TEVI

Embark on an epic action-adventure as you slash, dash, and combo your way through a vast, vibrant world. Explore and uncover hidden secrets. Customize your build to triumph in spectacular boss battles. Experience a tale of mystery, magic, and mayhem in TEVI, a bullet hell metroidvania!

TEVI is a metroidvania, anime and pixel graphics game developed by CreSpirit, GemaYue and Ein Lee and published by CreSpirit and Neverland Entertainment.
Released on November 29th 2023 is available only on Windows in 8 languages: English, Japanese, Simplified Chinese, Traditional Chinese, Spanish - Spain, Russian, Ukrainian and Korean.

It has received 3,291 reviews of which 2,954 were positive and 337 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 18.84€ on Steam and has a 35% discount.


The Steam community has classified TEVI into these genres:

Media & Screenshots

Get an in-depth look at TEVI through various videos and screenshots.

Requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • OS *: windows 7 or above
  • Processor: Intel Core i3 or above
  • Memory: 4 GB RAM
  • Graphics: Intel HD 615 Graphics or above
  • DirectX: Version 10
  • Storage: 5 GB available space
  • Additional Notes: 16:9 recommended (e.g. 720p , 1080p , 4K)

Reviews

Explore reviews from Steam users sharing their experiences and what they love about the game.

