Kernel Hearts

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Kernel Hearts — уникальная смесь экшен-RPG и роуглайка с мультиплеерным кооперативом. Станьте частью отряда М.А.Г.И.Я и заберитесь на Вавилонскую башню, уничтожая по пути библейских созданий в попытке свергнуть Бога и спасти мир от забвения в пепле. ЕЩЕ ОДИН БОГ ОТВЕРЖЕН

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После каждой экспедиции вы будете возвращаться к последней резервной копии ваших воспоминаний в лаборатории на окраине последнего оплота человечества. Тратьте награды, получаемые за каждый заход, чтобы открывать, загружать в свою ОС МАГИЯ и произвольно настраивать до 256 КБ чипов. СТАНЬТЕ ВОЛШЕБНОЙ ДЕВЧОНКОЙ

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Общайтесь с различными жителями башни и дарите им подарки, чтобы укрепить ваши отношения.

Инди

Системные требования

Минимальные

  • Нужны 64-битные процессор и операционная система
  • ОС: Windows 10 or Above
  • Процессор: Intel Core i7-9750H @ 2.60GHz or equivalent
  • Оперативная память: 8 ГБ ОЗУ
  • Видеокарта: NVIDIA GeForce GTX 1060 or equivalent
  • Место на диске: 15 ГБ свободного места
  • Примечание: Minimum specs target 1080p gameplay on Low/Medium settings. Performance may vary during online co-op.

Рекомендуемые

  • Нужны 64-битные процессор и операционная система
  • ОС: Windows 10 or Above
  • Процессор: Intel Core i7-10700 / AMD Ryzen 5 3600 or equivalent
  • Оперативная память: 16 ГБ ОЗУ
  • Видеокарта: NVIDIA GeForce RTX 2060 / GTX 1660 Ti or equivalent
  • Место на диске: 15 ГБ свободного места

Отзывы

Steam · Mostly Positive

Все отзывы в Steam

259 положительных из 328 отзывов

38

Игрок 3438Не рекомендует15 ч в игре

This game is tough for me to review. I REALLY like the characters, story, visuals, and overall vibe—these are genuinely strong foundations. Everything looks great at first glance, and you can tell the team put heart into the art direction and world-building. But the gameplay isn't clicking for me. Compared to other roguelites like Risk of Rain 2, the progression feels hollow. There's no clear upgrade path, and when you do get a boost, it's usually negligible—a 2% or 5% increase that barely matters during a fight. In this genre, I love building up a powerful character that can dominate the map, but that satisfaction just isn't here. Enemies also feel tuned way above the player. It takes too long to kill basic enemies, and the rewards don't seem worth the effort. The only way to make it playable was running with a full four-person party, and EVEN THEN we struggled. The timer is another issue. When angels are summoned, it's basically guaranteed death. This makes every fight feel rushed—you can't explore or hunt for upgrades without risking everything. Instead of adding tension, it feels like a chore that stops you from building your character properly. Character animations are clunky too. Movement doesn't always feel smooth, and your character doesn't respond the way you'd expect during combat. That's frustrating when you're already under time pressure. Here's the thing: I WANT THIS GAME TO SUCCEED. The core idea is there, and I believe it has potential. Better upgrades, adjusted timers, and smoother animations could make this a hit. Right now I can't recommend it, but I'm genuinely keeping an eye on it. If the devs make these changes, I'd love to come back and update my review.

