
Tianping Line is a strategy RPG that blends event choices, character recruitment and growth, and auto-battles. Rule a fledgling nation, make decisions in domestic affairs and diplomacy, recruit unique characters, build your forces, expand your power, face crises, and shape the nation’s fate.
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About
Step into the role of a newly appointed lord of a colony in a fantasy world, grow its economy, balance its races, and expand its borders.

Make your choices. Decide the fate of a nation.
Guide your nation through decisions in domestic affairs, diplomacy, expansion, and random events. Branching event chains continue to shape the nation’s development, while also changing your approach to future battles.

Build your own team from a diverse cast of characters
Dozens of recruitable characters each bring their own skills, roles, and growth paths. Adjust your team composition and character growth to match the enemies you face, and create builds suited to each situation.

Interwoven storylines, with more than ten endings
As your nation grows, new characters and storylines will gradually emerge. Your choices leave their mark at every level, ultimately leading to different endings.

Want a more direct approach? Become a tyrant.
If you are tired of compromise and restraint, rule instead by brute force. Seize wealth, suppress the populace, gather resources, and take on even harsher battles under oppressive rule.

What you shape is not only the nation’s future, but also how this world answers you.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
겜 하다가 오브젝트가 많아지니 렉이 걸리다가 중간에 여러 번 에러(crash)나서 잠시 멈추고 후기를 씁니다. 빨리 고쳐주었으면 좋겠습니다. 이전 저점을 찍었던 작품들에 비해 훨씬 준수해졌습니다. 석양 항로만의 독특함과 mareld의 조합가챠 노가다, flashback 의 선택지를 잘 녹여놓은느낌이네요. 간만에 재미있게 하고 있습니다. 다만 아직 철혈 모드는 열지 못하였음을 감안하고 쓰는 것이지만 난이도가 동일 레벨임에도 불구하고 갈리며(특히 소수 인원으로 미는 던전이 난이도가 있음) 조합을 짜고 들어가는 의미를 잘 모르겠다는 것. 조합보다는 레벨이랑 부대 수가 더 큰 영향을 주는 느낌이 강하게듭니다. 또 mareld처럼 후기에는 특수 팟 운영해야 깨는 그런 경우가 있을지 기대를 해보고 있습니다. 지금은 물리팟 탱딜힐 맞춰서 가면 깨집니다.(마법팟은 아직 노가다를 안해서 안키웠음) 오토 배틀인데 지원 스킬은 또 수동에 힐은 범위지정이라 약간 손도 타는 거 같고 아직 좀 더 해봐야 알 거 같습니다.
한국어!! 나옵니다!! 이 제작자 지지난 작품부터 상점에서 한국어 없다고 나오는데 게임에선 다 나오고 있습니다 잠깐 외도하다가 아는맛으로 돓아온 신작. 구체적으로는 아인(그러니까 수인족)과 다른 종족의 갈등이라거나, 구시대의 유산이라거나.. 전작들에서 제시한 적 있는 세계관이 적극 쓰이고 있습니다. 근데 그렇다고 전작을 다 하고 와야한단건 아니에요. 이 제작자의 게임은 대체로 그렇거든요. 다 먹어보고 나면 큰그림의 일부라는 생각이 들긴 하는데.. 아무거나 하나 먹는걸 막을 정도는 아닙니다. 이게 무슨 소리임? 싶다면 전작을 안해서가 아니라 그냥 원래부터 그런 파트일 가능성이 훨씬 높습니다.. 마지막에야 정리가 되곤해서 게임플레이는 자원 관리하는 경영파트와 아군 배치와 스킬 조합을 한 후 기본 자동전투로 진행하는 전투파트로 나뉩니다. 한국어 있다고 적으려고 급히 리뷰켠거라 플레이에 대해 자세한 리뷰는 못하겠으나 비슷한 장르를 접해본 적 있다면 어려움 없이 진행 가능하다고 생각되고, 스토리 모드를 통한 난이도 조절도 탑재하고 있습니다. 게임도 재밌기야 하지만, 역시 아트워크나 느긋하게 분위기에 젖어서 생각하는 특유의 감성이 매력적인 제작자라.. 뭔가 느낌!이 있다면 찍먹해보시길 추천합니다. 처음부터 싸다보니 할인은 좀 짜게짜게만 하긴합니다.. 할인 오래 기다릴 필요는 없음..
正直何やってるのかわからない
스토리는 뭐라는지 모르겟고 한국어가 있긴함. 잔버그 좀 많고 (전투 중 전부 멈춤, 선택지 안눌림 등 ) 게임은 애매한거같은
好玩,熟悉的Renka风格。Bug有点多,不过有自动存档影响不算严重,顶多需要试试各种操作来消除bug 更新:不是!!!什么叫全屏模式会让游戏界面暗很多?我都全收集了才发现原来游戏不是暗的很难看清细节,而是全屏了会莫名其妙的暗超多,原本有好多好看的美术和清晰画面我基本都没能看到,我还以为技能培养界面都是黑方块一直没看到美术,战斗背景也以为是纯黑色,战斗全程靠敌人身上的光点分辨位置,分辨敌友还要靠点上去看buff栏才能知道是什么兵,结果玩完了你告诉我不是这样的?啊啊啊啊啊啊我到底错过了多少
그는 명일방주를 꿈꾼다
賛否両論になっちゃってますし変に擁護するよりは素直にウィッチリングをプレイしておくことを推奨しますって書いておいた方がいいですかね?世界、時間軸がウィッチリング後のストーリーっぽいですし 一連のシリーズは今までは関連していてもゲームとしての世界は独立してたので単独でも理解出来ましたが、今作で初めて触れる方には流石に情報量が足りなくもありごちゃごちゃしてて分かりづらいともなったりするのでは 大丈夫大丈夫、ウィッチリングかなりおすすめゲームですし今ならセール中ですしほらほらほらさあさあさあ怖くないよ全然怖くないよおいでおいでこっちにおいでよほらほら飴ちゃんあげるからよーしよーしいい子だね 逆に今までのシリーズや特にウィッチリングが好きな人は購入ためらう必要ないのでは これ書いてる現状ではまだエンディング一つしか見てないですが個人的にあのキャラとあのキャラが喋ってるの見れただけで眼福ですし あ、エンディングは全部で11個あるみたいなのでかなりの時間遊べるようですし──相変わらずコスパがバグってますね・・・
