Compara los precios de Serment - Contract with a Devil en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Nkt Studio. Publicado por Sekai Project. Lanzado el 1/2/2019. Disponible en PC, Mac, Linux. Géneros: RPG.

Recettear's cuter, lower-stakes cousin: pay off your debt to a surprisingly wholesome devil by dungeon-crawling, crafting, and romancing anime girls across four distinct class routes.

My first instinct when loading Serment was to compare it to Recettear, and I was not the only one. The premise is almost a direct homage: you died, a debt-collecting entity revived you, and now weekly gold payments stand between you and permanent death. Where Recettear leans on frantic shopkeeping, Serment leans into something softer. The demon world here is relentlessly cheerful, the cast is composed entirely of cute girls with zero malicious intent, and the closest thing to a villain is an escalating invoice. That tonal choice is either going to be your comfort food or your dealbreaker, and you should know that up front. The mechanical core is a three-way hybrid of visual novel, turn-based dungeon crawler, and time management. You pick from four classes, Warrior, Mage, Rogue (listed elsewhere as Ninja), and the notoriously understatted Freelancer, and that choice shapes both your playstyle and your romantic arc. The Warrior is genuinely the easiest entry point, while the Freelancer is for people who enjoy punishing themselves. Class selection also rewires dialogue and determines which side character becomes your primary love interest, so there is real replay incentive baked into the structure. Combat uses attacks, skills, MP-restoring focus, and escape options, and while the individual encounters are not deeply complex, managing your party's gold-bought stat upgrades against the weekly payment deadline creates a satisfying resource squeeze. Every stat point you purchase from Lucifer's mansion costs more than the last, gear is commissioned from the shop, and on the same day your debt comes due the shop will tempt you with a one-time-only unique item. That triangular money pressure is the game's best design move. The dungeon itself is first-person, old-school grid navigation in the vein of Wizardry, complete with arrow tiles that push your party and spinner tiles that disorient your compass. There is on-screen automapping, which helps. The puzzles are manually designed rather than procedurally generated, which keeps individual floors feeling intentional, but the visual design of those corridors is monotonous from top to bottom. Reviewers consistently flagged that every floor looks like the same brick corridor, no landmarks, no thematic shifts. Performance in the dungeon section was also cited as inconsistent in pre-patch builds, though the developer was actively responsive post-launch in smoothing out encounter rates and economy balance that made the original release noticeably rougher. The current version plays considerably better than the launch state. Narrative depth is where my RPG-specialist brain starts fidgeting. The writing is warm and comedic, the side cast of ten-plus characters each gets subplots and personality, and the yuri romance is handled with genuine sweetness rather than as mere decoration. But the story is short and deliberately low-drama. There is no world-ending threat, no deaths, no real conflict beyond the debt clock. The visual novel segments cluster around the weekly payment beats, which means the narrative arrives in irregular bursts between long stretches of dungeon grind. If you sit down hoping for Disco Elysium-tier reactivity or BG3-scale branching, you will finish in around twelve to fifteen hours feeling like the characters deserved a bigger stage. The class routes add replayability on paper, but the dungeon floors do not change between runs, and the endgame content was described as thin even by sympathetic reviewers. The final boss also carries a difficulty spike that rewards grinding rather than clever play, which is an uncharacteristic rough edge in an otherwise relaxed experience. For the right player, that is all fine. Serment is not trying to be a 60-hour narrative odyssey. It is a low-stakes, genuinely funny, visually polished indie that gets in, makes you smile at a bunny-girl shopkeeper complaining about cheap customers, then gets out. Fans of Recettear, light yuri visual novels, or anyone who wants turn-based combat with a debt-management skin and no apocalypse in sight will find it a comfortable weekend. Just do not go in expecting the writing to reward a second re-read the way the best of the genre does. Monika, Scout Team

Serment - Contract with a Devil

Serment - Contract with a Devil

1 feb 2019Nkt StudioSekai Project
GamerScout opina

Recettear's cuter, lower-stakes cousin: pay off your debt to a surprisingly wholesome devil by dungeon-crawling, crafting, and romancing anime girls across four distinct class routes.