63

Игрок 5163Не рекомендует33 ч в игре

Very enjoyable, but in it's current state I cannot recommend it. I will change this review if some issues are addressed. Positive: +Great Music +Cool bosses +I like the Russian Sword Woman Neutral: ~I really wish there was a reroll option for any of these perks. As far as I can tell there isn't one. This is slated for an October update. Negative: -Co-Op progress is practically non-existent. Joiners get materials and boss kill credit / achievements but that's about it. I planned on playing this all the way with a friend but the game does not progress bonds in co-op if I'm not hosting so then I have to go into single player to progress my own game. I wouldn't mind this too much but you have bond requirements as requirements to unlock some chips so into solo I go for a long time. -Continuing off of bond progression, you can only progress these ONCE per visit, and each safe room has TWO different types of safe rooms and they BOTH have their own characters to get bonds off of, which will lead to a lot of runs before you can progress these. There is also bond progression in the HUB, and for some reason you can only progress once before you need to do a run (but you can cheese this by going to menu and then going back to speed run this nonsense, which I did shamelessly). -Visual clarity is terrible, especially in multiplayer. Some relics / effects can just completely make enemies unreadable. There really should be settings to turn these down. I really think being able to turn off/down other player's effects is something that should be set as a standard for games. -When cutscenes are being viewed, there's no safeguard for someone being a jackass and not progressing the text (intentionally or not), so you can be banished to the "A player is still reading" screen and the run is effectively over. -The co-op lobby system is extremely barebones. There's no lobby code system and setting it to "Friends Only" doesn't work very well sometimes. A friend has the game on the Epic Game's store and Friends Only doesn't work for them even though they linked their account to Steam, so in order to get that person to join we have to set the lobby to public and hope that no one else joins. -The promise system (sort of like a "quest" you do during a run that gives you a special perk for that run) feels a bit half baked. Some promises feel completely unfeasible on higher difficulties so I never do them. Leveling them up also is really grindy and feels not very worth it. -Clicking New Game sounds like it will delete your save. Considering how I've almost clicked on this multiple times due to a menu bug (it appears to have been fixed now, however), I would really have preferred that there were multiple save slots or something. Multiple save slots are slated for the October Roadmap. Good Job. -The stage where you use jump pads to glide around on the stage is a neat idea, but I think the jump pads are too slow and not numerous enough. You waste a lot of time trying to find a jump pad and then having to go through the jump animation while you're on a tight schedule is not great. Also the exit is at the extreme top of the stage so it feels even worse to rush to the exit. -The exit to an earlier stage being only visible with an icon at 90% is not a good design, I think. On the stage with the chess board at the bottom, I always have problems finding the exit since the portal above the elevator is obscured by the geometry (its color also blends in with the background and other portals) so I only ever know where it is at 90% (and navigating to it in 10% is a bit of a mad dash if you're not close). I think having an option in the settings to always enable the icon or have it only appear at specific %s (or not at all) would be a good compromise. -No chip sets (chips being the "equipment" you can bring with you on runs), and the chip menu is a bit lacking on information. I think that adding extra feedback to the menu if you can equip a chip with your current memory at a glance would help a lot (something like making the chip red or duller if it is too much), but as it is I have to do a lot of guess work. Chipsets are slated for an update in the October Roadmap. -I also don't know how I forgot about this, but in Co-Op, you HAVE to wait your turn to go into the room to change chips if multiple people are going inside/exiting. This is a minor complaint, but it is an EXTREMELY baffling design choice. -Random bugs such as: *In Co-Op, there is a high chance when the host does a bond cutscene that a player can break out of the cutscene and then everyone gets stuck in the "A player is still reading." screen, causing the game to effectively soft lock. This is apparently fixed now. I haven't had this happen in a few runs, but it seems possible to still happen if you skip the credits. *Note: Quite a few of the bugs on this list have been fixed. Great job. Edit for the 9-22 Patch: Game seems playable again after playing a few runs with some friends. Some of my major complaints are being addressed, so I would suggest waiting a bit before purchase as it seems like they are working on game problems (and introducing new ones when patching).

29

Игрок 3329Не рекомендует1 ч в игре

I really want to like this game. I REALLY do. BUT it's lacking in the most important aspect: the gameplay itself. Don't get me wrong, the characters, OST, and story all seem solid, and the production quality behind those aspects is clearly high, but the gameplay though... that's another story. The hitboxes feel inconsistent, enemy attacks look half-baked, and the dodge timing is frustrating because it's often impossible to properly understand what's happening on screen both from your and enemy side. Worst of all, at least from what I've seen playing with Fernet (I don't know about the other characters), the movement and attacks feel like stop-motion animations. There's barely any impact, hit feedback and animation are non-existent which makes combat feel incredibly painful to play and watch. I don't even wanna get started on the VFX. The giant flaming sword, for example, is basically just a huge orange glowing stick. When you swing it, you can barely tell whether you've actually hit something or not. The VFX in general feel rough and unfinished, almost like placeholder effects. The game clearly needed more time in the oven, especially when it comes to the gameplay. You can't build a combo-focused combat system and then give me a gameplay that feels this clunky and unclear. It's just not fun at all. I also don't really understand the decision to go for a Risk of Rain 2 / Megabonk-style roguelike structure without seemingly understanding what made those games work so well in the first place. The core gameplay loop needs to feel satisfying on its own, and in this case it doesn't. I can't recommend the game in its current state. It's also fairly expensive for what it offers, especially when there are better games out there for half the price. TL;DR: The game needed more time in the oven and a clearer direction. Almost everything outside of the gameplay feels high quality, but the gameplay itself is frustrating, clunky, and ultimately not fun to play.

