AI LIMIT Review | Greatness in Its Flaws

80
Story
7
Gameplay
7
Visuals
8
Audio
9
Value For Money
9
Price:
$ 35
Reviewed on:
PC
With its immersive visuals, fantastic audio, and surprisingly low price, AI LIMIT is an easy recommendation despite a few rough spots. It throws you into a bleak, tragic world where the struggles of its inhabitants take center stage long before your own story unfolds. Its stamina-free combat adds a fresh twist to the souls-like formula, though some mechanics—stealth in particular—could use serious improvement.
AI LIMIT
Release Date Gameplay & Story Pre-Order & DLC Review

AI LIMIT is a souls-like that follows the journey of Arrisa as she navigates the post-apocalyptic world full of dangerous Necros and warring factions. Read our review to see what it did well, what it didn't do well, and if it's worth buying.

AI LIMIT Review Overview

What is AI LIMIT?

AI LIMIT is set in an alternate universe, in a mysterious post-apocalyptic world. After the sudden collapse of the man-made ecosystem, natural disasters and wars ravaged the world. Following the land and humanity’s decline, an unknown substance known as the Mud spread to all corners of the planet, bringing forth monsters known as Necros, who now roam the desolate lands, wrecking havoc everywhere.

Players will take on the shoes of protagonist Arrisa, a Blader tasked with a mission to repair the Branches in the ruins of Havenswell, and to find hope in new life to bring forth a new future for the world. As a highly advanced life form with a large variety of weapons and magic spells at her arsenal, Arrisa will fight against the enemies that roam the ruined city’s corridors, monstrous beings called Necros that wreak havoc.

AI LIMIT features:
 ⚫︎ Souls-like gameplay
 ⚫︎ Multiple weapon types from dual swords, broadblades, halberds, etc.
 ⚫︎ A visual identity mixing dark, post-apocalyptic themes and gothic motifs
 ⚫︎ Multiple endings
 ⚫︎ Various NPCs, each with their side stories
 ⚫︎ Cosmetics are tied to armor
 ⚫︎ Stamina replaced by the Sync gauge

For more gameplay details, read everything we know about AI LIMIT's gameplay and story.


Digital Storefronts
Steam IconSteam PSN IconPlayStation
$34.99 (Standard)
$44.99 (Deluxe)

AI LIMIT Pros & Cons

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Pros Cons
Checkmark Sync Bar Makes Combat More Frenetic
Checkmark Amazing Voice Acting
Checkmark A Souls-Like With Its Own Edge
Checkmark Character Development Goes Hard
Checkmark Stealth is a Horrible Experience
Checkmark Boring Stage Designs
Checkmark It’s Rather Easy

AI LIMIT Overall Score - 80/100

AI LIMIT throws you into a bleak, tragic world where the stories of its inhabitants take the spotlight before yours even begins. Its stamina-free combat adds a relatively fresh twist to the souls-like formula, though some mechanics—like stealth—could use serious work. With immersive visuals, fantastic audio, and a shockingly low price, it’s an easy recommendation despite a few rough edges.

AI LIMIT Story - 7/10

Let’s be clear: AI LIMIT’s story isn’t yours at the start—it belongs to the many vibrant, well-developed characters that populate the game’s tragic, bleak, post-apocalyptic world. However, that doesn’t mean there’s nothing for you to experience. While your own story unfolds later, witnessing the fragmented yet compelling tales of other characters while you wait is enough to deliver an engaging narrative.

AI LIMIT Gameplay - 7/10

AI LIMIT’s gameplay takes a daring approach to the souls-like formula by replacing the traditional stamina gauge with its proprietary Sync system. This decision forces a much faster-paced combat style while still staying true to the genre’s roots. However, there are areas that need refining—most notably, the incredibly inconvenient stealth mechanics.

AI LIMIT Visuals - 8/10

While AI LIMIT’s visuals are impressive, they truly shine during the game’s more intense moments. Otherwise, players will likely notice the lack of refinement in character and enemy animations—a certain lack of polish, if you will. Fortunately, the cohesive stage designs, minimalistic UI, and strong character aesthetics make it easy to immerse yourself in the world and its themes.

