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Revita

СтрельбаПлатформерДинамичные сражения

Оригинальный текст · АнглийскийIn this fast paced twin-stick roguelite platformer, you play as an unnamed child ascending an ominous clocktower in pursuit of their lost memories. Harvest and sacrifice souls to grow your power in order to challenge procedural encounter rooms and intimidating bosses!

ROGUE BY ROGUEV1

Наша оценка

76,8/ 100
Разделённое место #44
Наш обзор / RBR V1

Почему такая оценка?

Оригинальный текст · Упрощённый китайский

生命货币让射击与成长紧密关联,但负向滚雪球和操作信息问题影响稳定体验。

01

Основной игровой процесс

Вес 25 %8,5 / 10
Оригинальный текст · Упрощённый китайский

双摇杆射击配合冲刺和墙面移动有紧凑反馈;狭窄房间、射程和后坐力反馈使部分遭遇难操控。

Источники01 ↗02 ↗
02

Сборки и стратегия

Вес 25 %8,0 / 10
Оригинальный текст · Упрощённый китайский

生命同时是购买资源,让加伤与保命形成明确取舍;部分平淡数值道具及不生效交互削弱组合质量。

Источники01 ↗02 ↗
03

Реиграбельность

Вес 20 %8,0 / 10
Оригинальный текст · Упрощённый китайский

碎片难度、门票与隐藏路线改变风险选择,但较慢的解锁及真结局重复通关增加负担。

Источники01 ↗
04

Случайность и справедливость

Вес 20 %6,5 / 10
Оригинальный текст · Упрощённый китайский

以血换强度的规则可理解,却容易因早期受伤同时失去购买力;盲买宝箱与弱预警加重滚雪球。

Источники01 ↗
05

Качество исполнения и удобство

Вес 10 %6,5 / 10
Оригинальный текст · Упрощённый китайский

官方提供慢速、轮廓和辅助瞄准选项;快照仍有控制器、遮挡与误退出丢失一局的反馈。

Источники01 ↗
Автор обзора
Оригинальный текст · Упрощённый китайский
Rogue by Rogue · AI 资料评测
Оценённая версия
Оригинальный текст · Упрощённый китайский
具体构建未知;以所引资料描述的版本为准

Область оценки и ограничения

Оригинальный текст · Упрощённый китайский

基于收录资料与官方页面的主观归纳,未进行试玩。快照包含正式分支和测试分支讨论,未将待发布更新当作现成功能;具体 BUG 未复现。

Источники обзора 02

  1. 01
    Архивные материалы
    Оригинальный текст · Упрощённый китайский

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的 Tier list Part 1 (2023) 及 玩家好评与批评 中的机制、交互、重复与易用性反馈;未将外部分数或旧等级用于计算。

    Открыть архив внешних материалов ↓
  2. 02
    Интернет-источник
    Оригинальный текст · Упрощённый китайский

    Revita 官方产品说明

    2026-10-08 访问。确认用生命交换力量、随机房间、冲刺墙滑,以及调速、敌人轮廓和辅助瞄准选项。 官方页面不单独证明平衡或稳定性。

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Источники обзора

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Обсуждения игроков

Оригинальный текст · АнглийскийA twin-stick, pixel-art roguelite platformer by BenStar in which an amnesiac child climbs a clocktower and spends their own health as currency for relics and upgrades.

Оригинальный текст · АнглийскийRevita is well liked by the players who stick with it: Steam sits at Very Positive (about 81% of roughly 2,400 reviews) and Metacritic shows 78 from 11 critics, with a user score of 8.1 from only 14 ratings. Praise centres on the tight twin-stick feel, the risk/reward health-as-currency loop, the art and music, and deep unlock-driven replayability. Detractors find the rooms claustrophobic, the weapons short-ranged, items weak or flat stat bumps, and progression slow and RNG-heavy. The game is effectively abandoned: the planned 2.0 update was halted in late 2023 due to money problems, but a 2.0 beta branch on Steam contains much of the finished work and is widely recommended. It is a recognized hidden gem that rarely appears on big roguelite lists.