[h1]简介[/h1] 《天平线》是一款融合事件决策的自走棋策略rpg游戏。游戏的故事背景设定在一个虚构的国家中,这里有着各式各样多元且冲突的问题,而玩家将在内政外交以及事件中做出选择,以此来决定国家的发展方向。但玩家无论怎么选,总会有没受益的群体,这就导致了反对势力的滋生。那都这样了还能说什么?招募角色组建队伍准备战斗进行镇压,这样在面对问题的时候可以通过政治手段也可以通过武力的方式。 游戏一开始先介绍了一下背景:这是一个有着多个种族的国家,多种族导致了多问题,所以在政策在进行改革、领土扩展、内政时都会有反对的声音。这酒考验玩家的政治倾向以及对事件的选择,通过选择,玩家会获得不同的奖励,也会推进游戏的剧情发展。当然选择的时候也会对结局产生影响。 [h1]玩法[/h1] 游戏中有数十名可加入的角色,他们各自具备独特的定位、技能组合和成长路线,玩家可以将他们编成队伍参加战斗。兵种也有分类,近战、远程还有医疗也各有所长。队伍的编辑是战斗前的准备,也是决定战斗胜负的关键。最后就是真正的战场对决了,自走棋的对战其实没啥好说的,只要在队伍编辑的时候稍加思考,在角色和技能上搭配得当,战斗起来还是挺简单的。战斗系统是围绕角色养成展开的,因为在战斗中玩家除了使用技能外,不能对战斗进行任何操控。 [h1]音画[/h1] 本作的美术采用了移动端游戏常见的风格,不过整体的协调性还行。虽然说手游的既视感还挺强,而且粥味特别足,不过质量这块真的是没法挑。游戏中的CG与叙事场景相得益彰,各具特色的角色立绘自然融入了世界观之中。而音乐方面则表现一般,UI的设计更是粗犷,没有一点美感,像是后面加上去的。 [h1]总结[/h1] 总的来说,这是一个挺神奇的倾向模拟类游戏。虽然说游戏设计了多个分支和路线,但感觉都太脱离实际了,还非常的极端。哪怕是凭空虚构的国家,面对国家的多元类型问题,任何一种单一的统治手段都是致命的,感觉制作组在这方面有点极端。综上,如果不看游戏的剧情的话,当作一个角色收集、角色养成的自走棋游戏玩玩其实也还可以,至少这些设计是没问题的,玩起来属于基本发挥;再加上美术虽然向手游看齐,但质量是可以的,大家按需选择吧。 [quote] 关注[url=https://store.steampowered.com/curator/44791929/]游戏好声音[/url],认真品味好游戏,倾听游戏好声音。 [/quote]
전작보다 뭔가 복잡해 졌지만 뭔가 더 비어 보인다 +인형덱 버리고 다른거 하니까 재미있네요 ㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋㅋ
Mild recommend if you like this developer's other games or just want to support them. Not recommended otherwise. I think your money is better spent purchasing this Renka's other games, which are all cheaper and generally better than this one. The game's credits are a single line: "A world by Renka". That's what Balorizon is. It's also a strategy RPG, an autobattler, a visual novel, but first and foremost it's a world. It doesn't do an amazing job at any of those other things, but it does present you with this premise: In a world where magic and witches coexist with technology and pioneering, you're in charge of governing a new colony in an uncharted land. If that sounds interesting to you then perhaps you can overlook this game's shortcomings and appreciate what it offers. You will need to do some heavy lifting yourself. A choice will present you with two options - support the wealthy merchants of your society and earn some money, or support the religious sect and earn some favor among the common folk. From a gameplay perspective this choice is pretty inconsequential - it (probably) has no effect on which of the 11 endings you receive, so you pick the choice that gives the reward you want most. But that lack of consequence also allows you up to stop and think, "Well, what *would* I really choose if this scenario was real?" The writing does a good job of showing you how your choices affect the people of your nation, even though those effects are only as permanent as the text window you're about to close. It's strange. I know the choices don't matter and yet I find myself thinking more about them than I should. Maybe it's intentional and the gameplay is sidelined so it can be properly divorced from the storytelling? Maybe this isn't just a case of a solo developer trying to deliver a good experience efficiently using what little resources they have available. Each day, you get two actions. Government actions like passing a new law, directing task forces, allocating more budget to departments, performing diplomacy with other nations, etc. Personal actions let you send party members into combat to explore the world, search for salvage, and recruit special (SP) party members. In gameplay these can both be categorized into either "progresses the story", "accumulates resources", or "exchanges one resource for another". After your two actions, a random event will appear, giving you two choices of rewards (or three, if you've recruited the specific character who unlocks a third choice). In story, these actions will typically favor one group of people in your nation over another, or reach some sort of compromise between the two. In gameplay, this favor is not tracked in any way and has no impact other than changing which reward you recieve. Money is mostly exchanged for other resources, but is also used to recruit new party members. Resources and Honor are both used to upgrade party members and make