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My first instinct when loading Serment was to compare it to Recettear, and I was not the only one. The premise is almost a direct homage: you died, a debt-collecting entity revived you, and now weekly gold payments stand between you and permanent death. Where Recettear leans on frantic shopkeeping, Serment leans into something softer. The demon world here is relentlessly cheerful, the cast is composed entirely of cute girls with zero malicious intent, and the closest thing to a villain is an escalating invoice. That tonal choice is either going to be your comfort food or your dealbreaker, and you should know that up front. The mechanical core is a three-way hybrid of visual novel, turn-based dungeon crawler, and time management. You pick from four classes, Warrior, Mage, Rogue (listed elsewhere as Ninja), and the notoriously understatted Freelancer, and that choice shapes both your playstyle and your romantic arc. The Warrior is genuinely the easiest entry point, while the Freelancer is for people who enjoy punishing themselves. Class selection also rewires dialogue and determines which side character becomes your primary love interest, so there is real replay incentive baked into the structure. Combat uses attacks, skills, MP-restoring focus, and escape options, and while the individual encounters are not deeply complex, managing your party's gold-bought stat upgrades against the weekly payment deadline creates a satisfying resource squeeze. Every stat point you purchase from Lucifer's mansion costs more than the last, gear is commissioned from the shop, and on the same day your debt comes due the shop will tempt you with a one-time-only unique item. That triangular money pressure is the game's best design move. The dungeon itself is first-person, old-school grid navigation in the vein of Wizardry, complete with arrow tiles that push your party and spinner tiles that disorient your compass. There is on-screen automapping, which helps. The puzzles are manually designed rather than procedurally generated, which keeps individual floors feeling intentional, but the visual design of those corridors is monotonous from top to bottom. Reviewers consistently flagged that every floor looks like the same brick corridor, no landmarks, no thematic shifts. Performance in the dungeon section was also cited as inconsistent in pre-patch builds, though the developer was actively responsive post-launch in smoothing out encounter rates and economy balance that made the original release noticeably rougher. The current version plays considerably better than the launch state. Narrative depth is where my RPG-specialist brain starts fidgeting. The writing is warm and comedic, the side cast of ten-plus characters each gets subplots and personality, and the yuri romance is handled with genuine sweetness rather than as mere decoration. But the story is short and deliberately low-drama. There is no world-ending threat, no deaths, no real conflict beyond the debt clock. The visual novel segments cluster around the weekly payment beats, which means the narrative arrives in irregular bursts between long stretches of dungeon grind. If you sit down hoping for Disco Elysium-tier reactivity or BG3-scale branching, you will finish in around twelve to fifteen hours feeling like the characters deserved a bigger stage. The class routes add replayability on paper, but the dungeon floors do not change between runs, and the endgame content was described as thin even by sympathetic reviewers. The final boss also carries a difficulty spike that rewards grinding rather than clever play, which is an uncharacteristic rough edge in an otherwise relaxed experience. For the right player, that is all fine. Serment is not trying to be a 60-hour narrative odyssey. It is a low-stakes, genuinely funny, visually polished indie that gets in, makes you smile at a bunny-girl shopkeeper complaining about cheap customers, then gets out. Fans of Recettear, light yuri visual novels, or anyone who wants turn-based combat with a debt-management skin and no apocalypse in sight will find it a comfortable weekend. Just do not go in expecting the writing to reward a second re-read the way the best of the genre does.

Monika
Monika · Scout Team

RPGs

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Yuri RomanceTime ManagementDebt MechanicClass-Based RoutesGrid Dungeon CrawlerSlice of LifeFirst-Person DungeonReplayable RoutesCozy RPG

Requisitos del sistema

Mínimos

OS
Windows XP+
Memory
2 GB RAM
DirectX
Version 9.0
Storage
1 GB available space
Graphics
DirectX® 9 Compatible Graphics Card, at least 1280 x 720 screen resolution
Processor
2.0 GHz

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Información del juego

Desarrolladora
Nkt Studio
Distribuidora
Sekai Project
Fecha de lanzamiento
1 feb 2019

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¿En qué plataformas está disponible Serment - Contract with a Devil?

Serment - Contract with a Devil está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Serment - Contract with a Devil?

Serment - Contract with a Devil se lanzó el 1 de febrero de 2019.

¿Quién desarrolló Serment - Contract with a Devil?

Serment - Contract with a Devil fue desarrollado por Nkt Studio y publicado por Sekai Project.