Sephiria

1 / 8

В День Судьбы над Кролеградом сгущается зловещее предзнаменование. Жителей деревни ждёт гибель от орды демонов… если только вы их не остановите.

Sephiria — это бросающий вызов судьбе экшен-рогалик о храбром кролике, отправившемся в путь, чтобы спасти родной дом от гибели. Осваивайте и улучшайте разные виды оружия, открывайте новые таланты в каждом забеге, стратегически расставляйте предметы в инвентаре и прорывайтесь сквозь орды врагов, чтобы раскрыть угрозу, ждущую в конце пути.

Особенности

Стратегический инвентарь: собирайте и расставляйте артефакты и усиливайте их разными табличками. Управляйте инвентарём под свой стиль игры!

Гибкий бой: освойте 6 уникальных видов оружия — у каждого более 50 особых улучшений!

Постоянно меняющиеся угрозы: сразитесь с более чем 60 разными опасными врагами и более чем 10 уникальными боссами. За путешествие длиной в 6 глав испытания становятся всё серьёзнее.

Объединяйте силы: объединяйтесь с друзьями в онлайн-кооперативе до 4 игроков и исследуйте Башню вместе. Обменивайтесь предметами, оживляйте павших товарищей и побеждайте всей командой!

Ролевые игрыПриключенческие игрыИнди

Системные требования

Минимальные

  • Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Ryzen 5 1400 or better
  • Memory: 8 GB RAM
  • Graphics: Geforce GTS 750 or better
  • DirectX: Version 11
  • Storage: 2 GB available space

Рекомендуемые

  • Recommended:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 64-bit
  • Processor: Ryzen 5 1700X or better
  • Memory: 8 GB RAM
  • Graphics: Geforce GTX 760 or better
  • DirectX: Version 11
  • Storage: 2 GB available space

Отзывы

Steam · Very Positive

Все отзывы в Steam

11 814 положительных из 12 514 отзывов

55

Игрок 4455Рекомендует238 ч в игре

遊戲內容一開始操作不好的話玩起來有點挫折, 但突破後又發現武器和技能搭配流派的內容深度很夠。 並且玩到最後整個劇情跟關卡長度都很讓人驚豔,蠻耐玩的。 自己順手做了一個繁中資料站跟Build分享網站: https://www.sephiria-wiki.com 給想查中文資料或想分享流派的玩家參考,資料有問題的話也歡迎跟我反映。

