
Gather your allies. Eliminate Angels. Transform into a Magical Girl. Slay god. Kernel Hearts is a Multiplayer Co-Op Roguelike Action RPG about four magical girls and their attempt to save a world that's drowning in ashes




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| Sprache | Oberfläche | Ton | Untertitel |
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| Englisch | |||
| Spanish (LatAm) | |||
| Simplified Chinese | |||
| Traditional Chinese | |||
| Japanese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
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
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
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 jus
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
They had to rework it after launch and they still need to rework it. Even for a rouge-like, the balance is out of whack. It's got all the components for greatness but where other games have a good curve for progression to ease the difficulty, this game has a brick wall where nothing you unlock seems to make anything better. THERE IS SOMETHING OFF ABOUT THE DODGE. I do not know how to explain it besides saying that it's too 'airy' or 'floaty' and the feedback for dodging feels like wind escaping a balloon rather than a solid object darting out of the way. Go look at almost any other game with snappy dodge mechanics and you'll understand. More than half of the time when I attempt to dodge out of the way, the character just picks a random direction to dodge to and almost always puts me in more danger than I was previously in. If this is a bug, then please fix it. If it is intentional, it
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
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