
A fantasy roguelite RPG where heroes reincarnate to stop the mystic dragon Umbra. Master turn-based combat, sever giant bosses, and shape your Karma through a journey filled with relics and evolving NPC interactions.
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About
Overview
The Severed Gods is a turn-based tactical RPG that blends roguelite progression with height-based tactical combat. Set in a dark fantasy world overrun by colossal Titans, a band of heroes marked by fate must walk an endless path of death and rebirth in their quest to slay the gods. Every defeat is a new beginning. With every reincarnation, your relics, skills, companions, and the choices you make become lasting sources of strength, bringing you one step closer to breaking the gods' hold over the world.
Key Features
The battlefield extends beyond a single plane. Every enemy has Low, Mid, and High body parts, each with its own shield and weakness.
Break an enemy's defenses to knock them down and create an opening for a follow-up attack. Sever their limbs to permanently disable their abilities and limit their attacks.
From legs to torso to head, dismantle towering Titans piece by piece until nothing remains.
Death is never the end, it's the beginning of a new cycle.
With each reincarnation, permanently unlock new heroes, upgrade your skills, and carry powerful relics into your next journey.
Every defeat becomes a stepping stone, bringing you closer to the power needed to claim your revenge.
Your journey is filled with difficult choices. Will you take supplies from a dying soldier, or escort them to safety?
Will you embrace the gifts of darkness, or resist its temptation?
Every decision shapes your Karma, leading to different consequences and rewards. Walk the path of Virtue to earn the respect of allies, or embrace Sin to unlock forbidden powers.
From swordsmen and scholars to thieves and merchants, every hero possesses a unique Hero Mark that shapes how they fight and explore the world.
Thieves can steal valuable items from NPCs, Scholars can uncover enemy weaknesses, and Merchants can recruit followers to aid your journey.
Build the right team and combine their unique abilities to survive longer and push further with every reincarnation.
Experiment with hundreds of skills and relics to create powerful synergies. Let your heroes inherit abilities from NPCs or use relics to completely transform how their skills work.
Every reincarnation is a new opportunity to experiment with different builds. There are no fixed strategies, only the ones you create.
Journey through a world shaped by forgotten history, from ruined villages and towering strongholds to barren deserts and cursed lands.
As you interact with NPCs and uncover scattered story fragments, you'll gradually reveal the truth behind the Titans, the Umbra, and the mysterious mark you bear.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English, Simplified Chinese, Traditional Chinese, Vietnamese