58

Игрок 6658Рекомендует61 ч в игре

TL;DR - [*] Overall 9.5/10. [*] Inventory arrangement aspect is simple but can be built complex, definitely not a headache or "50% of the game" but it is enjoyable and a great feature. [*] Item variety is great. The amount of items isn't insane but none of the items feel like fillers. [*] Build variety is just okay. You can't run any build on any config, diff playstyle will need figuring what combo works for the build. Can't just roll 'this time I try fire' on the same setup and have it be as successful as previous which can be a plus (IMO, it is). [*] Weapon variety is decent, not overwhelming, no choice paralysis and upgrade system turns them into having completely different ways of use like its a new weapon, which is nice. [*] Enemy variety is very good. Again, not overwhelming, no missing out, repeated enough but not in any tiring way. [*] Story is sweet and charming, more non-spoiler elaboration added. [*] The difficulty scaling is kind of meh but to gamers preferring low to medium difficulty, it is great. [*] The visuals are absolute amazing, 10/10. [*] If you enjoyed Dungreed, buy with no questions asked. Full Review Sephiria is really going to set a new standard for roguelike/lite games going from this point forward. The amount of depth that Team Horay pulled off with simple mechanics that build on top of each other and work together is exactly how it should be done. From the get go, you're thrown in a village somewhat reminescent of Stardew Valley and such and you think "I guess we're going level to level in this village that's procedurally generated and killing mobs with builds", on the surface, that's close to the premise, but there's so much more to it. You try to hit everything in the environment, and with a decent amount of interactable/breakable elements around, you kind of feel like there could be anything happen or maybe you could discover something like a hidden item. Although, I never found a hidden item or something in a bush I slashed, I still tried to break every box and slice through every bush hoping there could be something there. Just interacting with those things was highly satisfying. The story starts off a bit generic sounding, you do your usual fallen world/dimension typical stuff, do your first few runs and unlock items. Get to know that you have to become powerful over time by a mandated defeat the first time but the story, at this point seeming generic, is delivered charmingly and gracefully through those elements still. All the animations and effects are wonderful, nothing is overworked or overwhelming, the balancing of story elements with the effects and game interactions are just right. The overall visuals and artstyle are just amazing. I think TEAM HORAY and their pixel artist (I'm sorry, I don't remember the name from the credits) are really benchmark-setters for doing a pixel art game just right. The color palette and prioritization of where you need to add strong colors and where you keep the usual pastel-y palette is phenomenal. I really think that for people that usually don't like games in the pixel art aesthetic, Sephiria and Dungreed can be truly an exception in their library. The combat, you truly can button mash your way if you wanted to or you could utilize the combos that come with your weapon and often change with upgrades. For e.g., I don't utilize parries or special attacks in combat very often with multiple enemies and staggered attacks from them and not knowing when I'll be invincible and when not, so I start with a weapon and then on upgrade I choose the option that completely removes the special attacks or makes it redundant than the spam attack. The fact that I can build like this and still enjoy the game is a testament to it being done right for the kind of gamers they're aiming the game towards. Another note on combat, the way that the camera is angled in this game (the perspective/POV) would have made it genuinely annoying to fight enemies and evolve playstyles that aren't very button mashy. To get around this problem, they came up with a very good QoL type feature of attack projection on every enemy - big and small - that is present on the smallest and most unchallenging enemies and also on every mini boss and boss with extra highlights to indicate a higher damage risk than your average enemy. The one blemish on this is that it doesn't project enemies charging towards you. There's enemies that move like the ball in brick breaker where they 'reflect' on clashing with the wall and if you aren't really used to it or just tank it or dash it, positioning yourself in the moment of combat is actually kind of tricky. It isn't a major problem by any means because the quantity of such enemies and elite/boss units is sporadic and I don't think this necessarily even needs polishing out in a roguelite game where failure is intended. Enemy variety is great with every type of level changing the kinds of enemies present in those. The amount of recycling done is very minimal. The attacks that enemies do build you up for elites and boss fights with the dodge patterns and such being shared with them, just magnified on the bosses and mini bosses. This isn't to say that it is a straight up recycle, the bosses do definitely have unique and more challenging attack patterns. The bosses and mini bosses also do themselves change every so often, you feel like it is related to real changes they're experiencing with regards to the story or changes that will happen later in the levels. I didn't notice such significant effects, nor did I expect to, but the feeling that it evoked, that it could happen was a good sell, nonetheless. The build is really the key, similar to Dungreed, there's the talent system, the weapons system and items system and it all works out harmoniously. The talent system, like with Dungreed, leaves you desiring more as it caps out after a certain point and you don't nearly have enough points to become indestructible, as much as I wanted to be. There's also a very good number of different characters/costumes you can be which adds to the effects that you'll have with your build. The complexity is distributed in chunks so even if you keep blindly running the same costume and talent point combo just with different weapons and items, you truly can do that and convert it into good or winning runs. Something to aid the complex building system is the preset feature that you unlock, I ran one preset blind and finished the game in under 50 tries, that's including the game mandated retries/defeats, but if you wanted to, you could really geek out over all the specifics of your starting presets and save each for each type of playstyle that you want to test/run. Coming back to the story, there's a lot of tangents, a lot of loose ends. Loose ends not in the sense of having unfinished or badly written storyline that bit off more than it could chew but loose ends that make you wonder about the whole thing as to what it could be. The visual storytelling lifts a lot of heavyweight in helping you imagine the whole world, the lore of how it all came to be very well and not only that but it relates to what happens in the game and story as you progress. I talked to every NPC always, every single one. And, every single one can be talked to. Which was amazing. Depending on the context, they change too. Steam won't let me yap much more on this than I already have but I had a lot more to say, but the game is worth more than I could write about so just go ahead and buy it. Make sure to choose a good name for the story, the screenshot in Thank you for playing will be worth it. Story becomes very cute btw. Character design is amazing. Each pivotal character can have their own game and I would mf-n play it too!

