Project Final Strike 最终冲击计划
Come on! Fight in blood!
Project Final Strike is a hardcore action game focused on high-speed combat. The game will include one-on-many group battles and exciting boss battles. The game will bring unimaginable high-speed combat and bloody action performances through the characteristic combat system. (BILIBILI@w大麦茶w will continue to update the development progress)
Strike System
Breaking the enemy’s defenses with continuous attacks will trigger a BREAK state with a close-up. After that, you can use the Super Strike skill to kill enemies magnificently!
Spirit System
The game’s unique Spirit System allows the player to enter a momentary attack state in any situation, even attacking enemies in the air. At the same time, the system combined with the Strike System can play gorgeous combos.
Parry System
When attacked by enemies, players can counterattack and turn the tide of battle. A parry triggered at a specific time can quickly break through the enemy’s defenses, allowing for an immediate Super Strike.
The game will bring a new action fighting experience. Quick switch between attack, defense, counterattack and play your own style! Enjoy the gorgeous battles!
Steam User 56
This game is, in the most endearing way, a PS2 quality product. What I mean by that is that it's just a fun game distilled down to what matters; graphics with enough fidelity to see what's going on and gameplay that's fast, addictive and hard to master. Video games have become obsessed with length over substance, and this game is a good reminder that games don't need to be 80 hours long to be fun.
For a game made by one person, I'd rank it about as high as Assault Spy with some caveats I'll mention later. The combat isn't really like God Hand as some have compared it to; it's more of its own unique take on character action combat with enough of the usual mechanics to feel natural. Combat focuses on three styles earned throughout the campaign with different strengths, weaknesses and mechanics. The starter one is the all rounder and the main one you'll be using due to the parry. The parry window is relatively small and enemies don't stop attacking in this game, so learning their movesets will be key for success. The Eagle style is used for countering weapons and has some nice aerial prowess. The Tiger style is used to block red attacks and has grab counters.
While action games have had an overreliance on parries lately, I think this game does it well because the window is both small and you must switch styles quickly to succeed. Mob fights and boss fights are equally fun, although the bosses have some flaws that might frustrate you at first although said frustration will go away with time. Bosses attack relentlessly with almost no startup, so it can be easy to get frustrated, but what makes them work is that they die about as quick as you can. Hitstun in this game is the same for both the player and the enemy, meaning that a boss will stay staggered until there's no more hitstun, but the same goes for you. What this means is that if you get hit once, it's almost guaranteed death against a boss unless you buy a bunch of health upgrades. There are two boss fights which feel a bit unfun due to how quickly they can attack, namely the last one. The combat assist is a really nice accessibility mechanic because it doesn't make the game too easy, but does tell you when hitboxes and boss combos will end. The last boss feels a bit too relentless without it, but with it on he dies in seconds. I finished the game and I feel that the balance between how quickly the player and bosses die is what reduces frustration, although the two bosses I mentioned can steer a bit in their favor. While I'm sure things like this will be ironed out after feedback, be prepared to get humbled as early as the first boss with the game only getting harder from there.
Replay value is a bit weak, as the game is missing the usual replay value system that its inspirations have. This means that when you beat the current Early Access content, all you can do is replay the same difficulty with no way to go up or down a tier. With the last half of the game being almost completely boss fights, this can be a bit of a problem as the mooks are no pushovers and have a different tempo from the bosses. While this will be solved later as MAICHA progresses through early access, the way the game is currently set up might mean you tire of the game quickly. An arcade mode, boss rush mode and Bloody Palace are on the way which should alleviate this problem, but for now there's nothing but a short campaign.
Performance is better than the demo but still too demanding for the graphical fidelity. This unfortunately means that the Steam Deck can't handle this game very well. I assume the game will become better optimized later, but being unable to play on the go at a locked 60FPS is a bummer. I'm on a pretty good gaming PC and had to go from Ultra to High to get a locked 120FPS, and the Deck is constantly at 99% GPU usage even at 800p low.
Overall this game really showcases how great it is that anyone can make a game, and that our favorite genres aren't dead because of it. With this game being the first character action game this year, there's a lot for fans of the genre to look forward to. Maybe this will end up being a strong contender for best CAG this year with a bit more content and polish.
