
Perceive the future in this time-loop metroidvania.
Modeled estimate, not a reported figure. How we estimate →
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Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 165reviews | 90% | — | $31.9K |
| $9.99 | 13ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This was a very unique experience. Definitely had those old school Metroid vibes (I highly recommend a walkthrough to avoid frustration) but I overall enjoyed my time with VSR. Great art and music. Barebones story. The unique timetravel mechanic sets it apart from the endless Hollow Knight Likes.
僵硬的手感,垃圾的时间系统,类似rouge,每次重新跑状态都不保留
感觉打不完了,但是真的是个好游戏。 虽然把时间限定在了20分钟,但是实际游玩很少真的能把时间用完,可能全收集通关时间会有点紧张,正常通关倒是没啥压力吧大概。 地图并不大,但是设计相当精巧,能力设置非常原教旨密特罗德,可以说是我见过最优秀的知识锁设计之一。 手感略飘,血上限和回溯上限作为实体道具不能保存真的挺蛋疼的,因此跑图和战斗颇有难度,空域有个笛子我自己都不知道怎么吹响的,完全复现不了第二遍...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
| $9.99 |
| 7ratings |
| 78% |
| — |
| not modelled |
| $9.99 | — | — | — | 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 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏前半段的设计水平中规中矩,后半段的表现要出彩不少。整体玩下来,还是感觉流程太过线性。虽说有部分解谜需要在获取信息后返回之前的时间节点,但大多都局限在同一个区域内做直接的锁钥对应设计,没玩出太多新鲜花样。 我觉得类银河城的能力提升系统,其实限制了地图设计的上限,至少明显削弱了游戏前期的探索自由度,这点和星际拓荒对比着看,差异会非常清楚。 游戏里绝大多数局部关卡的设计都能体现出作者的设计意图,但整体设计密度还是稍显单薄,全程玩下来的体验算不上紧凑。至于主角从一开始就拥有的回溯能力,也没有做更深层的设计挖掘。我最初还期待它能像波斯王子:失落的王冠那样(这个能力更准确的感觉应该是braid,但是指望类银河城做出纯解谜的关卡设计还是过于苛刻),和关卡设计深度融合在一起,最后却发现它只充当了单纯规避伤害的工具,还是挺可惜的。 操作手感上只有一点值得说,就是跳跃没有预输入,其他方面都没什么问题。 总的来说,我觉得这是一款佳作,但还没到能让我觉得惊艳的地步。 7/10
这地图设计绝了,地图虽小五脏俱全。限时机关、联动机关等该有的全都有,正着走和反着走还能触发不同路线;而且,由于游戏的主要机制是时间回溯(更像是一种轮回——每次回溯都对应一条不同的时间线),玩家需要对地图有更深刻的理解。于我而言,它和其他类银最大的不同在于:大多数类银我都是凭感觉走,探索过程比较发散;而我玩这款游戏时的目的性更强,我会下意识地去规划路线。地图虽是自由的,但每一次探索的方向其实都很明确。当然,最终结局强制要求你规划路线(条件不算严苛),这也是我最享受游戏地图的时刻;未来我可能还会尝试速通和全收集。 不过问题也存在:道中战斗的水温有点高,操作不熟练的话需要频繁回溯,而时间回溯后会自带“动量惯性”,这就要求你要么回溯的时间点非常精准,要么直接回溯到起点。虽然这种设计极大提高了操作精准度,但战斗时的回溯手感,不说难受,也可以算是相当糟糕了。[spoiler] 重探索游戏的通病吧——好探索难有好战斗。[/spoiler]
Very bad game design, unreasonable challenging, extremely precise execution needed even for some very simple task. Even though the price point is low, it is a waste of time to even start playing. Highly unrecommended.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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