
Artifact now features two games: Artifact Classic, the original Dota 2 trading card game, and Artifact Foundry, a special edition with streamlined gameplay, new cards, new single-player content, and an improved new player experience.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Spanish - Latin America*languages with full audio support
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Themes across 75 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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《Artifact》:被运营埋葬的卡牌神作,它值得一次重生 《Artifact》是一个让人扼腕的存在。由 Valve 联手 "万智牌之父"Richard Garfield 打造,背靠 DOTA2 庞大的世界观与玩家基础,本该是 TCG 领域的降维打击者,最终却落得停止开发、在线寥寥的结局。作为一名深度体验过的玩家,我始终认为:这款游戏的内核从未失败,失败的是它的运营与商业化思路。如果 V 社愿意重新盘活它,这依然是一款极具潜力的卡牌佳作。 一、玩法内核:真正把 MOBA 做进了卡牌里 抛开所有争议不谈,《Artifact》的核心设计在今天看来依然惊艳。它没有照搬《炉石传说》的单线对撞模式,而是真正把 DOTA 的 "三线作战" 搬进了卡牌游戏 —— 左、中、右三条兵线各自独立,又彼此关联,玩家需要在三条线路间分配资源、权衡取舍,这是其他卡牌游戏从未有过的体验。 这种设计带来的最直接区别,就是大局观取代了单线算计。你不能只盯着一路的胜负,弃车保帅、声东击西、围魏救赵这些 MOBA 里的战术思想,在卡牌对局中同样适用。每条兵线的防御塔、基地血量独立计算,推掉两路即可获胜;购物阶段的装备分配、英雄部署路线的选择,都充满了策略深度。再加上手牌无上限、场上单位无上限、法力值无上限的 "三无" 设计,彻底解放了卡组构筑的想象力,让对局的可能性指数级增长。 轮抽模式更是游戏的精髓所在。从有限卡池中边选边组,考验的不只是牌组理解,更是临场判断与资源规划,竞技纯度极高。可以说,在纯策略深度与竞技潜力上,《Artifact》站在了数字卡牌游戏的第一梯队,它真正做到了 "易学难精",每一场高水平对局都像是一场精密的战术推演。 二、运营之殇:从一开始就走错了路 如此优秀的玩法骨架,最终却被一套堪称灾难的商业化方案拖垮了。 初代《Artifact》选择了"付费入场 + 持续氪金" 的双重门槛模式:138 元购买游戏本体只是入场券,开箱获得的初始卡牌远远不足以构筑有竞争力的牌组,想要补齐关键卡,要么继续花钱买卡包,要么去 Steam 市场高价收单卡。游戏内没有日常任务、没有金币系统、没有粉尘合成机制 —— 换句话说,零氪玩家几乎没有免费获取新卡的路径。 更离谱的是卡牌市场的失控。发售初期,斧王等强势英雄卡的市场价一度被炒到 150-300 元,单卡价格超过游戏本体,不少人调侃 "买游戏不如炒 A 股"。Steam 市场 15% 的交易抽成,加上禁止玩家直接交易、只能走市场的设定,让卡牌流通成本居高不下,新人入坑的成本被无限拉高。而本应是核心乐趣的轮抽模式,也需要单独购买门票,输光了就得继续掏钱。 对比同期《炉石传说》"免费入场 + 日常任务攒卡" 的模式,《Artifact》相当于把所有玩家都挡在了两道付费墙外面。它既没有吸引到免费卡牌玩家,也让付费玩家产生了 "买了游戏还要不断充钱" 的被欺骗感。玩家数量在发售首月后断崖式下跌 97%,与其说是游戏不好玩,不如说是大多数人根本玩不起、玩不下去。 三、2.0 的自救与遗憾:醒得太晚,走得太早 Valve 并非没有意识到问题。2020 年他们启动了《Artifact 2.0》的重制,也就是后来的Artifact Foundry。这次改动几乎踩中了所有正确答案:取消卡牌售卖,全部卡牌通过游戏内解锁;三线同屏显示,降低信息差;统一魔法值,简化操作;减少随机因素,加入单人战役与新手教程…… 可以说,把初代最受诟病的问题几乎都修正了。 但为时已晚。初代糟糕的口碑已经让大量玩家流失,重启项目又经历了核心设计师离职、开发周期漫长等问题,等到 2.0 beta 上线时,市场热度早已冷却。最终 Valve 以 "玩家数量不足以支撑后续开发" 为由,宣布停止两个版本的开发,将《Artifact Classic》与《Artifact Foundry》全部改为永久免费,作为半成品留给了社区。 这是最让人遗憾的地方 ——当游戏终于走向正确的方向时,它已经失去了被看见的机会。 四、它值得一次复活的机会 时至今日,依然有一批忠实玩家在坚守这款游戏,恰恰证明了它的玩法生命力。三线对战的独特体验、极高的策略上限、DOTA 世界观的卡牌演绎,在如今的卡牌游戏市场上依然是独一份的存在。 如果 Valve 愿意重新启动这个项目,只需要做好几件事: 彻底的免费制:全卡免费或采用战令 / 通行证模式,让新人零门槛入坑 持续的内容更新:定期推出新卡包、新英雄,保持游戏活力 完善的新手引导:降低学习曲线,让普通玩家也能享受乐趣 社交与赛事体系:依托 Steam 平台搭建排位、战队、赛事生态 《Artifact》从来不是一个 "坏游戏",它只是一个被错误运营策略耽误了的好游戏。在卡牌游戏市场日益同质化的今天,这样一款有独特玩法骨架、有顶级 IP 背书、有深度竞技潜力的作品,不该就这样沉寂在 Steam 的仓库里。 希望有一天,我们能看到它以正确的姿态重新归来。毕竟,好的玩法永远不该被埋没。
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Hours played at review time, across 76 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is how long it took me to finish tutorial part 1
The game is boring af, and the tutorial is too long...
опередила свое время
what a boring ass game
