Sephiria 표지 이미지게임 정보 / ROGUE BY ROGUE
한 판만 더.

Sephiria

액션 전투협동 모험

원문 · 영어Save Bunnyville from a doomed fate: a top-down action/RPG roguelite from the makers of Dungreed. Explore the depths of the tower, collect and upgrade artifacts, and defeat hordes of demons to keep your village safe.

ROGUE BY ROGUEV1

자체 평점

77.5/ 100
전체 순위 #38
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

背包排列与武器动作形成互补的策略层,资料中的主要短板在首领信息和多人技术可靠性。

01

핵심 게임플레이

가중치 25%8.5 / 10
원문 · 중국어 간체

根据资料评估:快节奏武器动作与房间探索相连,快照对响应和流派手感有具体肯定;部分普通房间互动容易被特效淹没。

02

빌드와 전략

가중치 25%8.5 / 10
원문 · 중국어 간체

根据资料评估:摆放神器与石板使背包空间本身成为构筑约束,武器强化也改变动作;元素路线偏强会减少其他组合的竞争力。

출처01 ↗
03

다회차 플레이 가치

가중치 20%8.0 / 10
원문 · 중국어 간체

根据资料评估:武器路线、背包布局和新敌人要求重新配置,部分关卡重复与强势套路仍限制应对差异。

출처01 ↗
04

무작위성과 공정성

가중치 20%6.5 / 10
원문 · 중국어 간체

根据资料评估:配置物品偏好与难度可增加控制,部分首领预警和长无敌阶段却削弱风险判断;合作延迟还可能影响躲避。

출처01 ↗
05

완성도와 편의성

가중치 10%6.0 / 10
원문 · 중국어 간체

根据资料评估:基础画面和预设便利性较好,但快照集中提到断线不能重连、崩溃丢进度与翻译问题,限制长局可靠性。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。旧评论仍称 EA、最终首领缺失,与现商店状态不同,未沿用这些旧结论;平衡与联网表现未实测。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的具体玩法优缺点(Tier list Part 4 (2025))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    Sephiria — Steam 官方商店页

    2026-10-08 访问。确认了神器石板摆放、不同武器升级与最多四人合作;商店列正式发行于 2026-07-31。该页不作为实测性能或缺陷已修复的证据。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 2개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

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자체 점수에 미반영

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플레이어 의견 요약

원문 · 영어A top-down pixel-art action roguelite from Team Horay (makers of Dungreed) where you play a bunny defending Bunnyville, building power by fitting artifacts and tablets into a Tetris-like inventory grid, with up to 4-player online co-op.

원문 · 영어Sephiria is received as one of the best recent action roguelites: the local Steam snapshot shows about 12,970 reviews at 94.5% positive (Very Positive), and the Steam store page showed an Overwhelmingly Positive rating earlier (97% of roughly 2.9k reviews), so sentiment has cooled slightly as the audience widened at 1.0. Players and critics praise the inventory-puzzle build system, big weapon/costume variety, pixel art and co-op. The two Metacritic critic reviews are 90 (TheSixthAxis) and 83 (This Is Game). Complaints cluster around netcode and disconnect-loses-the-run in multiplayer, artificial pacing gates, boss design that pushes evasion builds, and repetitiveness after many hours. It left Early Access (April 2025) for a full release on July 31, 2026, and some fans felt little was added between the last EA build and 1.0.

