A voxel-art soulslike about a lone wolf who sets out to cleanse a dying world of evil. Master precise, stamina-driven combat, forge bonds with those you choose to help, and carry your growing legend through a string of dangerous, half-open realms.
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关于这款游戏
游戏
发行日期—发行日期未公布
开发者Cotenko Games发行商Cotenko Games类型动作角色扮演抢先体验
—成就—DLC
关于这款游戏
玩家数更新于 — · 商店数据更新于 9月29日 05:15 UTC · 来源:SteamWebAPI
A world that stopped healing itself.
Something has been rotting the land for longer than anyone can remember, and it isn't stopping on its own. You play a wanderer who has decided — alone, and by choice — to do something about it. No kingdom sent you. No prophecy names you. You just kept walking toward the places everyone else walked away from.
Bonds you don't have to make — but might.
Restless Path is not a game about saving everyone. Across its string of dangerous, half-open realms you'll meet the desperate, the stubborn, and the quietly broken — and how you treat them decides who, if anyone, ends up walking beside you. Help enough of the right people and you'll gain allies who fight at your side, open new paths, and change how later confrontations play out. Ignore them, and you walk alone. Both are valid ways to play — but neither is free.
Combat that punishes greed, not caution.
Every fight in Restless Path is built to be read, not memorized. Block too early and you'll bleed stamina you need for the counter; block too late and your shield breaks outright, leaving you exposed. Dodge windows are tight and unforgiving. Wield a blade and shield for control, go two-handed with a scythe for reach and raw damage at the cost of your off-hand, or fall back on a bow to soften what's coming before it arrives. Every weapon changes not just your numbers, but how a fight has to be played.
Grow on your own terms.
Experience and a rarer currency called Essence let you shape your wanderer over time — through a skill tree, through armor with real trade-offs (protection always costs something, whether it's speed or stamina), and through choices about what kind of fighter you're becoming. There's no single "right" build, only the one that gets you through the next boss guarding the next half-open realm.
A living, dying world, rendered in voxels.
Day bleeds into dusk and back again as you travel, weather turns without warning, and every region has its own light, its own silence, its own reasons to be afraid of the dark. The blocky, voxel-built world doesn't soften what's happening in it — it just makes the dread easier to look at for as long as you can stand it.
The path doesn't end when the fighting stops. It just starts asking more of you