AI LIMIT Audio - 9/10

Great boss music, punchy sound effects, and fantastic voice acting—what more could you ask for? Well, maybe a more immersive soundtrack for exploration, but still—AI LIMIT’s audio doesn’t disappoint, that’s for sure.

AI LIMIT Value for Money - 9/10

Honestly, after playing the demo and seeing the price, I couldn’t help but choke on air. AI LIMIT offers a full-fledged (if rather unique) souls-like experience with dozens of hours of gameplay, strong replayability, and multiple endings—all for just $34.99. If it were any cheaper, I’d feel like I was ripping the developers off.

AI LIMIT Review: Greatness in Its Flaws

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If I had to describe AI LIMIT in a few words, it would definitely be "a tribute to Code Vein."

For those unfamiliar with that title, Code Vein is a souls-like released back in 2019 (ancient history) by the God Eater team, a few months after the most recent entry of the series was unceremoniously shoved down the throats of its eager fans. Though it had its fair share of issues—relatively floaty controls, terrible level designs—it was still beloved by the vast majority of players who bought it, including me.

Unfortunately, it’s been over five years since then, and the community has yet to receive any news regarding a follow-up project, despite the God Eater franchise’s 15th anniversary having already passed. That’s why AI LIMIT—a game that so closely resembles Code Vein and, by extension, God Eater—has the potential to snatch up its disappointed audience.

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AI LIMIT puts you in the shoes of Arrisa, a young girl with no memories of her past who awakens in a sewer filled with monsters. Fortunately, the only thing she can remember is that she’s really good at fighting, which allows her to carve her way through the labyrinthine depths in search of the one person who might hold clues to her identity: Asteria. It’s there that she learns she’s a Blader, a special class of humanity capable of fighting against the monstrous Necros invading the planet.

Cool story, right? Well, yes, but unfortunately, it’s not a big focus of the game—especially early on. What you should be curious about is the gameplay.

It Feels Like, Yet is Not Like, a Souls-Like

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AI LIMIT is a souls-like game that shares many aspects of its combat with various others in the genre. For one, you can parry enemies in this game, regardless of your equipped weapon. Doing so opens them up to a powerful attack that they can’t defend against. Yes, even bosses are vulnerable to this too, at least to varying degrees.

The game is also incredibly strict with hurtboxes, allowing you to use certain attacks to dodge others. For example, the shield’s secondary ability forces you to duck in order to charge it up. This ducking motion allows you to dodge attacks that would otherwise create an undesirable air gap between your head and your neck.

Before you ask, yes, you can also roll to avoid attacks. Oh, and level up at the save spots. Very souls-like, I know. However, there are a few aspects that might make some players have a more difficult time adjusting to the game.

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For one, your character feels very light to control. No, I don’t mean that Arrisa feels like a weightless 2D collection of pixels on the screen. I just mean that unlike the bulky characters of most souls-likes, Arrisa really feels like she’s got superhuman powers hidden in her thin legs, enabling her to make extremely sharp turns with ease and change directions on a dime.

This almost ethereal quality of hers extends to her attacks, as they are very fast and nimble, even if you’re equipping the largest-looking sword in the game. That’s not to say there’s no feeling of weight to her attacks, though; the windup of every weapon feels very distinct and satisfying. It’s more like she’s somehow able to recover from her attacks much, much faster than your average joe in a souls-like game.

Heck, she can even extend her combos by simply swapping weapons. Now that’s some ferocious arm strength.

No Stamina? No Problem.

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Now, a souls-like with no stamina limiting your attacks and movements is nothing new. Games such as Sekiro replaced it with Posture, which provided much better feedback compared to stamina thanks to its fast-paced combat. In AI LIMIT’s case, it was replaced with Sync. You can imagine it as something similar to Arrisa’s mood; being successful in combat raises its values, while getting hit or using certain skills will drain it.

… Okay, the actual nature of Sync is actually much more complicated and metaphysical than that, but it would take way too long to explain it in a review. Plus, it’s spoilers.