Steam User 19
God Hand's spiritual successor?
Check this fantastic game and more on Hardcore Reviews! ⚡
Highly inspired by good old PS2 games like God Hand, Spirit x Strike is a fantastic and fast-paced game, packed with beat ‘em up arcade action, delivered by the incredibly talented solo developer from China, Maicha Studio. The game offers a wide variety of badass martial arts combinations, with endless iconic moves.
Switching from defense to offense, dodging, blocking, parrying, and knocking down everyone makes you feel powerful and it's damn satisfying!
Spirit x Strike is a game where you learn with every strike. It’s challenging, you need to read the enemies and adjust your timing to chain devastating combos and finish the tough ones with cool, badass, iconic moves. It’s super fun to take down the enemies… but the bosses? They’ll make you suffer at first, there is a hot blondie that will make you cry for a bit, don't worry It's all about timing.
In conclusion, Spirit x Strike delivers stylish, fast paced action with depth and personality. If you love beat em ups, God Hand, chinese martial arts or feeling unstoppable, this one is a must play masterpiece. I encourage everyone to add the game to their wishlist and support the developer. I’m sure Mikami is already smiling with this one. And remember that it’s still in Early Access! your feedback is very important for the developer!
Thanks for reading!
Steam User 10
This quality of combat is rare these days. And with this quality in Early Access, 1.0 is going to be great.
Edit: Brother, please make this game better than Ninja Gaiden 4, because you are my only hope now.
Steam User 13
Excellent combat system, very excited to see what the finished game looks like.
Honestly, with more time in the oven, this will stand up there with the best action combat system on the market. It just needs a little more polish and more content (levels, enemies, bosses, bloody palace, environments).
Even in it's current form it's absolutely worth the price to just play through the different difficulties and go for higher ranks.
Would very much like to see a form of wind path / enemy step added; it can get a little janky if you are falling on top of an enemy. Wall splats would be a great addition as well.
Overall an easy recommend to any fan of action games. DMC, Ninja Gaiden, Bayo, FF16...I have thousands of hours in these games, and this is one of the only indie action games with the potential to reach that quality of combat.
Steam User 8
This Game Is Outstanding
I’ve seen a few negative reviews, and while I understand that experiences may vary, I feel the need to strongly counter a lot of the harsh criticism. My experience with this game has been the complete opposite — and honestly, it has been one of the most refreshing and unique action games I’ve played in years.
This is not just “good for a solo developer.”
This is genuinely incredible on its own merits.
1) Combat – The Best Part of the Entire Game
Calling the combat “jank” couldn’t be further from the truth. For me, the combat system is the standout feature — fast, tight, responsive, and unlike anything else in the indie fighting-action space.
✔ Enemies are meant to be aggressive
This isn’t button-mashing or a hack-and-slash where you just hold attack. The aggression of enemies forces you to stay sharp, stay mobile, and learn the actual patterns — like a blend between Sekiro, Sifu, and classic beat-‘em-ups.
The result is:
High-skill gameplay
Fast reaction times
Real growth as you learn enemy patterns
When it clicks, it feels incredible.
✔ Animations are readable once you spend time learning them
This is not a brainless spam-fest. The telegraphs are there, but this game expects you to engage, not mash. Once you learn each enemy type:
You can predict their chains
You can perfect dodge consistently
You start feeling the flow
And that flow is what makes the combat special.
✔ Dodge → Parry limitation is intentional
The game is designed so that you commit to your defensive choice. This prevents abuse of dodging into instant parries and keeps the combat grounded and rhythmic. It’s the exact opposite of jank — it’s discipline-based combat.
✔ Some attacks requiring parries is actually brilliant design
The mix of dodge-able, block-able, and parry-only attacks is what sets this game apart. It ensures:
Variety
Skill expression
Real mastery
Nothing feels lazy or random — the system rewards practice.
✔ Assist Mode is optional and does help
Even if slow-down is not perfect on every frame, it absolutely gives new players more reaction time, and the fact that it's optional means the game supports both casual and hardcore players.