04

Игрок 8004Рекомендует103 ч в игре

久々にドはまりして、80時間も遊んでしまった。 可愛いドット絵のウサギが主人公のバッグ整理型ローグライトアクション。絵は可愛いがなかなかに歯ごたえのある難易度の作品。1回のランは1時間~1時間半ほどで、ストーリークリアまでは20~40時間程度。4人までの協力プレイも可能。 ステージを進めて拾ったアーティファクトをバッグに並べて様々な能力を強化していくのだが、種類別に「何個集めるとボーナス」というのが設定されているため、どういうコンボを組めばいいかわかりやすい。例えば次は攻撃速度特化で行こうとか、火属性特化で行こうとか。バッグ整理要素もバックパックバトルほど本格的ではないが、悩みすぎない程度にいい塩梅に作られている。 アンロックを進めていくと、特定種類のアーティファクトを出やすくしたり、アーティファクトの持ち込みができるようになるため、比較的狙ったコンボを実現しやすい。恒久強化はあるものの、HADESなどと比べると少なめで、その面のストレスが少ないのが良かった。ストーリーも最初こそ雰囲気程度だったが、最終的に盛り上がりを感じる良い出来だった。 それでだ、先ほど20~40時間で終わると書いたが、そんなゲームを80時間も遊んでいるのは、武器の種類とビルドの豊富さにある。恒久強化で武器種が増るのだが、基本武器種が6種類でそこから2段階に派生し、2次派生はなんと101種類にも及ぶ。それぞれに個性的な能力が付与されており、アーティファクトの組み合わせを考えるのが楽しい。いろいろ試していると、これだけの時間を遊んでしまったというわけだ。 ビルドのバランスも強い弱いはあるものの比較的良好で、1周クリアした後も別のビルドで周回を試そうという気にさせてくれるのだ。 見下ろし型のアクションゲームとしてもしっかり歯ごたえがあり、終盤の雑魚戦やボス戦ともなると、全くの無傷で戦うのは不可能に近くなってくるので、適度に防御面も考える必要があるのもよいバランスだと思う。 恒久強化のストレスが少ないと書いたものの、アンロック要素の解放されていない最序盤の弱さはややストレスフルだったので、ここだけ不満点。

23

Игрок 4823Рекомендует26 ч в игре

Trying to find the perfect Roguelite for me and my partner. ETG had coop as an afterthought, Ember Knights got boring after we'd basically finished most of the game after 4 runs. Gunfire Reborn had the same problem. This however, both wide as an ocean and deep as an ocean too. The mechanics are truly unique for a roguelite and keep things fresh. If you want the perfect roguelite to play with your partner, this one is absolutely it.

13

Игрок 8313Рекомендует236 ч в игре

아니제기랄 대체 뭐가문제야 왜 나는 4스테이지보스까지 핵심아티팩트가 안떠서 죽는건데 과일꼬치 설정 해뒀잖아 콤보 활성화 해뒀잖아 그냥 다 그냥다해줬잖아

96

Игрок 2196Рекомендует23 ч в игре

The great pixel art was the main reason that forced me to buy this game—it's not flashy at all, just clean and beautiful. In terms of gameplay, roguelite with the unique inventory-building mechanic (relics and tablets) lets you become super OP with different min-max weapon enhancements (across 6 main weapons), combo variations, talents, and extra slots. While the boss patterns are simple enough to memorize, Qliphoth honestly totally reminded me of Sephiroth from that other game, even the lore feels kinda similar. Done with the current content for now, but I’ll definitely be back when the next major update drops!

