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Temshik: King of Respect Save the Girls
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Play : Temshik: King of Respect Save the Girls ๐น๏ธ Game on Kiz10
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Temshik: King of Respect Save the Girls drops you into a city that feels like itโs permanently stuck at midnight, even when the sky looks bright. The streets are loud, the corners are mean, and every neighborhood has that โyou donโt belong hereโ stare. And you? Youโre not a chosen knight or a royal savior. Youโre the kind of hero that gets built from pavement, impatience, and pure stubbornness. This is an action RPG where respect isnโt a trophy, itโs a currency. You earn it by showing up, throwing hands, and refusing to back down when the next gang decides youโre todayโs entertainment.
Temshik: King of Respect Save the Girls drops you into a city that feels like itโs permanently stuck at midnight, even when the sky looks bright. The streets are loud, the corners are mean, and every neighborhood has that โyou donโt belong hereโ stare. And you? Youโre not a chosen knight or a royal savior. Youโre the kind of hero that gets built from pavement, impatience, and pure stubbornness. This is an action RPG where respect isnโt a trophy, itโs a currency. You earn it by showing up, throwing hands, and refusing to back down when the next gang decides youโre todayโs entertainment.
On Kiz10, the game hits fast: you spawn in, you move, you feel the weight of your character, and the first fight arrives like a rude introduction. One second youโre learning the space, the next youโre swarmed by street punks who act like the sidewalk is their family business. Itโs not complicated in a โread a manualโ way, but itโs layered in a โyouโll start caring about upgrades and timingโ way. Thatโs the hook. You start for the fights. You stay because the city keeps opening up, and your character starts feeling like a real machine youโre tuning.
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The brawling has that raw, street-level rhythm. Itโs not polite. Itโs not elegant. Itโs โhit first, reposition, hit againโ with a little dash of panic when enemies stack up. Youโll have moments where youโre landing clean attacks, feeling unstoppableโฆ and then you realize youโre surrounded and your health bar is quietly screaming for help. Thatโs when the game gets fun in a slightly evil way. Because it pushes you into making choices: do you retreat to reset the fight, or do you press and try to end it quickly? Do you spend energy aggressively or save it because you know a tougher enemy is around the next corner?
The brawling has that raw, street-level rhythm. Itโs not polite. Itโs not elegant. Itโs โhit first, reposition, hit againโ with a little dash of panic when enemies stack up. Youโll have moments where youโre landing clean attacks, feeling unstoppableโฆ and then you realize youโre surrounded and your health bar is quietly screaming for help. Thatโs when the game gets fun in a slightly evil way. Because it pushes you into making choices: do you retreat to reset the fight, or do you press and try to end it quickly? Do you spend energy aggressively or save it because you know a tougher enemy is around the next corner?
The camera and movement give the city a lived-in feel, like youโre actually patrolling blocks instead of clearing sterile levels. On PC youโll find yourself using movement plus quick attacks, and then, without thinking, youโll start rotating your view because you want to see whatโs coming. On mobile itโs even more immediate, like your thumbs are doing the negotiation: left hand says โsurvive,โ right hand says โcause problems.โ Either way, the combat turns into a loop of confidence, chaos, recoveryโฆ repeat.
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Respect is the gameโs heartbeat. Itโs not just a word the story throws around to sound cool. You feel it in progression. You feel it in how the city reacts to you. You feel it in your own behavior, because you start playing differently once you realize this isnโt only about punching enemies until they fall. Itโs about building momentum. Respect is what tells you youโre doing it right. Itโs also what dares you to keep going.
Respect is the gameโs heartbeat. Itโs not just a word the story throws around to sound cool. You feel it in progression. You feel it in how the city reacts to you. You feel it in your own behavior, because you start playing differently once you realize this isnโt only about punching enemies until they fall. Itโs about building momentum. Respect is what tells you youโre doing it right. Itโs also what dares you to keep going.
And the game is generous with that โone more jobโ vibe. You rescue someone, you get rewarded, you think youโre done for a secondโฆ and then a new district becomes available and you can practically hear the next gang cracking their knuckles. The city keeps offering you problems like itโs doing you a favor. Weirdly motivating, honestly.
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This is where Temshik turns from โfun brawlerโ into โokay wait, I need to optimize.โ Youโre collecting money, boosting damage, grabbing health, managing energy, stacking respectโฆ and you start making tiny decisions that feel suspiciously serious. Like, why am I staring at a stat boost like itโs a life choice? Because it kind of is. A small upgrade can change your whole flow. More damage means fights end faster. More health means you can survive mistakes. More energy means you can stay aggressive without running dry at the worst possible time.
