’t be prepared to be dazzled or shaken.
Seraph is an absolutely underrated gem, especially due to its properly working adaptive difficulty mechanism, which manages to continuously and gradually increase the difficulty of the game while you "git gud". Now the impressive part is that I rarely had the feeling that the increase in difficulty was unfair, which is a point at which many "hard" games fail, especially those bragging about how "souls-like" they are. I really like the visual flair of the game and the powers and the enemies are designed greatly. Also, the dark atmospheric soundtrack is absolutely amazing. If there is one thing that I have to criticize then it's the fact that the randomly generated levels often make little sense -- I have often been in levels where a powerful temporary power-up can only be collected after pretty much killing all enemies in that level, thus making the power-up completely useless...
스크린샷 및 트레일러에 낚여서 산 게임 특징 - 자동조준 - 게임을 진행할수록 올라가는 난도 장점 + 그래픽 단점 - 없다시피한 스토리 - 트레일러 영상: 스타일리시라는 문구는 사실상 사기. 난도는 지속적으로 올라가기 때문에 캐릭터의 성장도 같이 올라가야 스타일리시한 액션이 나오는거지 난도에 비례해 캐릭터의 성장이 뒷받쳐주지 않으면 더 이상의 진행이 불가 - 맵 구성: 중후반부터 수직형 맵이 등장하는데 발판 사이의 간극이 커서 조작이 어렵다. 이건 개발자가 의도적으로 스테이지를 어렵게 만든 장치이지만 이건 어려움이 아니라 불편함에 더 가깝다. - 무기: 탄약이 무한인 쌍권총과 탄약이 한정된 무기 총 2개만 가지고 다닐 수 있다. 문제는 쌍권총은 기본적으로 약하며 이외의 무기는 탄약 구하기가 어렵다는 점이다. 사실상 쌍권총이 강제되어 전투력이 약해진다. --- 너무 긴 성장구간: 캐릭터 성장에 필요한 시간이 꽤 많이 드는 편인데 여기에 환생이라는 시스템이 더해져 필요한 시간이 기하급수적으로 늘어남. 환생 레벨마다 일정개수의 최고등급 샤드가 필요하고 환생 시 가지고 있던 모든 업그레이드 및 재료들이 초기화됨. 문제는 환생을 해도 능력치가 소폭 상승해서 필요성이 느껴지지 않음. 필수는 아니지만 과도하게 플레이타임을 늘리려하는 개발자의 의도가 느껴짐. 어려움과 불편함의 차이를 모르는 전형적인 못 만든 인디게임 중 하나. 차라리 스타일리시함을 더 강조했으면 좋았을 듯. 5/10
Fun twin-stick shooter without the twin-sticks. Platforms, gribbly daemons, Roguelike unlockables, and many bullets.
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