TEVI on Steam - User reviews, Price & Information

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 3,449 reviews of which 3,100 were positive and 349 were negative resulting in a rating of 8.6 out of 10. 😎

The game is currently priced at 20.29€ on Steam and has a 30% discount.


The Steam community has classified TEVI into these genres:

Media & Screenshots

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

System 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)

User reviews & Ratings

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

Dec. 2024
After playing RabiRibi, I really wanted to play TEVI, expecting a similar experience. I got that, but a in a different way. TEVI is a bullethell combat-based pretty standard metroidvania. Things that are great: [*]High profile JP voice acting [*]Awesome soundtrack [*]Tight combat [*]Suprisingly varied and huge world [*]Amazing pixelart [*]Somewhat serious story beats What I didn't like: [*]A bit railroaded progression, especially early game [*]The actual story seems a bit rushed and all over the place [*]Overly complicated sigil system, it gives opportunity for a lot of customization, but I feel like a lot of them are complicated, too small, or should've been included as a base power. [*]The map not yet 100% interconnected and seamless metroidvania (but a step up from RR nonetheless) [*]Weird "dodge" system, I found this very random and unwieldy Also there is one thing I'm neutral on, the base "normal" difficulty of the game is very easy, I played through on normal+ with no problems. I think this makes a the game more accessible, and also has a lot of difficulty options, but still feels weird as an intended first time experience. Take this either as a warning or a bonus to the recommendation. Overall, it's a great game, totally worth the price.
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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
Like other reviews say, it's not quite as open as Rabi-Ribi, on the contrary, it's very tied to it's story which can be a hit or miss, depending on the player. Overall though I really enjoyed TEVI and I'd say maybe even a bit more than Rabi-Ribi. Missed the openness of the predecessor but the flow of the character was really nice and I really liked the bosses (although they were maybe a bit easier than I thought on hard). I really liked the story as well but I can see why people say it's bad. To summarize, I recommend TEVI, it's a great game and worth the zennies.
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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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April 2024
Spectacle Fighter/Bullet-hell Metroidvania Even though the general progression and abilities in this game are common practices if you've played over two metroidvania in recent years, it is still interesting to see how Tevi handles the existing formula and adds new things into the system. Things I Like About Tevi: 1. You Can Go To A Lot Places From The Start In regular metroidvania, especially in the first hour, players can often glance at the many paths they can choose before they reach the inevitable ability-gating roadblock. Well, in Tevi the general progression remains as ordinary, but the places you can explore WTHOUT gaining major abilities are plentiful. I am not talking about the first room of a location. The game allows you to walk through almost half of the map. Often I thought to myself I've finally reached the end of the road and were about to backtrack, the map always casually reveal a tiny gap at the edge of my current area. I found the path, and I was surprised to see the game either presented me a whole new location to explore, or connected the road back to previous locations. 2. Combo Meter, Sigils, Chaining Movesets For me, spectacle fighter needs to have these elements in order to be a part of this sub-genre: a combo meter to showcase how well players execute their combo, a variety of movesets that can chain together, and customizable upgrades allowing players to fine-tuning their builds. Tevi does these with flying color. It has a combo meter with Devil May Cry style ranking to showcase how well you perform. You earn new skills as you level up. Each skill can chain seamlessly into each other. You also have two types of ranged attacks that also have three variations each. The sheer amount of sigils you can equip to tinker your combo potential is ridiculous, and I am not just talking about mere stat boost. Many sigils offer alternative or additional moves to your skills on conditional combo-timing. With all these designs combined, combat in Tevi can be really satisfying, especially when you successfully execute your combo. 3. Bullet-hell and Bosses' Pattern Bullet-hell is quite a notorious beast. The huge amount of small hurt boxes flying randomly or spreading around in pattern towards your helpless, tiny protagonist earn this genre of video games that title. While Tevi technically fits in that genre, it has easily one of the tamest bullet-hell I've seen. That, however, is not necessarily a bad thing. In fact, I think the developers merge the concept of bullet-hell with metroidvania bosses well. Not only do the developers take players' limited movement into consideration, they also design bosses' bullet-hell attacks around players' progression instead of covering your whole screen with fancy particles. This is what I appreciate the most. 4. Other Compliments →Bombastic soundtrack like the classic Castlevania. →Tons of sigils and potions hidden throughout the world. →You can pet the rabbit in Tevi. → Jezbelle please crush me with your thighs!!! Things I Dislike About Tevi: 1. Platform Color Variation & No Down + Jump Button I strongly dislike these two design choices. All walkable platforms in the same terrain should have the same color, period. Using different color, light or dark, usually shows that the "platforms" are background props, not something the players should walk on. I cannot tell how many time I mistook those light-colored as background, and baffled at how should I climb up the cliff. Things go from bad to worse for this other issue I have about this game: you cannot jump down the platform pressing down and jump button. I know the developers are trying to break tradition here, and I try to adjust my playstyle to see if it works out. Yet, the more I play the more negatively I react to the design. It is even to the point I am actually afraid of jumping upward sometimes because I might jump through a platform that "closes up" area below, and of course the backtracking made needlessly tedious by this design. 2. Other Complaints →A majority of the level design feels dull aesthetic-wise. →Different distructible cubes should have different colors and outlines. →Wish there were different weapons to use. →Some secrets don't have subtle clues(slightly cracked wall, different colors, small symbols) to show that there are hidden here. I know it's not a Tevi thing and happens way too often in other metroidvanias, but I am painfully aware of this issue in the game. The developers just assume players will hit every wall they come across. 中文小簡評 →華麗動作、子彈地獄、可愛兔子、既有概念搭配非傳統線性路線的類銀河系惡魔城。 →無需任何主要技能,玩家一開始就能探索很多區域,可以一直沿路走下去不被路障阻撓,往往能發現新地區即找到另一條回程的路。 →連擊計量表、多樣攻擊招式、無延遲連技應用、爆炸多的徽章搭配,打出你最心儀最爽快combo! →子彈地獄很勸退,但Tevi能夠有效地將之與類銀河系惡魔城融合,既能配合玩家技能獲取進度設計難度,也能保有子彈地獄一貫風格。 →音樂節奏感強,好聽。 →每個區藏滿了許多升級藥水及特殊徽章。 →可以摸兔兔。 →想被牛姐熊抱~~ →跳台有兩種深淺顏色,這種設計很容易玩家誤會淺色跳台只是背景物件,進而對前進路線感到疑惑,要嘛顏色一致,要嘛這兩種跳台都有一樣框線。 →這款遊戲沒有落下跳台的功能。這算是非常反傳統的設計,或許能變相鼓勵玩家多探索,但是玩久了體感反而很躁,甚至令人猶豫是否應該向上探索,萬一跳上條台下不來的話有得原路重走一遍。 →絕大多數的地形設計就美觀而言都有點單調。 →不同類型的方形路障應該要有不同顏色及外型。 →可惜沒有多樣武器可用。 →這點不算Tevi的錯,但是近年來很多隱藏道具都沒有一些小提示或線索告知玩家這裡有東西,好像製作團隊自動認為玩家會敲每一道牆。
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The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 31 March 2025 14:19
SteamSpy data 26 March 2025 22:34
Steam price 03 April 2025 04:48
Steam reviews 02 April 2025 09:58

If you'd like to dive deeper into the details about TEVI, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about TEVI
  • SteamCharts - Analysis of TEVI concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck TEVI compatibility
TEVI
8.6
3,100
349
Online players
16
Developer
CreSpirit, GemaYue, Ein Lee
Publisher
CreSpirit, Neverland Entertainment
Release 29 Nov 2023
Platforms