18

Игрок 2618Не рекомендует8 ч в игре

This game is either Early Access and just not disclosed as that, or its a lost cause. This needs significant changes and updates to be even close to living up to the games that clearly inspire it. Right now it feels like Nier Automata Megabonk and thats a very COOL thing. But the combat is very unfinished, the dodging is extremely inconsistent, it takes far too long to eliminate basic fodder enemies, and its impossible to dodge, parry, or avoid damage when half the screen is covered in smoke, effects, or the camera is jammed up your ass for no reason at all. I want to like this game a lot. The music is incredible, the vibe is there, the combat has moments of brilliance hidden under jank, and it performs well. But its desperately unfinished and needs a year of updates to find its footing

02

Игрок 7302Рекомендует6 ч в игре

I'm noticing a lot of people going into this game expecting a Hades 2 when it is in fact a Risk of Rain 2.

09

Игрок 9409Не рекомендует4 ч в игре

I currently can't recommend this game. The story captivated me from the moment the intro started and they definitely put a lot of effort into the narrative. That being said though, the gameplay needs some major adjustments. Every run for me just ends in pure frustration. Enemies have way too much health and the upgrades feel completely useless. You get back to base hoping in vain that there's some sort of meta-progression, upgrade system, or something that you're missing. All you have is a pretty standard skill system where you can equip a certain amount of boosts before each run but you have a limit to how much you can equip. I also found it quite odd that during the tutorial the game never pointed out the use of the dash button. If the developers are still updating the game I may return to revise this review but as it stands now it's a game that's too frustrating to recommend.