Что хвалят игроки

  • Оригинальный текст · АнглийскийHealth-as-currency loop: you pay HP for chests, relics and upgrades, which makes every hit and every purchase a real risk/reward decision
  • Оригинальный текст · АнглийскийTight, responsive twin-stick movement and shooting that several reviewers say feels snappy and satisfying
  • Оригинальный текст · АнглийскийPixel art, atmosphere and soundtrack are repeatedly called beautiful; some compare the mood to Hollow Knight
  • Оригинальный текст · АнглийскийSteady drip-feed of unlocks, relics, tickets and secrets, plus relic synergies that keep runs unpredictable
  • Оригинальный текст · АнглийскийTicket system lets you opt into more difficulty for more power, plus ascension-style (shard) difficulty ramping
  • Оригинальный текст · АнглийскийCryptic, interesting lore and a true ending that keeps some players hooked across many runs
  • Оригинальный текст · АнглийскийPolish and respect for player time: snappy transitions, light hardware demands (runs on integrated graphics), very cheap on sale
  • Оригинальный текст · АнглийскийCritics (GameCritics, GamingTrend, Nintendo World Report, PLAY! Zine at 80) praised balance, satisfying combat, smooth platforming and fresh-feeling runs

Что критикуют игроки

  • Оригинальный текст · АнглийскийClaustrophobic, chokepointed rooms; some later rooms and boss arenas make enemies hard to reach or avoid
  • Оригинальный текст · АнглийскийShort weapon range, bullet spread and self-knockback make aiming feel imprecise and damage feel cheap
  • Оригинальный текст · АнглийскийPoor visual clarity: semi-transparent foreground elements hide bullets, traps blend into levels, and some enemy attacks have weak tells
  • Оригинальный текст · АнглийскийMany items and upgrades are flat stat boosts (a few percent damage or fire rate) that do not change gameplay
  • Оригинальный текст · АнглийскийHeavy RNG and snowballing: chests reveal contents only after you pay HP, and taking damage early can leave you unable to buy anything
  • Оригинальный текст · АнглийскийController support criticised: right-stick aiming feels off, confirm/back buttons follow Nintendo layout, reported gamepad complaints on PC
  • Оригинальный текст · АнглийскийBugs and rough edges reported: cannot quit from main menu, accidental return-to-metro wipes a run with no confirmation, some max-health mechanic reports, a startup-screen ad for a plush no longer sold
  • Оригинальный текст · АнглийскийDevelopment abandoned, so these issues will not get official fixes beyond what is in the beta

Отличительные особенности

  • Оригинальный текст · АнглийскийYour health bar is your currency: you convert souls into permanent max HP, then spend HP on relics, chests and upgrades
  • Оригинальный текст · АнглийскийTwin-stick shooter combined with 2D platforming and wall jumps in a roguelite structure
  • Оригинальный текст · АнглийскийSoul-harvesting and sacrifice theme in a clocktower tied to the five stages of grief, with cryptic lore and a bleak true ending
  • Оригинальный текст · АнглийскийTicket system that trades extra difficulty for power before each run, plus shard-based ascension difficulty
  • Оригинальный текст · АнглийскийSecret alternate biomes unlocked by obscure conditions (for example breaking hidden beehives), plus a fishing minigame
  • Оригинальный текст · АнглийскийCurses you can stack that restrict you only in specific, circumventable ways

Спорные моменты

  • Оригинальный текст · АнглийскийHealth-as-currency: praised as the defining hook and depth of the game by many, called frustrating and a gamble by others who compare it unfavourably to Isaac devil deals
  • Оригинальный текст · АнглийскийDifficulty: some say it is challenging but fair and finished a run on the second attempt, others find it punishing or tedious; both views appear in the same Steam reviews
  • Оригинальный текст · АнглийскийAbandonment: some reviewers mark the game down because updates stopped, while long-time players say it already feels complete and the beta adds plenty
  • Оригинальный текст · АнглийскийRun variety: fans cite synergies and constant unlocks, critics cite one character, one style of weapon and samey stat-boost items

Повторы и неудобства

  • Оригинальный текст · АнглийскийSlow meta-currency accumulation; most run items are locked behind it, so early runs feel limited
  • Оригинальный текст · АнглийскийGetting the true ending requires repeated clears, which some find exhausting
  • Оригинальный текст · АнглийскийObscure, niche secret-unlock requirements for late content that feel undiscoverable without a guide
  • Оригинальный текст · АнглийскийBeing starved of HP or starved of items; any damage reduces what you can buy, so careful no-hit play is required to progress
  • Оригинальный текст · АнглийскийBoss fights described as health sponges, and difficulty ramps slowly for some players who quit around shard 2
  • Оригинальный текст · АнглийскийBleak ending in which the player character dies, which one reviewer found off-putting