플레이어가 칭찬한 점

  • 원문 · 영어The inventory-management build system (placing artifacts/relics around tablets and talismans in a grid) is called unique and addictive; several reviewers describe optimizing the grid as the core puzzle of the game
  • 원문 · 영어Large variety of weapons (6 main weapon types, each with 50+ upgrades that change how it plays), costumes with unique stats and set bonuses, and artifacts gives many viable, distinct builds
  • 원문 · 영어Snappy, responsive combat with a wide range of archetypes (tank, greatsword, bomber, frost, lightning, meteor mage)
  • 원문 · 영어Clean, expressive pixel art and cute character designs; boss music and chill soundtrack are singled out
  • 원문 · 영어Smooth progression curve: weapons, artifacts and unlocks are introduced gradually, with very wide meta-progression and plenty of secrets to unlock
  • 원문 · 영어Co-op for up to 4 is seen as well balanced and a standout feature for playing with a partner or friends; you can leave a co-op run and return to your own village
  • 원문 · 영어Strong quality-of-life features such as loadout preferences and control over favored item spawn rates, plus multiple difficulty levels
  • 원문 · 영어Large amount of content and polish with a charming story and lots of care from a small studio; players report hundreds of hours

플레이어가 비판한 점

  • 원문 · 영어Multiplayer netcode: delay-based and server-priority hit registration makes dodging unreliable for clients, especially at 100+ ping; many negative reviews are purely about this
  • 원문 · 영어A disconnect or host drop ends the run for everyone with no rejoin and no mid-run save, which can waste an hour or more; it also happens on LAN for some players
  • 원문 · 영어Progress can be lost on game crashes, reported by some players including on Linux
  • 원문 · 영어Boss design: large unavoidable-feeling attacks, unclear telegraphs, long invulnerable phases, and one boss with a screen-wide tentacle barrage that some find annoying or unfair
  • 원문 · 영어No epilepsy or photosensitivity warning and no flashing-reduction toggle despite a newer chapter 3 boss with map-wide flashing attacks; raised repeatedly by affected players and their friends
  • 원문 · 영어Some reviewers find combat shallow or hollow (one-button combos) and enemy rooms either too easy early or visual damage-soup late
  • 원문 · 영어Story is called over-the-top or cliche by some, and cutscenes/dialogue get skipped; boss cutscenes are repetitive when retrying
  • 원문 · 영어Localization quality issues (for example a Russian reviewer rates the current translation about 4/10)

차별화된 특징

  • 원문 · 영어The Tetris-like inventory grid where artifact placement next to tablets and talismans is the main source of power, comparable by one reviewer to a Materia or Attache Case system
  • 원문 · 영어Deep roguelite meta-loop with a village (Bunnyville) and story chapters gated behind repeated runs
  • 원문 · 영어Weapon upgrade system where anvil upgrades make the same weapon play like a different one
  • 원문 · 영어Costumes that act as class-like set bonuses (evasive cat, big-inventory fox, fast white wolf, scholar lizard) with trade-offs
  • 원문 · 영어Co-op where main story progression belongs to the session host while you can still return to your own village
  • 원문 · 영어Dungreed-style synergy ideas expanded into the central build mechanic, presented in cute bunny-themed pixel art

의견이 갈리는 점

  • 원문 · 영어Difficulty: some call it very difficult and hectic, others say it becomes trivial after a few talents and that evasion is overpowered
  • 원문 · 영어Inventory management: praised as the best feature by most, but described as 50% of the game and a time sink by a few (even a joking positive review calls it a puzzle game)
  • 원문 · 영어Build variety: praised as huge by many, but others feel builds are a checklist and that costume set bonuses lock you into specific routes
  • 원문 · 영어Story: sweet and charming for some, cliche and skippable for others

반복과 부담

  • 원문 · 영어Runs get long (an hour or more for some) and the constant inventory shuffling plus fast-travel backtracking through non-continuous map paths pads the time
  • 원문 · 영어Repetition after roughly 20+ hours: players settle into one build and have little reason to vary it because the game is easy once core synergies click
  • 원문 · 영어Padding in progression: extra runs demanded per chapter and slow meta unlocks feel like a grind
  • 원문 · 영어Late-game boss fights described as bosses spamming hard-to-avoid attacks; the final boss can kill in one attack and delete an hour or two of progress
  • 원문 · 영어Evasion is widely seen as mandatory, which flattens build diversity at the top end