Nov. 2024
**Tevi** is a metroidvania bullet hell platformer. It excels in its boss battles, combat, and visual presentation. Combat is varied, has many build options and movement abilities, and, in general, just feels good to play. Its narrative is not great, the platforming is rather bland, and backtracking can be quite repetitive. If you're looking for a challenging set of creative boss battles, this is the game for you. Otherwise, the game does not have any strengths worth noting, so I would avoid it. Review **Tevi** is a successor to **Rabi-Ribi**; in this regard, it is a straight-up upgrade in every way. Combat has more options, you feel more mobile, the story is more serious, the visual presentation is better, and there are numerous biomes. The game will run you around 20 hours if you're just mindlessly going through it and not exploring for the secrets—of which there are a lot. **Tevi** offers a lot of replayability, with some post-game bosses, a boss rush mode, and numerous modifiers for New Game Plus. Additionally, there is the simple act of mastering the boss fights. The rest of this review will go into detail about the above aspects of the game. Combat Combat in **Tevi** revolves around dodging a barrage of bullets and finding openings in which you can deal damage to bosses to trigger their "break meter." When this happens, the boss stops attacking, and you essentially play golf with their body—dealing damage en masse and performing satisfying combos. You have the option of both melee and ranged combat. I personally did not explore much of ranged combat, though both styles of play are important. You can find many badges throughout the world; each badge offers a wholly unique ability, which creates a massive amount of build diversity. Imagine **Paper Mario**, if you could equip 30-40 badges at once—it's amazing. You get boatloads of BP throughout the game, so you're never micro-managing your badge setup too much. Every time you collect a potion that raises your BP, it's fun deciding what to equip next and what build you may want to go for. The fact that each badge offers a genuine ability that materially affects gameplay is very appreciated, in contrast to games where your upgrades are mundane "5% increase to your left shoe's power." The game, and its badges, encourage you to do "combos" and build up your combo meter. This activates abilities of some badges. Your combo meter increases more when your move set is varied, so you never fall into the habit of doing the same repetitive combo, which is nice. Each ability is really satisfying to pull off, and you can weave attacks together in many different ways. The order in which you perform these also matters. For example, you can do a heavy attack with your wrench, but this will throw the enemy across the map, wasting time when they're stunned due to their "break gauge" being depleted. However, this is good to end a combo because it gives you distance from the boss when it attacks. Some moves deplete the break gauge faster than others. For example, a badge gives a spinning attack a slam at the end of its spin. While it depletes a lot of the break gauge, it is very long and risky to perform. There are many examples of this you must consider when doing your combos. Another layer of depth in the combat is how **Tevi** freezes whenever she hits a boss. This not only adds to the feeling of "meaty" hits but also has implications when dodging bullets. For example, if you hit a boss mid-air, all your vertical momentum disappears, and you float. This is useful for keeping yourself stationary and dodging bullets mid-air while also maintaining uptime on your combo and continually dealing damage to the enemy. However, the combat does have some issues. Sometimes the controls can feel quite clunky. For example, you can perform a dodge move if you jump after hitting an enemy with a melee attack. The timing for this can be quite hit-and-miss. Sometimes I want to dodge, but it jumps. Sometimes I want to jump, but it dodges—leading to moments where **Tevi** feels like she has a mind of her own. Similarly, the button for the air dash also doubles as an attack move if you press up or down while pressing dodge. This can lead to accidentally performing an attack instead of the dodge you intended. Another example of clunky controls is the hover ability. To use this, you must double jump and then press up. Hovering is exceedingly useful because it allows you to be stationary in the air to dodge bullets (like a traditional bullet hell). The fact that you can't do this after a single jump is quite annoying and can lead to you flying directly into a bullet you were trying to avoid by hovering. This leads to another point: the key challenge **Tevi** presents in these boss fights is dodging bullets while controlling a character affected by gravity. This can lead to many sticky situations where dodging feels nearly impossible for some attacks (though you can certainly learn to dodge all of them). I think the biggest problem is **Tevi's** hitbox. It's very small, but it's incredibly difficult to tell where it is. Even when you toggle it to be visible 24/7, you'll encounter scenarios where you're like, "How did I get hit!?" because it is hard to keep track of, especially amidst all the bullets. There are also a minority of unclear hitboxes. Overall, the combat is great and offers a lot of depth for those who seek it. The controls can sometimes feel clunky, and some boss moves have vague hitboxes or zero wind-up to their attacks. However, they are generally fair and learnable. There are many more options and layers of depth in the combat system that would go far beyond the character limit for this review! Exploration There's no shortage of areas to explore in the game. The game introduces new areas frequently. There's almost always something to collect or a new area to explore a few screens away, making it very rewarding for those