69

Игрок 5869Рекомендует53 ч в игре

원하는 빌드로 즐기는 로그라이트 로그라이크 특유의 랜덤성과 게임의 모든 요소를 경험하도록 요구하는 도전과제 때문에 한동안 관련 장르를 피하고 있었습니다. 그러던 중 세피리아가 정식 출시되었고, 멀티플레이도 가능한 데다 도전과제 달성률도 높은 편이라 친구와 함께 2인 플레이를 하게 되었습니다. 우선 로그라이크의 가장 큰 특징인 초기화와 랜덤성에 대한 편의 기능이 상당히 잘 갖춰져 있습니다. 소원 분수를 통해 원하는 유물을 들고 게임을 시작할 수 있으며, 과일 꼬치를 이용해 원하지 않는 유물 특성을 제거하거나 원하는 특성이 등장할 확률을 높일 수도 있습니다. 또한 거울을 통해 기본 스탯이나 추가 효과까지 챙겨갈 수 있습니다. 지금껏 여러 로그라이크 게임을 플레이해 봤지만, 이렇게 원하는 빌드를 구성하기 쉬운 게임은 처음인 것 같습니다. 빌드의 다양성도 뛰어납니다. 다양한 효과를 가진 특성과 무기의 2차 강화 등 빌드에 영향을 주는 요소가 많아, 여러 판을 플레이해도 매번 새로운 조합을 시도하는 재미가 있습니다. 빌드가 워낙 다양하다 보니 약 50시간을 플레이하고 뿌리거둠 30까지 클리어한 지금도 아직 시도해 보지 못한 빌드가 많이 남아 있습니다. 참고로 매 판 새로운 빌드를 사용해 플레이했습니다. 빌드는 유튜브를 통해 쉽게 찾아볼 수 있으며, 코드 복사 기능도 지원합니다. 일일이 설정할 필요 없이 다른 유저가 정리해 둔 코드를 붙여넣으면 바로 해당 빌드를 사용할 수 있어 이 부분의 편의성도 상당히 좋았습니다. 스토리는 정석적인 용사물의 흐름을 따르지만, 그만큼 익숙하면서도 마음에 와닿는 내용을 담고 있습니다. 스토리를 클리어할 때마다 새로운 요소가 해금되는 데 그치지 않고 게임의 진행 방식 자체가 변화하며, 연출에도 상당히 공을 들였다는 점을 알 수 있습니다. 단순히 스토리를 감상하는 데 그치는 것이 아니라, 내가 이 세계와 사건에 직접 영향을 주고 있다는 느낌을 확실하게 받을 수 있었습니다. 도전과제 구성도 마음에 들었습니다. 모든 유물을 수집하거나 모든 무기로 클리어하는 식의 로그라이크 장르에서 흔히 볼 수 있는 100% 수집형 도전과제가 전혀 없습니다. 대부분 스토리와 관련되어 있으며, 하드 모드인 뿌리거둠 15와 30 클리어 정도만 요구합니다. 뿌리거둠 자체는 50이 최대이지만, 도전과제는 30까지만 달성하면 된다는 점도 개인적으로는 장점이었습니다. 왜 많은 로그라이크 게임이 유저에게 게임의 모든 요소를 100% 경험하도록 요구하는지 모르겠습니다. 세피리아는 원하는 빌드를 골라 충분히 즐기면서도, 억지로 모든 콘텐츠를 반복하게 만들지 않아서 좋았습니다. 이런 도전과제 구성과 빌드 편의성 덕분에 오랜만에 부담 없이 즐길 수 있었던 로그라이크 게임입니다. 로그라이크 입문용으로 매우 추천드리는 게임입니다. 랜덤성이 비교적 적고, 원하는 유물을 선택해 게임을 시작하거나 특정 방향으로 빌드를 유도할 수 있습니다. 게임의 템포와 타격감도 훌륭하며, 스토리와 연출 역시 다른 로그라이크 게임에서는 쉽게 보지 못한 새로운 경험을 제공합니다. 또한 입문자가 아니더라도 충분히 즐길 만한 게임이며, 오랜만에 돈이 아깝지 않다고 느낀 작품이었습니다.