played about 20 hours with friends and had a blast. the map design, especially in the nighttime mode, creates such an eerie vibe that keeps you on your toes. i love trying out different builds; right now, i'm focused on a stealthy approach, which makes for some hilarious fails. definitely worth picking up if you enjoy tactical gameplay with pals.
Greatest game that valve has ever made. Wish it got more updates :)
Ya, this game is good for what it is. Has that "Valve polish". Problem is it shows Valve has lost creativity, not their money making ideology. If you don't know, all Valve games are made to make money on a backend scheme. Half life 1 and 2 where selling their game engine. Later 2 was to push Steam. You see how that went. The Alexa game they made was to push their VR and 3 seems to be to push their game consoles... that Steam admitted is here to make sure The Steam OS prevents Microsoft blocking them. But lets be honest after Portal 2, they gave up. They just started chasing the market. They got Dota after LoL blew up. They made the VR head sets after that kickstarter blew up. They made this after that Blizzard card game blew up. Oh yes, they making an Overwatch clone after Overwatch died. Lazy. Always making them behind the curve, so the games end up like this. A failed project. This is the worst one to date. They shipped a card game and expect people to pay like real life. Chase Cards and all. Thru the Steam market. The fact no one understands that Valve never cared about the up front cost makes me mad. Everyone that praises Valve as consumer friendly don't understand they played you. Your love for Valve WAS the true product. Worst, now they KNOW they don't need to even need to work for it. I am just an old man that saw the crowd behave like animals. I hate that Computer games are no longer hard copy. I was forced here, and need to overcome my addiction to be free. In the mean time I will be the crazy drunk screaming at passersby. Honestly No way to go back. Although Valve may fall and even if Valve did not rise we would have gotten to here with another company. Gaming will forever have this taint. Only thing I have to look forward to is Lawsuits and Laws being made that amount to nothing. I understand this logically. But my heart rages. Not only that but the fires of hate burn everyone, not just the guilty. The gaming community got what it wanted. They just never understood the cost. And here I am, ranting on a copse, like it will magically make everyone agree with me. That being said. For anyone that got here. Even if you disagree, thanks. I used this as therapy in hopes I can finally give up the chase. I am close. I feel it.
Игра только для сетевой игры... Без сетевой игры. Неудачный эксперимент от Valve, за который никто не будет возвращать деньги
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