2) Progression – Simple but Effective
Yes, the fighting styles aren’t wildly different, but they ARE distinct in gameplay feeling:
✔ Style differences matter
One is defensive and parry-focused
One is aggressive with disarms
One mixes grapples and explosive movement
Once you commit to a style and learn its nuances, the differences become very clear. It’s much closer to character styles in fighting games than “three skins with moves.”
3) Game Length – It’s Not About Hours, It’s About Intensity
Being an EA game obviously is to short in current state but i still believe
the game is intentionally tight, punchy, and replay-able.
It’s not a 12-hour slog filled with filler.
✔ A short game isn’t a bad game
This game focuses on:
Fast pacing
High intensity
Zero filler
Bosses that actually push you
Every level feels handcrafted, not stretched.
✔ Replay value i can already predict comes from mastery
Higher difficulties completely change how the combat feels. Once you understand the movement and parry timing, this game will become insanely addictive to replay.
Graphics, Music, and Performance – Underrated as Hell
✔ Graphics are stylized on purpose
It’s not trying to be ultra-realistic — it’s going for a stylized, gritty, almost comic-inspired look. And it works. The animation work alone is insane for a solo developer.
✔ Music fits the gameplay
Is it orchestral AAA sound? No.
Is it energetic, rhythmic, and fitting? Yes — especially during the boss fights.
✔ Performance is stable
On a mid-range PC, the game runs buttery smooth, and the feel of 60–144 FPS combat is phenomenal.
And it’s important to remember: this is an Early Access title.
What’s already here is impressive, but what’s coming is even more exciting. The foundation is rock-solid, and you can clearly see the vision taking shape. With the developer actively updating, tuning, and expanding the game, the potential for growth is enormous. If the current version is already this unique, fluid, and polished in its core mechanics, then the full release could be something truly special
Conclusion – A Unique, Masterful Indie Gem
While some players may struggle with the learning curve, this game offers something most modern titles don’t:
True mechanical depth
Fast, fluid, rewarding combat
Distinct fighting styles
No filler, no artificial padding
An indie vision that feels genuinely original
It’s stylish, challenging, and extremely satisfying once things click.
If you’re looking for an easy mash-fest, maybe look elsewhere.
But if you want a game that values timing, precision, and mastery?
This game is absolutely incredible. One of the most unique indie beat-’em-ups in years
Steam User 6
Promising 3D brawler from a solo developer. Has that certain PS2 / Early PS3 charm to it in all its jankiness.
Fighting against the regular enemies is fun and fluid spectacle. Animations and sound effects have a good weight to them which makes the fighting satisfying. The early access-version has just enough of stages with regular enemies which introduces new mechanics each time so it doesn't get repetitive.
There are three fighting styles to choose from, an admirable feat, but even with different combos and finishers they don't feel too different from each other. Each one has their special use, though I'm not too sure if having one style (Loong) focus on blocking while the other style (Tiger) can do grab counters. Figuring out the balance between these two was one difficulty I had with the bosses.
Loong was my most used style, and Tiger in boss fights if they used grab attacks often.
And speaking of bosses, at my first playthrough I didn't really like them. Hard to predict moves and combos that take half of your health in an instant. The last boss in the early access being the most insane one, who I've only defeated by using items (and accidentally glitching when he just stood still). But the more I play the more I learn his tricks, so I trust the developer to fine tune the bosses however they see fit.
Fun game which I look forward to in later updates. Makes me happy that indie developers can now do 3D beat 'em ups and not just 2D.
Here are some small issues I found by playing, in case the developer ever sees this.
• "Break" text goes over the style symbol, making it hard to see which style is active. This has been fixed in later update by having the styles in different colors.
• Motorcycle enemies are hard to lock-on to. This has been fixed as well.
• Kai sometimes attacks way too soon just after the cutscene has ended, even when the player character can't be moved. Has been fixed in a recent update.
All the small issues are now fixed, big respect to the developer, thanks!
Steam User 7
For those who played God Hand back in the PS2 days, this game feels like its true spiritual successor.
It’s perfect for players who love mashing buttons and pulling off nonstop, over-the-top combos.
The downside is that the game was clearly built with combat in mind, while everything else feels poorly optimized and underdeveloped.
Still, at its current price, it’s a great pick for anyone who enjoys this genre and wants to relive the adrenaline of classic beat ‘em ups