Compare 神舞幻想 Faith of Danschant prices across 50+ stores and find the best deal. Developed by 北京九鳳信息科技有限公司. Published by 北京网元圣唐娱乐科技有限公司. Released on 12/21/2017. Available on PC. Genres: RPG.

A turn-based RPG rooted in Chinese mythology with combat ideas that genuinely spark, dragged down by a story that keeps tripping over its own emotional ambitions and a camera that fights you harder than the bosses.

I went into Faith of Danschant hoping for the kind of mythologically dense, character-driven RPG that the Chinese game development scene can absolutely deliver when it commits. The premise hooked me: protagonist Feixing is essentially catnip for minor gods, and objects shatter around him not from a curse but because lower deities are irresistibly drawn to his presence. That is a legitimately fascinating setup, and for a brief stretch the game wears it well. Then it discards the idea almost as fast as it introduced it and pivots to a relentless cycle of trauma beats that never quite earns the tears it keeps demanding. The turn-based combat is where the game actually holds its own. The battle system layers a weakness connection mechanic, a spirit pledge system, a friends assistance mode, and positional movement on top of the standard RPG skill rotation. You can field three main party members and pull in a fourth as a support, including story NPCs, which adds situational texture to harder fights. There is also a clever tension mechanic tied to certain boss phases: the screen telegraphs a devastating incoming technique, and you have a fixed number of turns to either deal enough damage or reposition out of range. In the early and mid game, that creates genuinely tense encounters. The problem is that the late game inflates enemy health pools to the point of tedium, and several bosses can regenerate significant chunks of their life bar mid-fight, which turns those tense countdowns into exhausting attrition wars rather than satisfying puzzles. Outside of combat, the experience gets rougher. Camera control requires holding the mouse button to rotate in third-person view, which becomes genuinely tiresome over hours of play. Movement is stiff enough that getting stuck on geometry or wrestling with item pickup angles is a recurring annoyance, not an occasional one. Navigation leans on a 3D glyph in the world space for main quest direction and provides no minimap or waypoint system for side content, so tracking down optional quests means talking to every NPC in a zone and hoping for the best. Players with a strong tolerance for that old-school approach will be more forgiving than I was. The aesthetic case for the game is real. Built on Unreal Engine 4 with motion capture and a score that draws on traditional Chinese instrumentation, it still holds up visually in quiet moments. The art direction across environments and character designs leans into Chinese mythological iconography with evident care. Fans of Sword and Fairy or Xuan Yuan Sword will recognise the creative lineage immediately. The English localization is community-produced via a fan mod rather than official, so Western players wanting to follow the story need to track that down separately, which is a meaningful barrier. If you read Chinese or are willing to hunt down the fan translation, and you can tolerate mid-2000s console RPG ergonomics in a 2017 wrapper, there is something here worth experiencing in the first two-thirds. The combat system has more ideas than it gets credit for, and the mythological world has genuine atmosphere. Just know that the story loses its nerve when it should be swinging for the fences, and the final stretch is a slog by almost any measure. Monika, Scout Team

神舞幻想 Faith of Danschant
RPG

神舞幻想 Faith of Danschant

Dec 21, 2017北京九鳳信息科技有限公司北京网元圣唐娱乐科技有限公司
GamerScout Says

A turn-based RPG rooted in Chinese mythology with combat ideas that genuinely spark, dragged down by a story that keeps tripping over its own emotional ambitions and a camera that fights you harder than the bosses.

PC
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About 神舞幻想 Faith of Danschant

I went into Faith of Danschant hoping for the kind of mythologically dense, character-driven RPG that the Chinese game development scene can absolutely deliver when it commits. The premise hooked me: protagonist Feixing is essentially catnip for minor gods, and objects shatter around him not from a curse but because lower deities are irresistibly drawn to his presence. That is a legitimately fascinating setup, and for a brief stretch the game wears it well. Then it discards the idea almost as fast as it introduced it and pivots to a relentless cycle of trauma beats that never quite earns the tears it keeps demanding. The turn-based combat is where the game actually holds its own. The battle system layers a weakness connection mechanic, a spirit pledge system, a friends assistance mode, and positional movement on top of the standard RPG skill rotation. You can field three main party members and pull in a fourth as a support, including story NPCs, which adds situational texture to harder fights. There is also a clever tension mechanic tied to certain boss phases: the screen telegraphs a devastating incoming technique, and you have a fixed number of turns to either deal enough damage or reposition out of range. In the early and mid game, that creates genuinely tense encounters. The problem is that the late game inflates enemy health pools to the point of tedium, and several bosses can regenerate significant chunks of their life bar mid-fight, which turns those tense countdowns into exhausting attrition wars rather than satisfying puzzles. Outside of combat, the experience gets rougher. Camera control requires holding the mouse button to rotate in third-person view, which becomes genuinely tiresome over hours of play. Movement is stiff enough that getting stuck on geometry or wrestling with item pickup angles is a recurring annoyance, not an occasional one. Navigation leans on a 3D glyph in the world space for main quest direction and provides no minimap or waypoint system for side content, so tracking down optional quests means talking to every NPC in a zone and hoping for the best. Players with a strong tolerance for that old-school approach will be more forgiving than I was. The aesthetic case for the game is real. Built on Unreal Engine 4 with motion capture and a score that draws on traditional Chinese instrumentation, it still holds up visually in quiet moments. The art direction across environments and character designs leans into Chinese mythological iconography with evident care. Fans of Sword and Fairy or Xuan Yuan Sword will recognise the creative lineage immediately. The English localization is community-produced via a fan mod rather than official, so Western players wanting to follow the story need to track that down separately, which is a meaningful barrier. If you read Chinese or are willing to hunt down the fan translation, and you can tolerate mid-2000s console RPG ergonomics in a 2017 wrapper, there is something here worth experiencing in the first two-thirds. The combat system has more ideas than it gets credit for, and the mythological world has genuine atmosphere. Just know that the story loses its nerve when it should be swinging for the fences, and the final stretch is a slog by almost any measure. Monika, Scout Team

Tags

singleplayertrading-cardscloud-savestier:sub-5Turn-Based CombatChinese MythologyPositional StrategyParty-Based RPGFan Translation RequiredWeakness SystemUE4 VisualsConsole-Port Feel

System Requirements

Minimum

OS
Windows 7/8/10 (64-bit)
Memory
8 GB RAM
DirectX
Version 10
Graphics
NVIDIA GeForce GTX 750 Ti
Processor
Intel Core i5 4590 @ 3.30GHz (4 Cores)
Additional Notes
64-bit Only

Recommended

OS
Windows 7/8/10 (64-bit)
Memory
16 GB RAM
DirectX
Version 10
Graphics
NVIDIA GeForce GTX 970
Processor
Intel Core i7 6700 @ 3.40GHz (4 Cores)
Additional Notes
64-bit Only

Reviews & Ratings

No ratings available

Game Info

Developer
北京九鳳信息科技有限公司
Publisher
北京网元圣唐娱乐科技有限公司
Release Date
Dec 21, 2017

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