Do keep in mind, though, that the usual stamina-draining actions in souls-likes such as attacking and rolling does not drain Sync. In other words, you can roll an infinite amount of times without getting tired as long as you don’t fall off a cliff. Yes, this game definitely allows you to do that.

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But, I hear you ask: wouldn’t that make the game extremely easy? Well, technically, the game is, indeed, easy. However, it’s not because you can pretend to be Sonic and perform rapid circular motions to safety. The difficulty has more to do with the enemies rather than the game’s mechanics, but I digress.

Sync is meant to force players to engage in fights more actively. After all, aside from items, the only way you can replenish it is through resting on bonfi—I mean branches (yes, just like Code Vein), or by successfully introducing your opponent’s body to your weapon of choice. Without it, or rather, if you ever run out, you’ll be staggered and open for a very, very painful time.

And it works. Even spellcaster builds need to engage in a bit of fisticuffs every now and then because the game also limits the number of recovery items you can hold. So, regardless of what your gameplay style is, you’ll inevitably resort to the good old-fashioned stabbing contest with your enemies.

Gameplay Ain’t Picture Perfect, Though

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While I do love the game’s combat mechanics, there are some issues that should be ironed out. For one, some attacks have rather iffy hurtboxes, usually from the enemy. At first, I thought this was just the game’s expression of its impeccable, pixel-perfect hurtboxes. But after enemies whiffed attacks that should have socially distanced my head from my shoulders, I found out that it wasn’t.

The game’s stealth system is just as disappointing. It mostly works by walking—yes, not crouch-walking—your way to an enemy’s blind side (their backs), waiting for your targeting reticle to turn orange, and then karate-chopping a new breathing hole on their chest. This has several problems, starting with how finicky it is on a gamepad. It requires you to nudge the joystick very slightly so your character starts walking. But the moment you push it a bit too far, tough luck—enemies will instantly spot you when you take so much as one step that isn’t a walk; a surprise given how they often won’t even notice you if you stab their friends a couple of meters away from them.

The walking pace makes stealth more of a pain to engage in because Arrisa’s walking speed is only slightly faster than most enemies. This creates too many instances of supposedly suspenseful times stalking enemies that stretch for too long, further ruined by the ridiculousness of seeing your character creeping up to enemies by walking in a relaxed gait.

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Lastly, at least in terms of what I want to talk about in this review, there’s an issue with the game’s difficulty. And no, it’s not because of the game’s decision to replace stamina with Sync. That is, the enemies themselves don’t provide much of a challenge, regardless of whether they’re panic roll-accessible or not. Reasons depend on the particular enemy—ranging from some of them holding back their attacks until the death of our sun to just being spastic enough to trigger an attack the moment you get close—but the game would definitely benefit from a difficulty increase.

To be honest, though, I’m pretty stuck on how they could do this. It’s definitely not because I’m good at the genre or anything—I’m definitely not. But being able to go through most of the bosses with nary any times where I got into double digits of retries definitely means some difficulty tweaking is required… right? Well, except the Hunter of Bladers.

Anyway, maybe they could extend some of their combos? Make them deal more Sync damage? The same goes for the mobs you encounter. Oftentimes, there’s too few of them standing between you and the sweet, sweet loot on the ground, which severely destroys any kind of suspense that most souls-likes should have. And even if they have sufficient numbers, the game easily lets you just pick them off one by one if you’re using the right weapons.

Amazing Voice Acting Compliments the Great Side Stories

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Unless a video game opens with a grand cinematic and an accompanying orchestral score, the first thing I usually notice about its audio is the voice acting—if it has any. Unlike music, which is often baked into the experience, voice acting is something you usually have the option to change entirely.

At first, I wasn’t impressed. Arrisa, in particular, had a monotone, almost mechanical voice that failed to inspire any kind of empathy. The same went for some of the first NPCs, like Asteria, who sounded completely unfazed by the world crumbling around them. I mentally assigned the voice acting an average score and moved on—5 out of 10, based on what we use here at Game8.