Engagement
Reviews
Themes across 174 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
《断神》是Topebox开发的一款融合了轮回肉鸽与纵向战术的回合制策略RPG。在被泰坦巨兽蹂躏的黑暗奇幻世界中,玩家将要组建英雄小队踏上弑神之路。每一次战斗都是全新的挑战,死亡并不意味着结束,轮回之门将会再次开启,带着更强大的伙伴再次冒险。每一次抉择都会左右玩家的业力,是祝福还是诅咒都由玩家决定。 本作采用了类似于《八方旅人》的HD2D像素风格作画,因此无论是周围的景观还是角色都栩栩如生,整体上游戏颇具JRPG风格冒险,玩家需要组建一支至少三位英雄的小队踏上战斗之旅。 游戏的战斗流程有些爬塔的味道,在屏幕的左侧可以看到密密麻麻的分支树,每个节点对应着不同的事件,像是随机,普通战斗,宝箱战斗,boss战等等,玩家可以自由选择前进的路线。 游戏的战斗采用纵向战术的回合制玩法,玩家与敌人分别位于屏幕两侧,不过这里需要注意的是虽然是2D画面,但是战场不在一个平面上,毕竟敌人是泰坦巨兽,敌人有低、中、高三个高度的部位,每个部位都有独立的弱点和护盾。 战斗中采用指令式操作,玩家可以对每个小队成员单独下达指令,像是攻击,防御,使用物品,技能,有点类似于宝可梦那种对战方式,当敌人受到弱点攻击便会出现破防,若是击破护盾则会出现倒地,此时玩家便可以乘胜追击取得游戏胜利。 战斗结束后玩家可以获得金钱,永久的局内buff或者道具奖励,然后回到营地后,玩家可以在商店购买道具,技能,或者buff,然后也可以招募NPC或者获取NPC的技能。此外游戏中也会出现很多道德抉择,这些会影响玩家的业力值,主要在屏幕上方以红蓝显示,类似于祝福和诅咒一样的设定,会在随机事件中获得不一样的收益。 就像大部分肉鸽游戏一样,本作也有着局外养成。每次战斗轮回之后,无论胜利与否都能获得一定的奖励,包括解锁新的英雄,提升商店和圣物的能力等等,也可以提升单个英雄的能力值。 总的来说作为一款带有JRPG元素的策略爬塔类游戏,本作在画面上无可挑剔,玩法上也颇有创意,对于喜欢JPRG的玩家来说,融合了爬塔元素设定让游戏的策略性更强一些,推荐给喜欢JRPG的玩家入手。 [quote]欢迎关注[url=https://store.steampowered.com/curator/45214439/]轻游社[/url],以轻松认真的态度,对待每一款游戏 [/quote]
[h1]部位破坏!爽!骗你的,先打头啦![/h1] 《断神》是一款RPG回合制即时战斗游戏,同时本作还融入了类似于《杀戮尖塔》的爬塔闯关设计和部分肉鸽游戏的局外永久成长框架以及善恶奖惩机制,这些融合元素让游戏变得更具有可玩性。游戏目前一共有五名可供玩家用于出击构筑的英雄,通过将不同的英雄们组建在一起,创造出属于你的冒险小队吧!回合制即时战斗RPG,类尖塔闯关肉鸽,肝度较高,比较推荐喜欢这类美术的爱好者入坑。 故事在构筑方面基本上类似于比较传统的西幻式开场,可怕的泰坦巨兽们在大地上肆虐横行,大地上的生灵们被这些巨兽霍霍的很惨,然后突然冒出来一群年轻的勇士想要讨伐这群泰坦巨兽,游戏也将就此正式开始。 游戏在玩法方面基本上融合了很多元素,杀戮尖塔的那种选路线闯关,类似于跑团的那种投骰子和正负面因果累积概率事件和各种小概率判定,然后还有常规肉鸽游戏的那种局外成长的,类似于怪猎的那种部位破坏,这个部位破坏其实是游戏比较亮眼的一个设计,但是目前的数值设计不是很好(打脑袋的收益太高了,打其他部位的收益太低,并且受限于游戏的高难度设计,导致打头变成最优解),还有部分机制问题(像第二章的多头boos,砍其他脑袋过一两个回合就会恢复,砍主头颅就直接赢了。这个设计是真的比较可惜,最开始我以为是那种副头补主头设计,结果只有副头可以复活。算是比较遗憾的一个设计在。)整体上来说算是本作进步空间很大的一个游戏核心部分,比较可惜了。 然后还有游戏的转化师问题,简中区部分文本可能没设计好,有时候转化会显示成升级。有时候玩家没仔细看人物或者刚开玩还没弄太明白游戏的玩法就把自己的核心技能组给废掉了,这点蛮容易败坏玩家的游戏兴致。希望制作组后续可以复查一下文本那些,并尽量把转化重铸师和技能升级融合师这两者用比较明显方式分开来。 攻略小贴士提醒您:游戏的肝度很高,boos战一般推荐带高伤害技能灌伤打头(最好带点毒系技能,游戏前期还没怎么发育起来的时候毒系技能打精英怪和boos的收益很高),群体攻击在游戏里面的定义蛮尴尬的,游戏关卡内的小怪血量不低,群伤基本不如爆发单体技能快速切掉对面输出来的收益高,对付精英怪的部位破坏也会因为肢体部位血量过高显得很无用。整体上来说本作的游戏平衡度有待调整。 总的来说本作在剧情塑造方面基本上就是背景板的那套设计,在游戏性方面可以说有不少亮眼的融合元素设计,但是缺乏足够的平衡性调整,整体上来说本作的游戏性方面可以给到83分,希望制作组后续可以把游戏的数值调整好。 综上所述本作目前比较推荐喜欢这类美术的爱好者入坑。 [code]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家[/url] [url=https://steamcommunity.com/groups/laoshirenLSR/]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。 [/code]
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Hours played at review time, across 174 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
连开了两局,第一局第一张图剑士攻击之后就直接卡死,左边也没有行动顺序条,怪也不打我,我也不能打怪,按什么都没用,没法办,只能ALTF4,第二局第一张图倒是没卡死,第二张图卡死了,根本没法玩,退出重进也试过了,放弃重开一局也试过了,就是不行,两张图之内必定卡死,我真是服了!纯纯的搞人心态!什么破游戏?优化都做不好发个半成品上来就开始圈钱了??
roguelite with octopath traveler turn based combat. UI is a little clunky but it just released in early access. If you like turn based rpgs and roguelikes you'll like this.
我怀疑你这制作组在买水军刷好评,自己游戏啥水平心里没点B数吗?