50

Игрок 1850Рекомендует133 ч в игре

《赛菲丽娅》 有一定游玩深度的rpg肉鸽游戏 高难数值平衡存在瑕疵 截至评测时本人已体验过赛菲丽娅中大多数主流武器,并用这些武器通关了30难,用强力武器(流派)通关了10次以上的60难,这是在单人模式下完成的。 先说赛菲丽娅的优点。 与平台上大量涌现的rougelite游戏相比,赛兔做到了不仅仅在数值方面的成长,通过游戏内的“连击”和“神器”以及“羁绊神器”之间的配合,经过游戏6个楼层的成长,创造出了大量流派。这些流派之间的玩法思路各有不同,玩家的游玩体验是丰富有趣的,从性价比的方面更是超值(我是6折入的)。趁着agent跑项目的期间来上一把30难的娱乐局,美滋滋有没有懂的。作为肉鸽游戏爱好者,强烈推荐轻度游玩本游戏。 下面再来说说赛兔存在的一些瑕疵吧。 首先就是游戏的局外科技树(命运刻印)稍显臃肿,普通玩家一般需要十余个小时才能点满。考虑到不包含高难的全流程(不打30难)大约在25-30小时左右,点科技树这部分还是有点太长了,科技树有没有点满简直是2个游戏。至于需要3个难度3个难度慢慢打满的天赋树更是狗屎一坨(要打13把),我是不明白为了解锁剩下的20个天赋点为什么要让我一遍一遍打,就不能一次性打60难直接给我20个么。 部分角色解锁条件苛刻。说的就是你!隐藏角色蝙蝠!这个角色解锁需要经历5次随机献血事件,我直到游戏时长40h的时候才解锁蝙蝠,然而直到90h的现在我也总共只经历了5次献血事件(不知道是不是游戏机制)。你怎么设计了角色不让玩家玩呢?40h的时候大部分玩家都玩其他游戏去了,估计很多玩家都不知道这个隐藏角色的存在。 每局游戏开局就预设了游戏终局的玩法思路。严格来讲这可能不算是瑕疵。赛菲丽娅在每局游戏开始前会给你水果串(小幅度调整该局游戏内词条的出现频率)和许愿池(游戏开局自选的神器),同时每个角色自带不同幅度的加成(如+15冰,-20物理),这些部分直接一开始就决定了你这局的玩法,让rougelike元素变得相当之少,我不是说这种设计不好,毕竟以撒和哈迪斯都是相当成功的游戏,只不过这样的话肉鸽元素少了,每局游戏的新鲜感就变少了,你的随机程度还不如哈迪斯的祝福呢。 高难(60根之褪)游戏构筑有限。主要问题出在缺少恢复手段以及怪物疯狗式的进攻方式,让各个流派之间dps的差距暴露了出来。在高压的进攻模式下,你不可能永远保证自己不被怪物命中,一旦命中你就要吃大战损,多过几个房间你就捉襟见肘了,终局boss真·克里弗更是跟磕了泻药似的,满地喷射,时不时还会用超绝吸力让你撞向它的五向旋转子弹,搭配上boss命中回6%最大生命的高难词条真是大大的享福了。穷局你费劲心思操作打了20%血,结果被它一吸,你血条空了,boss血条满了,你就说绝不绝望吧。在这种情况下,吸血能力和该流派的dps成了高难通关率的保证。吸血能力相当稀缺,一般通过开局许愿池带上血石耳环来实现,血石耳环由此成了赛兔top1神器,见到必尽孝,所谓没有血石耳环的轮椅就不算轮椅。dps的提升就很难轻易改变了,这就造成了不同流派之间的极大差异,有些通过叠防御来运营的流派在高难就灭绝了,因为通不过dps检测,被路上的小怪和boss折磨。我一直想打一把60难蝙蝠破甲刀,最后只能放弃,因为连2层关底图书馆boss都打不过。 就这些了,希望我的评测能给游戏制作组和你提供一些帮助。

Обсуждения и советы

Открыть форум