Soulslike games have become a crowded genre, with developers constantly seeking that special twist to set their creation apart. In this review, we’ll dive deep into AI LIMIT, a new entry that attempts to carve out its own niche in this demanding game category. We’ll explore its narrative foundations, innovative gameplay mechanics, progression systems, and ultimately assess whether it manages to stand out in a sea of similar titles.
Setting the Stage: A World on the Brink
AI LIMIT transports players to a civilization teetering on the edge of extinction, threatened by a mysterious substance called Mud. This environmental hazard has spawned dangerous monsters and reduced humanity to a single refuge: the city of Havenswell. Players step into the role of Arrisa, a Blader—a technologically created being on a quest to recover her lost memories by restoring powerful Branches throughout the city.

While the premise sounds intriguing, the game struggles to elevate itself beyond generic world-building. The initial underground dungeon setting feels particularly derivative, and even when players emerge to the surface, the world fails to deliver a truly memorable experience. However, the game does distinguish itself through anime-inspired character designs, which offer a refreshing aesthetic in the typically grim soulslike genre.
Gameplay
The most compelling aspect of AI LIMIT is its innovative Sync Rate mechanic. Unlike traditional soulslike games with stamina management, this system introduces real-time consequences for player actions. The Sync Rate bar directly impacts combat effectiveness—high percentages maximize damage output, while low percentages significantly weaken attacks.

Players must carefully manage their energy consumption, particularly when using Spell-type attacks. Reckless skill spamming can quickly deplete the Sync Rate, putting players at a significant disadvantage. This design naturally encourages more strategic and deliberate gameplay, rewarding precision and punishing carelessness without being overly punishing.

Another notable departure from genre conventions is the removal of stamina consumption. Players can attack and maneuver freely, which makes the game more accessible to those typically intimidated by soulslike difficulty curves.
Progression and Customization
The progression system will feel familiar to soulslike veterans. Players explore various areas, unlock Branch checkpoints, open shortcuts, and battle bosses. The crystal-based leveling system introduces a slight twist—instead of losing all resources upon death, only a portion is deducted. This approach maintains tension while reducing the frustration of total resource loss.

Customization options include weapon and equipment variety, with new gear obtainable through enemy drops and exploration. The “Frame Ability” slot adds another layer of strategic depth, such as an early-game shield that can block attacks, store energy, and counterattack.

Verdict
AI LIMIT represents Sense Games’ first major project—a competent but somewhat conservative entry into the soulslike genre. While it may not revolutionize the category, its Sync Rate system and smoother difficulty curve make it an attractive option for both genre enthusiasts and newcomers.
The game’s anime-inspired aesthetic and accessible gameplay might draw in players who typically shy away from punishing soulslike experiences. Though the narrative and world-building lack exceptional depth, the mechanical innovations provide enough intrigue to warrant exploration.

For players seeking a fresh take on the soulslike formula or interested in a less punishing entry point to the genre, AI LIMIT offers an engaging experience with its unique combat mechanics and streamlined progression system.
Played on PC
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AI LIMIT
PROS
- A fairly competent soulslike, albeit a bit on the safer side
- Sync Rate is a very refreshing mechanic
- No stamina system which could be a huge plus for some players
- Good pacing on the progression
CONS
- Whether it’s the setting, story, characters, music, or art direction, the game feels generic in these aspects.
- The controls can also feel inconsistent at times, especially with dodge maneuvers.