47

Игрок 3447Рекомендует48 ч в игре

I have a lot of thoughts about this game, so I wanted to leave a review to encapsulate my (mostly spoiler-free) thoughts as someone who's probably the target audience for this game. At the time of this review, I have ~18.5 hours played and have beaten the final boss twice. I've only played on Normal difficulty, so I can't comment on Story or Sinner difficulties at the moment. This could get long, so a quick tl;dr list of my thoughts: - The story, characters, setting, atmosphere, and soundscape are all incredible (especially if you like SMT, NieR, and/or post-Madoka magical girl themes) - If anything, I just wanted more story and character moments because I like spending time with everyone here - This is an unusual roguelite where most of your relevant buffs are attained through narrative, not by getting a god run via luck, so you'll find yourself more or less skillcapped before you're luckcapped. Your mileage may vary whether you enjoy this, but this is the first time I felt like I could consistently progress in a roguelite without worrying too much about having a bad run that kills my momentum and ability to get far in the tower. - The exception to the last point is the part of the game where you don't have your magical girl mode unlocked - All of the characters handle extremely well and feel competent in their niches, which was a very pleasant surprise for me - Difficulty can feel a bit brutal as you're learning the game, but it's apparent when you're improving if you stick with it - Gameplay can get chaotically messy in later levels due to mobs of enemies and attack frequencies, and this can lead to a lack of visual clarity in fights that can be frustrating, but not unbeatable. I was able to adjust and never feel totally overwhelmed at this point in the game, but your mileage may vary. - Magical girl mode is awesome - Overall, a fantastic debut of a game that I'm sure to get many more hours out of Now, for some expanded thoughts. Narrative and Inspirations I think within an hour of playing this game it's easy to tell a lot of the inspirations these devs have, in a positive way. There's a real labor of love here, and a clear desire to encapsulate a lot of gameplay and narrative elements from various anime and games that are clearly near and dear to the hearts of those on staff. I think for the most part, they really succeed at this. The setting and setup are very reminiscent of NieR (I thought particularly of Replicant, but there's plenty of Automata to be had), but it took me a bit to nail down the magical girl elements. While Madoka or other more traditional magical girl elements might be the first thing that came to mind (the healing items being seeds, the thorny rose being the Sin meter, etc.) when I first picked up this game, I think honestly the story and where the magical girl powers come from is very like Yuuki Yuuna is a Hero (plus both NieR and Yuuki Yuuna feature the same composer AND Emi Evans on vocals, who also appears on a track here, hmm..). I like this blend of elements a lot, as I think it lends to a story where you're really rooting for a likable cast of characters in a world that's trying desperately to prevent them from succeeding. I don't think most of the story beats hit me as hard emotionally as the aforementioned inspirations did, but I was loving every moment of the characters. I like the hangout events, but I definitely was hankering for more when it came to figuring out their backstories, how they interact with everyone, etc. I didn't realize until my second defeat of the final boss that you get more story for whoever you beat the boss with...so I have more to look forward to on that front! I will say I felt like I was able to piece together much of the characters' past and backstory through everything you can find or interact with before getting the character endings, so I think what is given is masterfully done as far as a snapshot into each of these girls' personalities and what their backstory is like. I just would love to see more of them! All of the side characters are equally lovable, I wish RNG had been kinder to me in most of my gameplay because I had maxed out Nura's bond events before I had even completed Tofu's 3rd bond event. Soundscape I wish I could spend more time talking about the music and sound, but there's not much to say other than I love it, and Pretty Patterns has been invading my playlists of liked songs since I first heard Cataract (funnily enough not through a trailer or gameplay, but because of a wonderful AMV called wavering shine...go check it out if you haven't heard of it). All of the SFX feel satisfying and distinctive, though it can be hard to hear audio cues for attacks when you're swarmed by enemies. Gameplay As for the gameplay, I think this is the most contentious part of the game, so I'll give my thoughts in full. I love roguelites/roguelikes of all shapes and sizes and I love action games (the first Bayonetta being something I've sunk hundreds of hours into as an example), so I have a fair bit of experience with genres this game lands squarely in the middle of. When it comes to roguelites, I feel a flaw of the genre is that there are times where, even if you are good at the base gameplay, you can get RNG screwed out of being able to complete a run. This is meant to even out with the experience of getting a good luck run where you can chain buffs in interesting ways and become a god. In a deckbuilding game this can correspond to unbeatable infinite loops, but in action games it tends to be more like "all of the basic enemies get mowed down by me looking at them, and bosses are getting shredded in a few button presses." While I generally love the random aspects of roguelites, I have to admit that it can be a frustrating part of the experience, to the point where I can't even recommend roguelites to those I know who either have terrible luck or just want to feel more in control over their play patterns. I think this game is the first roguelite I've come across where the random elements don't feel like they are going to make or break my run. Don't get me wrong, early on as I was trying to beat the first major boss who lets you do the magical girl thing (third overall, for those wondering) I definitely felt the power of the random buffs you could get mattered a lot more. This makes a degree of sense, I had less entry buffs unlocked and thus was less powerful. But, as soon as I opened up the game past that boss, what I found was that I had reached a point where I could reach as far as my skill would let me. It didn't particularly matter what buffs I did or didn't get, I was always reaching about the same point in the tower with every run, regardless of which character I was taking with me. It wasn't due to the magical girl mode either, but because I was progressing the narrative I was getting stronger and stronger to start with, and the random buffs seemingly being background noise at that point. So why are the relics and mementos seemingly small and incremental without major impact as to which you get? This is a game that prioritizes its action game principles over its roguelite principles. You can still chain together incredible buff lines and mow down enemies and bosses (and there are ways to help make this easier!), but it's less relevant to your progress than your overall skill level. So why is it still a roguelite if it's more principled as an action game? Because the roguelite gameplay elements and looping tie in beautifully with the narrative of this game, they are married together and complement each other fully and truly. I think that's beautiful. I would love to write more on the magical girl mode (reaching the character limit), but all I can really say is that it's a blend of YuYuYu and "be not afraid" in the best ways. Keep up the good work, I'll look forward to more to come!