Several hours later, I almost wanted to punch myself for it. This game’s voice acting didn’t deserve an average score—it deserved something near the highest I could give, perhaps on par with the voice acting of Arknights or Reverse 1999. That’s because as I kept playing, I noticed how the performances became more refined, emotional, and even lifelike. More importantly, the voice acting evolved alongside the stories of the characters themselves.

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In other words, as the narrative deepens, so do the characters, and their voices reflect that transformation. During pivotal moments, their emotions bleed through so naturally that I found myself empathizing with them solely through their performances. Since you’re not with these NPCs at all times, their development—both in writing and voice acting—becomes a kind of answer to everything that happened off-screen. It evokes the same curiosity you’d have when catching a movie halfway through: What happened to them? Who did they meet? How did things end up this way?

Maybe it was a deliberate choice by the developers to make the early voice acting feel dead. Maybe it wasn’t. Either way, it works perfectly. AI LIMIT isn’t a traditional story about a hero trying to save the world. It feels more like the story belongs to the NPCs you encounter—characters whose journeys you witness from their quiet beginnings to their greatest triumphs and most devastating losses.

Level Designs Are, Sadly, Rather Repetitive

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AI LIMIT’s dozen-odd levels are essentially just different districts within a handful of locations in the game. However, there are only a few stage designs to go around: an underground sewer system, sunken city ruins, a gothic fantasy church, a forest, and a desert town. Sure, there are some unique ones, like a hospital (which, for some reason, is located inside a sewer), but for the most part, you’ll be cycling through the same types of environments throughout the game.

Now, as someone who has spent thousands of hours on the relaxingly braindead activity of grinding in Disgaea, I’m not one to complain about repetitive stages and whatnot. But it’s not that hard to imagine that repeatedly running through the same corridors and halls might take a toll on someone else.

It’s not all bleak news, however. At the very least, AI LIMIT’s stages don’t feel like copy-pastes of each other. There’s a healthy diversity in its exploration features, such as the ziplines on the city stages, the floating trains underground, and the operable machinery on the sewage system.

Lots of Things to Polish Up

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Repetitive stages aren’t the only thing you’ll have to deal with as you hack, slash, and die your way through AI LIMIT. The game also has its fair share of minor issues. Some are just small annoyances that feel like moments of developer oversight, while others are surprisingly glaring problems that should have been addressed before release.

One such issue is the complete lack of awareness from enemies that aren’t specifically acting as sentries or patrols. This is especially noticeable in levels with active environments, like the church or the sewage facility. In these areas, you can walk right up to enemies, stab them, spit on their corpses, and break into a full-on musical number while their allies stay focused on counting grains of sand on the ground.

Onto more minor things, we have issues where enemies are able to hit you through walls, which I suspect is a product of the game not having weapon collision or bounce mechanics off walls, allowing you to use unwieldy weapons like halberds in cramped corridors. Of course, to an extent, you can also abuse this for yourself.

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Enemies also sometimes disappear except for their gear, which can fortunately be fixed by teleporting away and back into the area. However, I sometimes don’t do so because it sometimes produces rather hilarious results, like having to fight floating clothes.

Is AI LIMIT Worth It?

If You’re Not One for Perfect Polish, Get It Day One

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Look, AI LIMIT isn’t the best thing to come out since ice cream, but it’s definitely got charm. Whether you’re a soulsborne purist or not, there’s something to take from this game even though it may not offer the same kind of difficulty or polish you’d expect from FromSoft games.

A score of 80 is definitely not something to raise your eyebrows on. Its gameplay simply needs more polish, and the story is just written in a format that takes too long to really pick up. Everything else about AI LIMIT is something that should excite anybody looking for a good souls-like to pick up.

So, please do so for AI LIMIT. It’s really good.


Digital Storefronts
Steam IconSteam PSN IconPlayStation
$34.99 (Standard)
$44.99 (Deluxe)

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AI LIMIT Product Information

AI LIMIT Cover
Title AI LIMIT
Release Date March 27, 2025
Developer Sense Games
Publisher CE-Asia
Supported Platforms PC, PS5
Genre Action, RPG
Number of Players 1
ESRB Rating T
Official Website AI LIMIT Website

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