who hug every wall to find every secret. That said, various aspects of the exploration are rather annoying. Some secrets have zero indication that they even exist. You blow up a random wall that looks like every other wall and get goodies, but there's no way to know that secret was even there. It made trying to achieve 100% completion feel laborious and unfulfilling. On top of that, the game frequently gates you via movement abilities. You can explore vast expanses of the map only to reach secrets you cannot access because you need **X** ability. This can lead to a LOT of backtracking, which can be made even more frustrating due to all the one-way routes on the map. Taking an accidental wrong turn often leads to circling back unnecessarily. Story / Visuals If I could describe this story in four letters, it’d be **ADHD**. It feels very much like a new **Scooby-Doo** episode every couple of hours. Many characters are introduced, as are numerous concepts, lore, and exposition dumps. However, it’s all forgotten the moment someone stage left goes, "Ruh-roh, Raggy," and you're running off to do something completely different. You never revisit or resolve any of the conflicts you JUST engaged in. The story goes in some interesting directions, but it has no coherence whatsoever. It feels random until the very end, where it gets climactic and genuinely manages to pull off a tense moment, atmosphere-wise, though the surrounding story remains nonsensical. Given all that, you will, at the very least, be presented with some very pretty, detailed art pieces as backdrops to certain scenes. While almost every character is a throwaway, seeing the new character portraits is great, as they are all clean and appealing to look at. This applies equally to the sprite work. Nothing in this game looks bad. Overall, the threads the game spins may be somewhat satisfying in isolation, but the overall story will likely leave you very unsatisfied.
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April 2024
I enjoyed Rabi-Ribi and consider Tevi a solid improvement, albeit it's still lacking in a few areas. I would nonetheless recommend it as a meaty metroidvania with a huge amount of areas and collectibles. Pros: Graphics are extremely solid. I had no issues with visual clarity during combat, which can break a bullet hell. Despite the huge amount of areas and visual variety, no areas feel "too flat" like some did in Rabi-Ribi. The only thing that felt inconsistent were the non-chibi enemies in the final area. Exploration features some clever platforming and a couple of puzzles that were way better than I was expecting. Bosses were a mechanical highlight and I always appreciate difficulty options that alter patterns instead of simply fudging numbers. Few games put as much effort into difficulty options and balancing as this. The area music has some real bangers. Cons: In contrast to the area music, I found the boss music forgettable. That made me far less compelled to grind them despite enjoying their mechanics. I think bullet hell bosses work best when coupled with outstanding character music as seen in Touhou and Undertale. The exploration falls into a couple metroidvania trappings . Several times I returned to areas after getting what felt like a meaningful ability only to realize I still needed a later ability to do anything, which is partly due to the map markers being woefully inadequate. For some bizarre reason they are the same as uncollected item markers, making them blend together. The arrow markers are not nearly enough to remind yourself of what ability you might need. Another questionable choice is opened shortcuts closing once you leave an area, which combined with the amount of one-way passages, results in a frequent feeling of the map lying to you while you re-explore for collectibles. The story , despite being more interesting than Rabi-Ribi's in terms of world/lore/characters, still suffers in the long run. Because the game wants to introduce so many characters for bossfights, we end up with a lot of loose threads that don't come together for the end. The main plot itself ends up being surprisingly generic despite the effort put into the world and lore.
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Feb. 2024
After playing the first playthrough of TEVI and played RR (Rabi-Ribi) last year before its release, this is how I review TEVI so far: Things I love about TEVI: > Voice acting is added for nearly all characters, making dialogue, combat and story way more engaging! > Story-wise I find it better than Rabi-Ribi in most scenario, especially being darker as you progress throughout the chapters > Offers way more variety game-modes you can choose, although I do recommend to play the first playthrough without any of these modes. > TEVI has more advanced level system that allows her to learn certain, unlock certain features and improves her base stats! > Her companions has variety of skills too that has more versatility than Ribbon had in RR! > Able to make your own food/items (most of them at least), where each has variety effects in combat especially. In RR most of them you had to buy it from Miriam with the exception of golden carrot. > Combat is significantly improved where enemies have state that determines how easily you can interrupt/stagger them, which can occasionally send them to flying (same thing can happen to you!). This applies also to bosses, though only if you break their toughness which is very well thought! > More quests available and it doesn’t have to be done in chronological order always. > Puzzles are more challenging in general, especially the way how you have to use your bombs to break through obstacles. > As much as I was a fan of farming EN (currency in RR) from defeating enemies, in TEVI you have to go out of your rway to find Zennies (currency in TEVI) as resources from blocks, which encourage a player to pay more attention at secrets. > The