
Arcane Trigger is a bullet-building roguelike where every shot is crafted before it's fired. Forge over 220 bullets, shape their effects with 150+ magical seals, and master infinite synergies in this endlessly replayable strategic shooter.
Modeled estimate, not a reported figure. How we estimate →
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About

Defend your home from shadowspawn invaders in this bullet-building roguelike! When a mystical rift unleashes waves of monsters, arm your Arcane Rifle and craft the ultimate magic ammunition to vanish them. From the Creators of "Endgame of Devil" comes their latest masterpiece! A gunslinger who crafts magic into every bullet!
Every enemy you destroy releases the energy you’ll need to forge new bullets. Clear waves, harvest power, and keep your finger on the trigger. The real battle begins when the smoke settles.
Use the energy you’ve gathered to craft over 220 unique bullets, each with distinct effects and elemental powers. Your next bullet could redefine your entire build.
Rearrange your bullets in the Arcane Magazine to trigger powerful synergies. Chain effects, amplify damage, build wild elemental combos and triple merge three identical bullets to get a new and more powerful version. Strategy starts long before you pull the trigger.
At the end of every wave, pick from 150+ magical Seals to modify your bullets and abilities. Each run is a new experiment. Mix effects, evolve your loadout, and craft your build to become an unstoppable force.
•3 Unique Playable Characters with distinct mechanics
•220+ Bullet Types across 6 elemental attributes
•150+ Magical Seals with diverse enhancement effects
•Bullet Fusion System merging three identical bullets for empowered versions
•13 Ancient Runes for strategic permanent upgrades
•8 Magic Carpets offering unique gameplay styles
•15 Waves of Escalating Challenges with Omens & Megastructures
•Multiple Difficulty Levels catering to both casual and hardcore players
•Dimension Events to encounter mysterious visitors between battles
•Endless Synergy Possibilities between bullets, seals, and runes
•Exquisite Pixel Art with impactful visual effects
All the programs, designs and artworks of the game are all created manually and contain no AI elements.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English*, Traditional Chinese**languages with full audio support
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
我玩下来有个直观感受:设计师确实有点小巧思,但也确实不多。 有位老哥的点评一针见血——这游戏本该出现在微信或抖音的小程序里,而不是 Steam。 具体来说,问题集中在几个层面: 1. 设计方向混乱,核心体验拧巴 游戏里充斥着大量“左右脑互搏”式设计,很多机制让人摸不着头脑。随机效果过于频繁,导致玩家的操作和选择几乎形不成有效反馈——尤其是子弹 Buff 和遗物系统,基本就是“屎里淘金”,爽点全靠运气硬撑。 2. 资源节奏严重失衡,前期定生死 作为核心资源的“刷新次数”,前期获取上下限差距极大,而遗物又极度依赖刷新。结果就是前五波基本决定整局走向,流程被锁死。 3. 遗物数值与触发逻辑成谜 拿龙娘举例:单发(3)绽放、(3)灰烬斩或(3)磁极的收益,远高于某个需要(12)发子弹才能触发的“炙热宝典”遗物。更别说还能搭配性价比极高的搭配如(1 1 1)共振或(3)反重力,但往往只在最后一波前才值得去“淘”,因为绝大多数遗物之间的配合,不过是聊胜于无的添头。 4. 遗物与子弹池脱节,Buff 分配反直觉 我很难理解:遗物只针对特定子弹生效,但这一局偏偏刷不出那种“史诗”和“传奇”子弹——这种设计图个啥? 更难理解的是 Buff 的分配规则:本就稀有的“史诗”和“传奇”子弹,先攻属性绑在携带效果上,后发属性却塞进击中效果,直接让 Buff 体验雪上加霜。 三选一的 Buff 池依然是“屎里淘金” ——得亏有人提过建议,三连后子弹数值增加了,不然全靠 Buff 为子弹赋能,那更是屎里淘金中的屎里淘金。 功能性 Buff 面前,那些“造成某属性额外伤害”的子弹设计简直莫名其妙——除非,它们是为了给几个可怜的同属性遗物当挂件?那这设计逻辑也太脆弱了。 最后,真心希望设计师自己能玩上几十局,感受一下这种“淘金”的挫败感。总体而言算是完成度比较高的半成品,如果你能看到这条评论,依据打折力度进行参考。
食之无味,弃之可惜...
Interesting combo building Auto-battler with nice mechanics and nice art. Easy recommend if your looking for a game in this genre!