기대하는 개선 사항

  • 원문 · 영어Add rejoin/reconnect and a mid-run save or checkpoint for multiplayer and crashes; several reviewers suggest a save point after the first boss
  • 원문 · 영어Move to client-side hit detection or rollback-style netcode so non-hosts are not penalised
  • 원문 · 영어Add an epilepsy warning and a flashing-effects toggle, plus other accessibility options such as OLED-friendly text colors and a way to disable hold-to-continue prompts
  • 원문 · 영어Rebalance evasion/defense builds and healing scarcity so tanking and offensive builds are viable; tune boss telegraphs and invulnerability phases
  • 원문 · 영어Reduce the artificial progression gates (some chapters require extra runs for small lore rewards) and speed up meta-progression and rewards for winning runs
  • 원문 · 영어Improve translations and add more post-1.0 content (players noted little changed between Early Access and release); a voting system for which floor to take in co-op was also suggested

원문 · 영어Early Access launched April 3, 2025 and 1.0 released July 31, 2026 on Windows and Mac (no Linux build, though some players report running it on Linux). Launch at 1.0 brought a larger audience and a dip from about 97% to about 94.5% positive, driven by multiplayer netcode, disconnect handling, pacing/padding, and the lack of epilepsy warning after a new chapter 3 alternate boss. Metacritic has no Metascore yet (only 2 of 4 required critic reviews) and the user score rests on just 6 ratings; OpenCritic could not be found. Revenue estimate from the local data (Boxleiter-style, unaudited) is about $1.4M gross and $415k net, with estimated owners of 100k-200k and a price of $17.99; treat as order of magnitude. Peak concurrency in the local snapshot was about 2,268. A WebSearch budget cap prevented additional searches, and Reddit could not be fetched, so community detail comes mainly from Steam reviews and discussion topics.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 4 (2025)

원문 · 영어Sephiria is a top-down action roguelike dungeon crawler from the makers of Dungreed, currently in early access. Its hook is an inventory-placement system where artifacts and item positions power up your build rather than traditional leveling. He loves the adventure feel, story, weapon variety, pre-run customization and music. He calls it a hidden gem deserving more attention, placing it at the top of A tier with S potential if balance and content improve.

제작자가 칭찬한 점

  • 원문 · 영어Inventory management as the core progression: artifact placement buffs items, and level-6 items do drastically different things
  • 원문 · 영어Each weapon feels distinct, with special abilities, dash attacks, dashes and combos; gameplay more satisfying than Dungreed
  • 원문 · 영어Strong adventure, story and hub side-quest feel (even a creepy horror-tinged quest); each early-access update adds content
  • 원문 · 영어Lots of pre-run customization via multiple upgradeable 'mirrors' giving permanent stats, plus a newly added starting-item pool
  • 원문 · 영어Heat-style difficulty system that rewards permanent progression
  • 원문 · 영어Every run feels unique, with varied bosses and mini-bosses per biome; killer music

제작자가 지적한 문제

  • 원문 · 영어Elemental builds (fire, lightning) feel much stronger than anything else and are too easy to just collect into
  • 원문 · 영어Melee/stat builds require juggling many item types while elemental items all just work, so items need to be more flexible
  • 원문 · 영어Mana/spell system feels weak, unnecessary and not loved; spells not impactful
  • 원문 · 영어Same biomes and few secrets per run, and the true final boss is still missing in early access
  • 원문 · 영어Wants more secrets and alternate biomes like Dungreed had

설계에 대한 관찰

  • 원문 · 영어Inventory layout and artifact placement replace stat-based leveling as the way you get stronger
  • 원문 · 영어Many different mirror-style permanent upgrade tracks that you can keep switching between each run
  • 원문 · 영어Tablet imprint mechanic that embeds tablets without using an inventory slot; he wishes it could be a core, occasional option
  • 원문 · 영어Multiplayer support, which he has not tried
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