Ожидаемые улучшения

  • Оригинальный текст · АнглийскийFaster early meta-progression so varied, powerful builds arrive sooner (several positive reviewers also say this)
  • Оригинальный текст · АнглийскийMore interesting, gameplay-altering items and more distinct weapons instead of small numeric boosts; more than one character and few choices per run is a recurring gripe
  • Оригинальный текст · АнглийскийOpen up rooms and boss arenas and improve visual clarity and enemy telegraphing (the 2.0 beta reportedly addresses claustrophobic rooms)
  • Оригинальный текст · АнглийскийBetter guidance on secret progression, such as the post-Shard-5 alternate biome unlock conditions that players say they only found by googling
  • Оригинальный текст · АнглийскийPolish controller aim and button mapping, and add confirmation before abandoning a run or quitting
  • Оригинальный текст · АнглийскийFaster transitions and loading between rooms; some players call the lift/loading/spawn waits too long, though others praise the transitions

Оригинальный текст · АнглийскийLaunched April 21, 2022 on Switch and Windows; PlayStation and Xbox versions followed April 20, 2023, and Red Art Games released a physical edition in late 2023. A major 2.0 update was announced in April 2023 but development stopped around October 2023 because of financial difficulties, and the developer reportedly said in Discord that the project was abandoned for budget reasons. The last official update was in 2024, and a Steam 2.0 beta branch holds much of the finished content and tweaks. Several reviewers mention a wish that BenStar would return. One reviewer mentions unspecified political issues around the developer. Steam price $16.99, frequently discounted to about $5. Steam-revenue-calculator estimates roughly $1.0M gross and about $296k net, with SteamSpy owners at about 200k to 500k; these are rough estimates, not audited figures. OpenCritic score not found (page could not be retrieved); Steam lists no Metacritic score in its data. Reddit and Push Square fetches were blocked, and web search budget was exhausted, so community coverage relies mainly on Steam reviews and forum topics.

Архив мнений автора 1

Сторонние пересказы на основе автоматических субтитров могут содержать ошибки расшифровки или интерпретации.

Оригинальный текст · АнглийскийTier list Part 1 (2023)

Оригинальный текст · АнглийскийRevita is a 2D action dungeon-crawler roguelike where your health doubles as currency, so every purchase costs HP. He loves it and calls it one of his favorite roguelikes these days, plans a 100 percent achievement run, and thinks it deserves far more attention. He stresses it is packed with content and builds, but is not for everyone since it demands comfort with action roguelikes. Bugs and broken item interactions hold it back from topping Gungeon. No tier letter is spoken in this segment.

Что хвалит автор

  • Оригинальный текст · АнглийскийHealth-as-currency gimmick creates a strong risk/reward loop that rewards skilled players
  • Оригинальный текст · АнглийскийHuge amount of content: many builds, items, guns and customizations
  • Оригинальный текст · АнглийскийEvery run feels different from the start and ends differently
  • Оригинальный текст · АнглийскийHub world with purchasable options, plenty of secrets and hidden worlds
  • Оригинальный текст · АнглийскийBuilds can feel genuinely overpowered, with good balance of skill and luck
  • Оригинальный текст · АнглийскийStrong Gungeon inspiration; he keeps returning to it and calls it a new favorite

Проблемы, отмеченные автором

  • Оригинальный текст · АнглийскийMany bugs, including ones that blocked achievements during his completion attempt
  • Оригинальный текст · АнглийскийMany item combinations do not interact as expected (e.g. laser beam and split bullets)
  • Оригинальный текст · АнглийскийHealth-as-currency is risky design: struggling players snowball downward and cannot buy anything
  • Оригинальный текст · АнглийскийNot recommendable to players uncomfortable with action roguelikes
  • Оригинальный текст · АнглийскийPromised update still not released

Наблюдения о дизайне

  • Оригинальный текст · АнглийскийHealth is the currency; everything you do costs HP
  • Оригинальный текст · АнглийскийDesign snowballs in both directions: comfortable players get easier runs, strugglers get harder ones
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