
Spirited Line is a boss rush hack ‘n’ slash action game where every hit you take is fatal. Master precise, skill-based combat against unique spirits in a surreal, minimalist subway world. Fast-paced duels demand focus, timing, and patience to survive.
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About

Beneath the quiet fields lies a forgotten world — the ancient Spirited Line of subway, long abandoned and sealed away.
When a curious kitten stumbles upon its hidden entrance, she awakens forces far older and darker than she could imagine.
Armed with a mystical blade and guided by an old Janitor, she must face the tormented spirits haunting the stations and find her way to freedom.
Spirited Line is a short, tightly designed boss-rush hack and slash game built around simple, skill-based combat and epic battles.
To escape the strange underground world, you must face a series of intense duels against powerful spirits — each one guarding their own mysterious station.
As you fight your way deeper through the haunted subway, you’ll uncover fragments of its forgotten past, revealed through the guidance of an old Janitor and the bizarre world around you.
Every hit you take is fatal — there are no upgrades, no health bars, and no second chances. Victory comes only through skill, timing, and precision.
Each spirit is a unique challenge, demanding focus and patience. Study their patterns, learn from each failure, and grow stronger with every attempt.
Defeat is part of the journey — and every loss shall bring you one step closer to victory.
Explore a surreal subway underworld made of melancholy and dreamlike simplicity. Each station is a self-contained world shaped by memory and obscure remains of the old world.
Dialogue is sparse, but the world tells its own story through visuals, sound, and encounters.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
This is a thumbs-up with caveats. Go in expecting jank. Hit detection and hit boxes can be iffy. The later bosses can feel more tedious and punishing than truly challenging at times. The lack of music outside of boss fights (and every boss has the same simple loop other than the final one) really kills the atmosphere. Otherwise, I had an OK time with it. At such a low price, grabbing on sale is worth the 1-2 hours it'll take to finish it once (which also gives all achievements). With a bit more polish, especially some music between bosses, variations of music for each boss, and tightening up of the fight design for some, this would be pretty good. As it is, it's an OK proof of concept that hopefully bodes well for an improved game in this style later from the devs.
6/10, é um bom jogo, mas tá muito cru ainda. Acho loucura que sinto que quando joguei a demo, o jogo estava mais fluído de se jogar. Tem uma arte encantadora, tem uma ótima atmosfera, mas a jogabilidade deixou muito a desejar. Se não fosse o fato de ser hitkill daria para ignorar muitas coisas, mas muitos casos o jogo exige uma precisão que o próprio jogo não deixa fazer. Alguns pontos que não gostei: - É interessante você caminhar até o boss e ter uma sala prévia para indicar o tema dele. Mas não faz sentido criar um jogo de hitkill do personagem e você voltar desde o início do vagão, pois fica muito chato ter que voltar toda vez para a sala, tinha que ser mais rápido voltar para o combate. Aproveita que já existe uma pré-sala do boss e torna o ponto como o save-state para eu voltar mais rápido para o boss. Acho que ficou sem recursos no final porque as duas últimas salas não tem pré-sala do boss kkkk. - É um pouco desinteressante as coisas só acontecerem do nada. Tipo, eu morro e a tela fica preta, não tem nenhum efeito de morte, e mesma coisas para os boss que tem 2 fases, algumas vezes era só a tela preta e ia para o próximo. E outros efeitos que seriam interessantes também para aumentar o juice do jogo. - Os 2 primeiros boss são fáceis demais, e os 3 últimos são difíceis demais. Só 3 que foram realmente divertidos de se batalhar, que curiosamente foram os da demo. - O Jinn e o Rat lord de boss não faz sentido existirem nesse jogo, não tem estrutura no gameplay para suportar o estilo de jogos deles. O Jinn é rápido demais e você lento demais, e o Rat lord vira um bullet hell com vários objetos pequenos na tela, sendo que esse jogo é de hitkill. - O chefe final é interessante, mas ficou um pouco sem graça ele só utilizar o poder de 2 chefes, seria interessante usar o de todo mundo. E a parte final que você ataca borboletas para matar ele é meio broxante, preferia duelar com ele, e além disso é muito inconveniente atacar as borboletas, você só tem uma fração de segundo para atacar antes de ser atacado. - Senti falta de uma história principal que me motiva a derrotar os chefes, porque é meio que mato eles por matar e é isso. Não precisa ser uma história complexa, pode ser algo simples como eu estar preso num mundo dos sonhos e tenho que enfrentar meus traumas para sair. Só precisava de algo que unisse tudo. - O jogo recomenda jogar com controle mas a interface não foi feita pensando no controle. Por exemplo, eu não consigo pausar o jogo no controle, e para mover entre as opções ele considera que estou usando o mouse. Apesar de tudo isso, ainda recomendo o jogo, é algo interessante de se jogar num sábado de tarde, já que é a duração completa do jogo. Mas sinceramente, se passe mais uns 3 ou 6 meses polindo mais, e acrescentando mais bosses, e aumentasse o preço do jogo para cobrir o trabalho extra, acho que sairia algo melhor no final.