them stronger in combat. Administration is needed for specific actions that will unlock other functions or progress the story. The strategy RPG aspect of this game is similar to a gacha RPG. Money/pulls are easy to produce, pull rates are fair and balanced, and none of this costs real money. You use Honor to level up party members and Resources to level up their squadron of soldiers. Party members can be one of a variety of classes (Knight, Gunner, Support, etc.) and have a combat skill and a support skill that differentiates them from others of the same class. When you go into combat, you can deploy 1-5 party members as combat and 1-4 as support (depending on the 'size' of the battle). Combat units will deploy with their squadron of matching class units and use their combat skills, Support units will give YOU manually activated skills that can be used to aid in combat. The actual autobattler fighting consists of your squads running forward into the enemy's squads, allies using their skills when ready, and you throwing in support skills to help turn things in your favor. While you can level up your units and invest into them, I'd say victory is often decided by whether you have recruited and deployed good units. Certain units are better in specific types of fights than others, and some units/combinations are just overpowered in general. The combat is less of a grind and more of a puzzle. Less grind is usually more good, but it's strange to have these gacha RPG grind systems in place and then have them feel pointless to use. Pumping a bunch of resources into the wrong unit usually won't swing the outcome of a fight. It feels like a lot of your choices don't really matter here either, just recruit the best units and send it. Combat also doesn't feel that important. Most actions in the game don't require combat and aren't gated by it. You do need to win certain fights to reach an ending, but there's no urgency (aside from the one ending that asks you to speedrun the game). You choose when to do these fights, and you can always walk away, do something else, and come back when you have the right units or more levels. If you want to just steamroll through combat and not really engage with it, the Story Mode option gives all of your units double damage dealt and reduced damage taken. If you want the opposite, you can unlock an Ironblood option that increases Resource/Honor generation and makes combat much harder, though in my opinion it still doesn't make the combat interesting. It feels like the strategy RPG was slapped onto the game and there wasn't much effort put into balancing it or making it feel good. It's just there. You can say the game has it. At the same time, this $6 game is made by one person who cranked out four games in the month of May, so maybe I shouldn't be surprised that that's what you get. I should state that while the strategy RPG portion of the game takes a lot from gacha RPGs, the story doesn't. There are dozens of party members to recruit, but don't expect to become attached to them. Most characters do not get a proper introduction. There's a glossary where you can read their background info. Some of them will appear in the story, but their story contribution is "show up, do a thing for the nation, then never be seen again". I've seen people say that this game is part of a larger series, but I think it's fair to say that you shouldn't have to play half a dozen games to achieve what other games do in one. The game will probably take you 2-3 hours on a first playthrough, but once you've read all the dialogue and figured out how the game works, the game can be completed in 10 minutes.
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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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