amount of sigils (badge) that this game offers is, compared to RR, outstanding… it offers so much different playstyles you can play on TEVI! > Unlike RR, where it is sometimes not possible to change the difficulty in mid-game. In TEVI you can do this anytime by visiting your room except when you play on infernal BBQ difficulty . > Speaking of difficulty, in my experience playing at expert… it is tolerable especially if you know how to utilize your sigil setups (equivalent of normal/hard in Rabi-Ribi). Infernal BBQ does pose a challenge for sure though! > Having more save slots always appreciated! Things I am less in favor with TEVI: > Most soundtracks I absolutely love it and are catchy, though there are some that are for specific areas not so fitting. > Story part has also its flaws that some question regarding certain characters remains unanswered. > You do take hit from enemies that end up outside the screen (walking over there or by you knocking them back). Same for the white bombs… I sometimes hit them by accident before I move to the next map part. > As I do not mind much as others may, I am still sad that Tevi is actually a HUMAN! :( At last… There are returning characters from Rabi-Ribi and it has its own mini-game that brings nostalgia to many of us bunny lovers! (I may fill this list further as the game will possibly evolve over-time!) In overall I highly recommend this game, enough hours you spend in this game <3
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Jan. 2024
Upfront warning: I am going to complain a lot about a game I ultimately like and recommend. TEVI is, at the end of the day, an inferior Rabi-Ribi that's been meddled with by people who didn't understand what was so good about Rabi-Ribi itself. While it has a number of small improvements that iterate on RR's solid foundation (more moment-to-moment combat options, and more build variety), ultimately the vision has been watered down into something more forgettable, and if TEVI were the game released back in 2016 instead of Rabi-Ribi, it would not have stood the test of time, and we would have never gotten a sequel. Let's get into why. However, let's be fair and discuss what the game does well, because that list is both long and deserving of plenty of praise. TEVI, being a gameplay-first game, delivers on that front with a combo-heavy, stylish boss rush sandwiched by meaty segments of calm, engaging exploration with a truly satisfying number of secrets to find. Enemies all typically have gimmicks to learn and respect beyond simple contact damage, and there are a number of times where theorycrafting an advanced strategy (such as manipulating enemy position for an optimal dropkick-bounce) can earn you a stat upgrade before you're supposed to be able to acquire it. The world this all takes place in is diverse, colorful, delightful, and, at times, downright depressing. The tone is all over the place, but rarely in a way that feels jarring or thoughtless. The gradation between the aesthetic of each area is often sharper than I'd like, with few visual indicators as to what area you're about to head into when going through any particular area exit, but that's really a nitpick and hardly something Rabi-Ribi ever thought about, either. The boss fights are also appropriately difficult, though advanced players or Rabi-Ribi veterans will be displeased to learn that the game's highest difficulty is locked behind completion -- a fact that is couterbalanced by the ability to adjust the difficulty any time from the MC's bedroom -- a location that is accessible during the vast majority of the game. Nevertheless, the bosses have been... toned down, both in difficulty and otherwise, and it's such a shame because Rabi-Ribi's greatest strength WAS its boss fights. There's far fewer flashy bullet-hell attacks, and you can really sense that the one designing the boss attack patterns definitely cared too much about whether a given attack was visually or thematically fitting for a given boss instead of if that attack was fun to negotiate with or not. Granted, the fun is still there, to be had, but it's toned down. And "toned down" is a phrase that, unfortunately, applies to most of the game as well. The character design and tone of TEVI, in my opinion, is probably the single biggest downgrade from Rabi-Ribi, going from one to the other. TEVI is not really a happy game -- not like Rabi was, at any rate. TEVI has many depressing moments and somber locations, and the character designs are much more down-to-earth, less provocative, and -- key point here -- much less memorable. More western-looking, too, which is definitely a your-mileage-may-vary thing, but personally, I would take the Rabi-RIbi art style any day of the week. It was much cuter, and while there is certainly a decent amount of cuteness to find in TEVI (there are two... let's call them "secret" characters in a visitable in-game casino, who PERFECTLY demonstrate that this team can definitely make adorable designs!!! It is within their power!), I just have to ask: Why? I'd like you to see these quotes from one of the higher-ups involved with the production of this game: >"Tevi was developed by the team behind Rabi-Ribi and has made many attempts and improvements: enhancing the art style and combat experience, adding a more complete story, and adding voice acting." >"We analyze some factors that we believe are the obstacles to Rabi-Ribi’s marketing, such as a weak storyline or anime art style that might not be very appealing in the Western gaming community." >"In the early days of the studio, we tended to do whatever good ideas came up, regardless of what kind of genre or how well the market was performing." Do you see the problem? I'm not one to spin a tall tale narrative about the choices made by developers I have never met, but I cannot help see statements like that without getting the impression that Rabi-Ribi -- one of my favorite games