
Sci-fi space strategy game with innovative combat. Players devise strategies, assign ships, configure modules. Multiple endings, optional side missions.The gameplay resembles unmanned ship combat, where players must pre-configure skills and commands in advance.
Modeled estimate, not a reported figure. How we estimate →
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About
Not sure what the game is like? You can try out the free DEMO. The game is still being further improved.
Features:
Unique Combat System: Adopts a "hands-off" design—far from dull! Players must pre-plan deployments and outthink enemies using skills and commands rather than relying solely on ship stats or gear. During battles, observe ship behavior and adjust tactics in real-time. Main missions provide one-time-only intelligence, while side quests offer hints or let players investigate independently (note: repairing the flagship in the first position costs a side quest attempt).
Strategic Depth: It's like playing cards (not a card game; some people misunderstand this). You roughly know what the opponent's strategies might be and what tactics they will employ (each pirate general has several relatively fixed configurations). Then, based on intelligence and the victory conditions, you devise your own tactics (e.g., luring the enemy deep, capturing the ringleader first, concentrated breakthrough, ...).
Notes:
Early-Game Pacing: The prologue may feel slow due to tutorials (e.g., installing weapons, selecting armor, building tank ships, skill/command effects, terrain impacts). However, side quests offer deeper tutorials, and the experience improves significantly later with richer mechanics and maxed-out fleet sizes.
Command Overlap Risks: Overlapping movement orders and skill triggers may cause unintended outcomes (e.g., ordering a ship to advance for 60 seconds while simultaneously retreating within the same timeframe leads to undefined behavior.This will be optimized later.).
Formation Strategy: Formations work best for fast ships; slow vessels risk being destroyed before deploying. Choose wisely!
Future Updates:
Updates/DLCs will depend on community reception. Planned content includes:
Level System: Expand with more stages. [V1.073 complete].
Character System: Add character profiles with art, lore, and unique abilities [V1.07 complete].
Weapon System: Introduce new gear and equipment. [V1.08 complete].
Ship System: Add more playable vessels. [V1.08 complete].
Long-Term Vision:
5. City System: Requires significant development time/resources.
6. Sovereignty System
7. Economy/Trade System
8. Miscellaneous: Randomized items, blueprint crafting, ship production, alien ecosystems, and more.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Reviews
游戏还是相当有潜力的,在战斗系统方面做的很好,非常有深度,未来可期
B站UP制作的一款独立游戏,太空对战背景,玩法是自走棋,游戏质量不错,就是美术和UI并不是很讨喜,主要是重心都放在了玩法上了,所以游戏初看会有一种十分硬核粗犷的感觉。但实际上手玩下来就知道这款游戏有着非常成熟的舰船升级、改造以及组件舰队的强大编辑器。 [h1]简介[/h1] 《自动战斗:银河将军》是一款场景画面极具简约的肉鸽自走棋游戏,题材是浩瀚的宇宙。在这里玩家将组建舰队、配置每一艘舰船,组成无敌的舰队,看着各种更舰船在太空上对轰的感觉非常有意思。 [h1]玩法[/h1] 本作的玩法非常像肉鸽卡牌自走棋,只是把棋子换成了各种型号、定位的宇宙战船,船体还有一部分编辑修改的功能。战斗的场景是一个宇宙背景的局内战斗,战斗前玩家需要提前编辑好舰队,一旦战斗开始,就无法做任何操作了,只有提前选择好什么舰船上场,在进行战场位置进行排布。 [h1]自走棋[/h1] 战斗开始后我方的舰队会自动由南向北进发,路上遇到的任何敌情都会自动进行攻击,也可以下达战斗指令改变攻击侧重,达到一些战术上的效果。所以战斗中的舰队在排布合理,发挥舰船功效等做出权重和取舍,明白自身的战争意图和想要达成的结果,亦或者是根据自身已有的舰船去搭配一个合理的舰队出来,发挥出每个舰船的最大功效。 [h1]特色[/h1] 对于舰队的编辑,一共技能、命令、舰船、装备四大类,每一类又都有不同数量的子分类,细化到每一艘舰船的使用武器、附加装置啥的,内容非常的多,而每一艘舰船对装备的使用也有不同的区别,基本是要一个一个舰船的去搞,然后单个单位编辑成队伍。而舰船的技能使用,则要有一个对应的触发条件。 [h1]总结[/h1] 总的来说,《自动战斗:银河将军》做了一个酣畅淋漓的战斗样板,纯粹的战斗就是双方对轰比拼对游戏的理解程度。配合独特的画面效果和战场环境信息,背靠无垠的宇宙,真的是战斗一触即发。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
[h1]《自动战斗:银河将军》简评[/h1] 估摸着《自动战斗:银河将军》这款“即时”战略游戏,有单人作者独立制作,毕竟本作实在是过于其貌不扬了,玩家第一眼看到游戏的外表模样以及游戏的价格定位,可能就会撇撇嘴然后关掉了页面。实际体验过程中,也确实存在着美术粗糙、UI简洁、引导薄弱等问题,但是这款脱离了传统的“即时”战略游戏,将卡牌性质的策略内容融入其中,并且省去了即时战略手动操作改为自动战斗,全部部署都在战斗前完成,还是很有想法的。 本作的玩法,乍一看是关卡式简略版的即时战略游戏,玩家进入战斗页面后,控制己方舰队和敌方舰队互相对垒。然而,实际体验下,已经战斗的战场是无法进行任何的操作的,全程都是自动战斗,也不需要玩家有任何的微操行动。那么如何保证这种“即时”战略的胜利,那就是在战前准备的部署阶段。包括角色的技能、舰队的指令、舰船的类型等等内容,全部都在战前准备完毕即可。 有一说一,这样的设计其实并不算即时战略了,更像是一款棋牌类游戏,毕竟战场之上的形式千变万化,无法随机应变怎么都算不上即时战略。不过,并不妨碍本作的策略内容还是非常有想法的,深入游戏也能够感受到不错的策略性。 只是这里有一个前提,那就是深入游戏。实际上,本作真正的难点就在于如何让玩家深入体验,而不是停留在“新手村”然后就撤退了,这也是游戏目前很冷门的原因,大部分玩家估计看到第一眼或者玩到第一下就不会再继续了。其一,人类都是“颜狗”,这点真没说错,本作的美术要么一眼AI,要么相当粗糙,甚至于UI页面都不是那么美观,绝对会让一部分玩家直接放弃。其二,引导,游戏的玩法很有想法,也有潜力,但是这种策略性的内容,却没有一个很好的教程来引导玩家每一步需要做些什么,仅靠教程里的简单文字和视频,真搞不清楚要咋上手。 最后,游戏很冷门,但也不算差到没法玩,就看玩家能不能玩进去了。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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