系统做的有点像八方旅人+杀戮尖塔 先大概讲一下整个的机制: 我们需要像杀戮尖塔那样,选择一条路线,中间会有休息点,事件,宝箱,普通怪和精英怪。 我们这边的话,首先有5个角色,三人为一队。初始会解锁三个角色,分别是剑客,大斧和法师。法师可以探知,看到地图上的隐藏节点。剑客可以继承,继承npc的技能,但是有使用次数。大斧可以招聘npc。然后这些操作均需要使用英雄印记,英雄印记除了初始获得之外,还可以在休息点恢复。 进入战斗,我们的攻击分为低中高三段,低只能打低,中只能打中,高只能打高。普攻均只能打低空,而技能则范围更广。有的技能可以打多个高度,比如说剑雨,能打全高度。 然后最基础的是血条,技能会消耗蓝条。此外还有一个精华值,每个角色每回合会自动回复一个精华值,还想要就只能通过技能或者装备了。精华值最多存储5个,一次最多使用3个,可以大幅加强技能。这个玩八方旅人的话应该会比较熟悉。 然后在商人,我们可以获得装备或者是技能,消耗品,装备效果都比较强力,比如枪类攻击伤害增加30%;攻击对方弱点一次,使对方掉两层盾;对敌方造成一次倒地时,其他友方获得一层精华值等等。技能的话,首先是造成更强力的效果,或者是丰富队员的职业,攻击范围,比如让大斧拿个箭雨,就可以打箭弱点的敌人了。然后在铁匠处可以升级技能,或者将两个技能合成一个,效果会更加强力。 然后怪物的话,会有弱点,但是不揭示,需要对应的攻击打上去,或者是用揭示弱点的技能才会出现。弱点打满一定次数,会破盾,然后该怪物的行动会延后,且此时可以造成更多的伤害。如果是精英怪的话,那就是部位。有些部位破坏之后会截肢,然后怪物就会跪下来,之前打不到的地方也能打到了。 然后游戏有一定的局外要素,每把打完之后,可以获得一些点数去解锁开局奖励啊,技能,强化英雄效果之类的。所以说是打过几把会稍微顺一点。 整个要讲的机制大概就是这些,很丰富,对于其他游戏的取用和缝合也做的非常不错。但个人打下来。感觉上玩的是有些憋屈和难受的,主要在于以下几点: 1.数值机制不太平衡,我打别人和别人打我几乎不是一个伤害水平,且我打别人有低中高,别人打我没有 2.资源吃紧,怪物奖励给的资源本身就不多,然后用这些钱我需要买装备,需要买消耗品,需要买技能,连休息,想多回复点生命和魔法都要花钱,实在是不够用 3.战斗结束后血量和蓝条不会回满,而是直接继承到下一场。血量我倒还是能理解,但是蓝条,这个游戏很吃蓝的呀。打几关就发现自己没蓝了,没蓝了,后面又要去商店花钱休息,或者买消耗品,那点钱实在不够用。 再加上普攻只能打低空,对于一些中空甚至高空的敌人只能使用技能,那蓝条就更吃紧了 4.看不见怪物的血量,本来整个游戏消耗又大,资源又紧。你还不知道怪物多少血,不好预估多少攻击能收下。我为了保稳用技能收下对面,那也必然会造成大量的伤害溢出和蓝量浪费,我觉得这是纯负面机制 5.高空怪物多,但是有时候拿不到高空技能。然后怪物飞飞飞你又打不到 目前游戏尚处于ea阶段,机制与想法尚有意思,但需要优化的地方还有不少,还是希望能尽早优化,提升体验。 [code] 点击关注[url= https://store.steampowered.com/curator/26214428] 電玩狂熱愛好者 [/url] ,以获取更多游戏评测、资讯、攻略 [/code]
Extremely basic roguelike RPG. there's some interesting parts to it such as the npc system but over all it plays like a very generic rpg without the story which it feels like it seriously needs. not gonna be too harsh on it as it is early access but overall, its current state is not good for its price.
I gave this a brief try the moment it released into Early Access as it looked pretty neat. But I found the game to be really rough, even for an EA game. It has cool ideas but it fails on executing them in a way that feels satisfying. With enough love and polish, I think this could be a cool game. Currently I cannot recommend it. Below is some miscellaneous feedback for the devs: Movement feels clunky. The horizontal speed doesn't match the 'vertical' speed. I'd suggest decreasing horizontal speed, or increasing 'vertical' speed to make it feel more natural. What's with the WOOSH sound whenever a character gets a turn and moves to the front? It's loud and obnoxious. Please god get rid of it. At some point during a battle I got a little cutscene and it restored all of my character's EP. I have no idea what caused it and whether this is due to something I did, a completely random event, or due to some other circumstance. And there is nothing to indicate why or how. No damage pop-up for poison damage taken by my party. Audio mixing is all over the place. Certain sound effects, chimes, confirmations, and other such are way too loud and out of balance with the rest of such. The Seeker's flame wave opens up with a distorted crackling that nowhere near resembles fire as much as a computer generated scrambled mess. Tutorials are lacking. Okay, I can spend EP. How do I get EP? The tutorial doesn't tell me. It's not hard to figure out it's similar to Bravely Default, but this information could have been given to me. Ditto with status effects. Okay, there's good and bad kinds for each type. ...What do they do? Power up makes me stronger, okay, by how much? What are the actual mechanics that are taking place? 4,5 GB of storage is heavy for a game that, by all means, should not be eating up that much storage space.
Great start! Very solid foundation here for early access. I love the spirit of what the developers are going for. Feels like an SNES era style Final Fantasy mini game of sorts. Combining a lot of character building elements with a nostalgic battle style. I am looking forward to where the devs take this.
It feels like the whole game was done through "vibe coding". Everything feels unoptimized and clunky, but the art is clean, and the idea is amazing. I gotta say that i really enjoy playing it, but it could be SOOO much more. tldr; game sucks but is still fun, buy on sale
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