of all time -- is seen as... embarrassing, to some of the people who helped make TEVI into what it is. Embarrassing, without realizing that "cute, happy, sexy, high-octane, super-difficult, exuberant metroidvania punctuated by thoughtful-yet-transitory moments of sorrow with a kick-ass, downright-DANCEABLE soundtrack" is exactly the one and only thing I ever wanted from Gema-Yue. There are just... so many depressing metroidvanias out there. So many dark ones. So many ones trying to inspire dread or fear or loneliness or just trying to be like Metroid. So many ones that tread the same damn ground, and it seems to me that a desire to go where others have gone before turned what was probably a much better in-dev concept for TEVI into something that, despite trying to be something special, ended up turning into something more run-of-the-mill. In trying to "improve," the foundation suffered for it. So, those quotes regarding the art style do anger me a bit. Rabi-Ribi's art style did not need to be "improved," and the tone did not need it, either. What Rabi-Ribi needed was, at the end of the day, just an editor and some more thoughtful moment-to-moment dialogue. Guess what? TEVI actually has that, and it IS a breath of fresh air. Having a three-person party is probably the singular biggest upgrade TEVI has over Rabi-Ribi. The characters play off of each other, and Tevi is a wonderful protagonist. I can't say enough good things about her. She's charming, she's funny, she's endearing. She goes through genuine grief and has some pretty damn soulful motivations for what she does. Even the sillier motivations you can still "feel," deep down. Celia and Sable are both welcome for playing off of her at pretty much every opportunity, too. Personally, I'd have preferred if Sable was a girl, but that's just a matter of personal preference. Either way, aside from some very small moments of contrivance, I really believed in their slow, meandering road to becoming friends throughout the journey. And what can I say about that journey? That it took place in a wide, sprawling world? Yes. That it was appropriately long and satisfying? Sure. That every twist made sense? NOT BY A FUCKING LONG-SHOT, LMAO I cannot begin to convey to you just how many useless, throwaway characters this has. I cannot begin to convey to you just how long you go throughout the game without realizing what the ultimate evil you're opposing even is. I cannot begin to convey to you what an absolute FETISH this game has for twists you could not possibly have foreseen walking up to you and clocking you straight in the face. I won't belittle the writer of the game. I know writing is hard, as someone who writes, myself. I don't know their circumstances, but I do know that the story of TEVI, for all the HERCULEAN efforts it goes through to "improve upon" Rabi-Ribi's story, ends up being about the same level of quality -- a little better in many places, but a lot worse in a few key ones, too. That's really the story of TEVI, as a game, too. Two half-steps forwards, one big-ass step back. Blunders mixed with a plethora of tiny improvements and tweaks. However, I'm running up against the character limit, so let's wrap this up. Ultimately, do I recommend TEVI? Yes. Of course. It's a good game. It just could have been so much more. I eagerly await your next game -- Love Bunny -- Mr. Gema-Yue. Godspeed to you. I wish you nothing but the best. NEVERMIND. RABI 2 IS ON THE WAY, BOYS.
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Dec. 2023
Just finished 100% map and 100% items, all bosses and most npc sidequests. 78/100 achievements. I played the entire game on "Hard" difficulty. This is an excellent game - if you liked Rabi-Ribi then this is a no-brainer. It's very polished. It's an action platformer metroidvania - much like regular metroid / castlevania games. The game has a deep skill system that allows you to customize your playstyle around a few different archetypes. I found it quite fun to turn on/off sigils that would alter my combos and see how they worked. The combat gimmick is that most bosses (and some enemies) turn the game into a bit of a bullet hell. Most bosses have a super move or three that basically requires you to dodge bullet hell patterns for a while. Story and NPCs are well-written and very well voice acted. Art is fantastic, as is the music. Level design is mostly fantastic, and there are some great puzzles for some items. Combat is pretty fluid and predictable. Traversing the world is pretty fluid as well - especially once you unlock some fast travel. Map exploration is generously rewarded in this game. There are some minor issues: - Some of the areas have one-way paths that are really quite long. I found it REALLY frustrating at the end when I was cleaning up items and map cells. One area in particular is really bad about this. - You can't open the map for a small period after a map transition. This was intensely frustrating for certain side content, and when quickly traversing the world. - Bosses tend to enter a "I'm going to super move for 2 minutes and basically be invicible" mode when their health gets low. I'm not good at bullet hells and I found this really annoying. Touhou players will probably enjoy this. I wanted to fight. - Map completion percentages are super confusing and almost useless. They DO track correctly, but it's not intuitive what they're tracking at all. Tl;dr: Game is excellent, well worth $30. Rabi-ribi is also excellent - play both of them. Strap in for some difficult bullet hell sections and lots of backtracking.
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Last Updates

Steam data 20 November 2024 06:13
SteamSpy data 19 December 2024 21:03
Steam price 23 December 2024 12:49
Steam reviews 23 December 2024 12:02
TEVI
8.6
2,954
337
Online players
129
Developer
CreSpirit, GemaYue, Ein Lee
Publisher
CreSpirit, Neverland Entertainment
Release 29 Nov 2023
Platforms