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Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Korean, Portuguese - Portugal, Simplified Chinese
Hours played at review time, across 27 reviews with recorded playtime.
Great little game
Game doesn't save, I beat most of the bosses twice before I realized (I thought my handheld didn't upload the save at first). Steam says you can save anytime and no where does in the description does it say you can't save. And it's not built around that as a feature, it just doesn't have it. Crazy for a game in 2026. I don't really care if it's a "short game". Unless it's actually like 10 minutes and free, there's really no excuse. Games crash, people have responsibilities that come up, etc. This is just padding. And you have to do the tutorial on each new playthrough; which you can argue include the first two bosses that are painfully easy on subsequent playthroughs but cannot be beaten quickly due to certain mechanics (fun the first time but they're basically puzzle bosses). This compounded with other bugs like the button icons flashing back and forth from keyboard to controller, the start menu being glitchy, the sound fx sometimes just not working, music being just short repeated loops, etc make this a game I'd genuinely recommend not be worth it. Because otherwise I really like it. As a it's a great homage to PS1 era games with some light souls elements. It has a real vibe to it that I love too. It could have been great. Please fix these issues.
한대 맞으면 죽는 정말 짧은 보스러시 게임 스토리도 아주 약간만 있을 뿐이고 그냥 보스잡는게 끝 일부 화면 앵글 같은게 조금 불편하지만 적당히 할만하네요
tis a simple game, 7 bosses, 7 achievements, you are a cat you have a sword and you're gonna swing it hell yeah. big plus for the amazing low poly aesthetic, great vibes.
Reviewing games after playing them for such a short period of time is generally mean-spirited, ill-informed, or ill-intentioned, but as the game itself is quite short, I feel less bad about doing so. Also, making games is incredibly hard, so I'm not sitting here saying I could do better. I'm offering my opinion on what I played of the game. There are two massive issues that hindered my enjoyment of the game, in a way the cranked the frustration levels to 11. The first is the camera, which doesn't show you enough of the later fights, and obscures attacks (placement/direction etc.) on both the left and right sides of the arenas way more, leading to incredibly cheap feeling deaths (I got lost in the camera behind one of the bosses, unable to see myself OR the boss, as the camera's positioning wasn't zoomed out far enough for me to see). The second is the insanely punitive hitbox on your character, sometimes arbitrarily so. Having played a pretty decent number of Souls-likes, the timings and 'means' by which some attacks 'hit' you feel really harsh and not particularly 'fair'. Difficulty is fine, if it's executed fairly. Even one-hit death games can execute the hitbox in a way that's fair when done right, but here, it just feels the wrong kind of punishing - the unfairly punitive. The ways both The Rat King and boss before that (briefly forgotten its name) hit you rarely feel actually fair, in a way that actively saps any fun I was having out of the game. There are a couple of other issues that get in the way (the 3-5 second lingering shot everytime you die is a pretty big frustration), but the two I mentioned are the biggest and the most impactful on the game's enjoyment. While I got frustrated at the earlier bosses, I persevered and got through them - the two penultimate fights though? I noped out of those and the game because just how frustrating, and how (in some ways) 'not my fault', failure felt. It's got a great PS1-style aesthetic, or at least has a look that evokes the nostalgia for that aesthetic. It's just a shame how obstructive the camera is and how punitive the hitboxes feel.
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