91

Игрок 4691Рекомендует25 ч в игре

日本のゲーム・アニメへの愛を強く感じる、アルゼンチンの開発チームによるローグライトアクションRPG 特に NieR 、3以降の Persona の影響は顕著に感じる キャラクターデザインも魅力的で、日本語字幕・音声に対応している 他レビューではしばしば Risk of Rain 2 が引き合いに出されているが、近接アクションがメインであることやプレイヤーの成長システムを考えると、 Risk of Rain 2 や ELDEN RING NIGHTREIGN のように 3D のフィールドを探索する Hades 、という方が近いか アートワークやサウンドトラックなどガワの部分はクオリティーが高く、ゲームのコンセプトとしてもポテンシャルを秘めているが、肝心のゲームプレイ部分には改善の余地が多分にあり、現段階ではそこまでオススメはできない 開発チームにとって初作のゲームということもあり、これからのアップデートに期待を込めての好評価 まずはアクションの操作感について、 NieR: Automata やベヨネッタのようなプラチナゲームズ的アクションを目指して作られていると察するがゆえに、(プラチナゲームズと比べてしまうのは酷だが)キャラクターの動きがややぎこちなく感じてしまう、が決してひどい出来というわけではない 伝わる人に向けて言うと、もう少しで NieR: Automata のアクションになりそうな NieR Replicant のアクション性 一番に改善していってもらいたいのは、ローグライトゲームの肝である1周ごとのゲームプレイ、特にボス戦に入る前のフィールド探索の充実感が、一定の評価を得ている他のローグライトアクションゲームと比較してしまうと、やはり物足りなく感じるところ 物足りなさの要因の一つは、フィールド中の敵の硬さ これはプレイヤーの永続強化や攻撃強化系のビルドを固めることで幾分マシにはなるものの、それでもなお後半のステージとなるとプレイヤースキルではカバーできなくなるほど敵のHPがほとんど減らず、アクションゲームとして爽快感が低減してしまっている(もちろん、DPSチェッカー的な側面もあるとは思うが) もう一つは、敵を攻撃した時の手ごたえ、打撃感が少し乏しいこと なんというか、敵の表面を高速で撫でているような感覚で、はじめは攻撃を加えた時の効果音やアニメーション演出の問題なのかと思っていた しかし、これは不思議とボス戦ではそこまで気にならないため、もしかするとこれも通常敵が硬いことによる問題で、通常敵がこんなに硬いはずがないという先入観による感覚なのかもしれない 実際、ある程度ゲームを進めると、フィールドの多数の硬い通常敵を相手にした後だと、ボスがとても柔らかく感じる 派手なアクションで一騎当千する愉悦と数回の被弾で終わってしまう緊張、そしてある程度ビルドが崩れてもプレイヤースキルでカバーできるゲームバランスを、むしろ Hades は上手く実現できていてるのだなと再認識した。 開発チームにはぜひゲームバランスの調整に努めてもらって、より面白い作品にしてほしい 追記: ノーマルモードでチップ(永続強化要素)をほぼ獲得し、攻撃やクリティカル強化系のチップを優先的に装備した状態で、探索でも攻撃系のビルドにして、やっと余裕が出てくるバランス 周回を前提とするローグライトで、かつ高速アクションとなると、初期状態の段階で自分の攻撃が効いている実感がないと、いくら中盤以降で魅力的な要素が解放されるとしても、その前の段階で飽きられてしまうと思う たとえば攻撃強化系チップがなくても、通常敵が1コンボ、エリート敵が2~3コンボで倒せるくらいフィールドの敵は柔らかくしつつ、敵の出現量を少し増やすことで、ハクスラ感が増して探索のテンポがよくなりそうだ いっそ攻撃力アップのチップは無くして、あくまで生存や探索の補助要素として組み合わせ、探索でのビルド強化によるDPS向上に主眼を置いてもいいかもしれない また、罪ゲージという実質的な時間制限があり、一定時間経過するごとに天界からこちらを攻撃してきたり視界を狭めたりなど妨害を仕掛けてくる要素がある 邪魔をしてくるのではなく、たとえばより強大な敵がフィールドに出現する(しやすくなる)などがあると、最初のうちはそれを避けてボスへ挑むが、プレイヤースキルがついたりビルドを理解していくと倒せるようになり、よりよい報酬が得られるようになる、というのはどうか 1つ1つの戦闘へのモチベーションを上げるような作りにすることで、総じて周回することへの意欲につながって長く楽しめる作品になると思う