This is where Temshik turns from โfun brawlerโ into โokay wait, I need to optimize.โ Youโre collecting money, boosting damage, grabbing health, managing energy, stacking respectโฆ and you start making tiny decisions that feel suspiciously serious. Like, why am I staring at a stat boost like itโs a life choice? Because it kind of is. A small upgrade can change your whole flow. More damage means fights end faster. More health means you can survive mistakes. More energy means you can stay aggressive without running dry at the worst possible time.
And the upgrade spots around the city? They feel like safe little islands in a rough ocean. You roll up, breathe for half a second, spend your earnings, and then step back into the noise stronger than before. Thereโs a satisfying grind here, but it doesnโt feel like a boring treadmill. It feels like rebuilding yourself in public, in the middle of hostile streets, like youโre telling the city: โYeah. Iโm still here.โ
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Each new area hits with a different flavor. Some districts feel cramped and aggressive, like enemies want to jump you in tight spaces. Others feel more open, which sounds safer until you realize open streets mean threats can approach from angles you werenโt watching. New foes show up with new patterns, and suddenly your old โrun in and mashโ plan starts failing. You adapt or you get humbled. Usually humbled first, then adapt. Thatโs the honest order.
Each new area hits with a different flavor. Some districts feel cramped and aggressive, like enemies want to jump you in tight spaces. Others feel more open, which sounds safer until you realize open streets mean threats can approach from angles you werenโt watching. New foes show up with new patterns, and suddenly your old โrun in and mashโ plan starts failing. You adapt or you get humbled. Usually humbled first, then adapt. Thatโs the honest order.
Progression works because it keeps shifting your expectations. You donโt just get โmore enemies.โ You get different kinds of trouble. The city starts feeling bigger, but also more dangerous, like youโve climbed high enough that the next fall would hurt more. And thatโs a good feeling in an action RPG. It means the stakes are real, even if youโre still basically a one-person street legend doing hero work with questionable sleep habits.
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Rescuing the girls isnโt treated like a throwaway objective. Itโs the point. It gives the fights a reason beyond โbeat everyone.โ Youโre clearing neighborhoods because someone is trapped, because the city is being carved up by gangs, because letting it continue would mean accepting the worst version of the streets. And that motivation changes how it feels when you win. A cleared area isnโt just โcompleted content.โ Itโs relief. Itโs progress you can feel.
Rescuing the girls isnโt treated like a throwaway objective. Itโs the point. It gives the fights a reason beyond โbeat everyone.โ Youโre clearing neighborhoods because someone is trapped, because the city is being carved up by gangs, because letting it continue would mean accepting the worst version of the streets. And that motivation changes how it feels when you win. A cleared area isnโt just โcompleted content.โ Itโs relief. Itโs progress you can feel.
Sometimes youโll catch yourself doing that gamer monologue: โOkay, get in, handle the gang, grab the rewards, get out.โ And then something goes sideways, you take too much damage, you scramble for health, and suddenly the mission feels like a little action movie scene youโre trying to survive. Not bad for a browser game on Kiz10, right? ๐
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By the time youโve pushed through multiple districts, upgraded your kit, and learned how to manage fights without falling apart, the title starts feeling heavy. King of Respect isnโt โcongratulations.โ Itโs โnow prove you can keep it.โ Because the city doesnโt stay quiet. It tests you. It sends new enemies. It tempts you with new locations and new rewards. It dares you to get sloppy.
By the time youโve pushed through multiple districts, upgraded your kit, and learned how to manage fights without falling apart, the title starts feeling heavy. King of Respect isnโt โcongratulations.โ Itโs โnow prove you can keep it.โ Because the city doesnโt stay quiet. It tests you. It sends new enemies. It tempts you with new locations and new rewards. It dares you to get sloppy.
And thatโs why Temshik works. Itโs a street action RPG with a clear mission, punchy progression, and that constant forward pull. Youโre always one upgrade away from feeling stronger, one district away from new trouble, one good run away from looking unstoppable. On Kiz10, itโs the kind of game you open for a quick sessionโฆ then you realize youโve been chasing respect for way longer than planned, because quitting mid-rise feels illegal. ๐ฎโ๐จ๐ฅ
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