很好玩的游戏,构筑卡组打高伤害很爽!
[h1]子弹版幸运房东 [/h1] [h2]前言:[/h2] 玩法虽然是回合制的枪手使用魔法子弹射击敌人,但是本质上还是一个幸运房东类游戏。像素画风挺有意思的,配上各种元素组成子弹的和数值叠加,玩起来会很爽。 [h2]玩法: [/h2] 游戏里的子弹分为多种类型,火、风、冰、土、雷、光等元素,玩家每回合会从背包里随机抽取12发子弹填充到弹匣里,如果背包里不满12发那就是全上。 (这就是经典的幸运房东设定了,不过好在不会立刻打出) 当我们抽取到子弹之后,可以选择更换位置,因为有些子弹之间会有羁绊效果,或者有些子弹可以给其他同行、同类子弹提供额外加成属性,但是需要放在某些固定位置,这时候调整位置就很重要了。 子弹凑齐三颗一样的之后还可以锻造合成更高级的这个子弹。(不过个人感觉强化后的加成不够强力) 下面会有一个能量槽位,当我们通过击杀敌人、子弹效果等获得能量的时候就会积蓄到这个能量槽里面,等到攒满一条就可以获得一次自选子弹机会。(经典的肉鸽多选一选项时间) 当我们开局或者击败一定波数时还会出现一个封印物选择,选择后可以获取到封印物但是需要拥有一定条件才可以解锁,通常是背包里拥有某几个元素类型的子弹,才可以生效。 [h2]游玩感想: [/h2] 游戏玩起来比较看运气,由于选择的随机性,出现的子弹类型也是很随机的,当我们选择某一个类型的封印物之后如果想要朝着某个元素流派走,结果一直抽不到对应的元素子弹就会很难受。或者是攒了一堆火元素子弹结果封印物没有一个是与此相关的,卡构筑了,结果数值就没起来。 三个相同子弹合成之后的高级子弹感觉纯加伤害了,效果并没有太多特殊的地方,纯粹就是为了节省弹匣位置。 [h2]总结: [/h2] 《奥术扳机》是一款表面上看似是像素风回合制射击对决游戏,实际上根本玩法是类幸运房东的肉鸽游戏。玩家需要通过获取不同的元素子弹,每回合从背包中抽取这些子弹放入弹匣然后射击出去攻击敌人,敌人会根据进攻波数源源不断来袭,直到抵御敌人的15波进攻。不同的元素子弹之间会有羁绊加成,还有可以获取的封印物能够根据元素类型生效发挥作用。 [quote]欢迎前来关注「 [url=https://store.steampowered.com/curator/45353266/] 𝗞𝗼𝗶𝗺𝗶𝗮𝗼🍁」[/url] [u][b] 采撷旅途之叶,铭刻生命之诗[/b][/u][/quote]
Actually, it's kinda OK, but I think but if my friends ask my opinion about this game? I would say, "Don't buy it." As a roguelite game, there's isn't much 'proper' build option, maybe 2-3 build per character? I see they trying to make variety of build, but most of then is significantly weaker. And even if you successfully make some weird build, the gameplay you get as the result is... kinda boring. The enemies might have a lot of variety, but it's not like you could suddenly change your build as reaction to those enemy. In the end, you just do what you build is suppose to do. The difficulty progression is also kinda... plain? It would fun for a first few hour, but it's lack the fun of keep replaying to try different build like most rogue-like game have.
你们自己玩游戏吗?
花了两小时解锁了全部人物,这是游戏的初步,后面还要解锁难度,还有魔毯装备,游戏的机制是属于肉鸽,消耗每回合获取的道具子弹进行发射加上防御15波怪物的进攻,到后期可以连续发射出数十发魔力子弹从而引发buff的爆发效果伤害。第一次建议选择男法师亨利,他的转轮机枪可以发射至多30发以上形成高效的连击,搭配各种爆炸效果与属性伤害,形成高范围高爆发续航的特殊战斗效果。另外三种子弹合成一种加强版子弹,到后期有很大的作用。游戏的BD有很多种,建议自己摸索。
这次更新之后发现数值不能无限叠了,最高威力只能到999999,不像更新之前可以无限叠,无尽最多打到了237层,后面其实完全造成不了伤害了,只是因为靠提灯把血量叠到了一千万所以一直赖着没死而已,游戏整体还不错,深度不深,但是挺值回票价的,可以好评
小游戏 没有特别的出彩 质量降低能上小程序那种 推荐打折购买
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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