
A challenging, turn-based strategy with a roguelike edge. Lead a team of adventurers to destroy the Blightstone and free the world from corruption. Use free movement, dynamic environments and collectable skills to save the crystal, and save the world.
Modeled estimate, not a reported figure. How we estimate →
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About
Save the Crystal. Save the World
Here in the world of the Blightstone you’ll find deep strategy, blended seamlessly with roguelike progression. Your mission? To protect the Earthglass Crystal, and deliver it to the Infernal Rift. Only by doing this will you be able to destroy the demon overlord Korghul, and shatter the Blightstone itself.
Die, die, and die again. Cunning and keen wit (though looking at our options even a solitary spark of wit will have to suffice) are key to saving this realm.
Use the environment to your advantage with objects, enemies and even the weather itself providing strategic opportunities and challenges. Each failure provides invaluable opportunity to learn and collect new skills to help your next adventure.
Hold the Line. Use Every Skill, Trap, and Tactic to Protect the Crystal.

A Dynamic Battlefield
Enjoy free movement, without grid-based systems, allowing you to move into strategic cover. Just remember, enemies aren’t restricted by grids either, and there’s always an angle.
The Environment Is Yours to Command: Hide in long grass or burn it to stop enemies using it for cover. Gather enemies in water to amplify electric attacks. Use every advantage you can get to shatter the Blightstone.
Harness the Weather to Your Advantage: Dynamic weather will have an impact on Adventurer’s strategies. Dense fog obscures the battlefield, rain will amplify electric attacks and strong winds will affect accuracy. It can bring as many benefits as it does drawbacks, as long as you pay attention.
Recruit your heroes
Find new heroes and companions to help you along your journey. Chose from Brawler, Hunter, Arcanist, Druid and Priest classes, each with their own unique abilities and companions.
Master a vast skillset: Unlock a wide range of active and passive combat skills for our troop of adventurers and for the Earthglass crystal itself. Mater melee, ranged, area of effect and grappling skills, and combine them for heavy-hitting combos.
Status effects that sting: Bleeding, poison, binding, stun or burn, dozens of combat conditions can swing the course of each battle. Just remember it won’t always swing your way!
Strategy that doesn’t stop when the sun goes down
Adventurers must stay sharp from dawn to dusk, as your party sets up camp each night. Scavenge resources within battles to ensure you have enough to heal and avoid the Blight after the sun falls.
Procedural generation means that each journey is different from the last
As the journey progresses, you will also unravel the story behind the infernal rift, the Earthglass, the Blightstone, and the enemies that you face along the way.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I've been trying to give the game a chance but the gameplay loop is pretty torturous. The best way to play is to never let the enemy have a turn. If they get a turn there is a chance that they just randomly decide to oneshot one of your units or the crystal. As someone that plays plenty of both roguelikes and crpgs with a very tactical-minded mind, this game has been nothing short of frustrating. Your positioning hardly matters because there is very little indication of what enemies are going to do and at times what abilities they have. The tank class is hardly tanky and ends up needing to be healed every heal cycle unless he gets self heal, but even then he feels like a liability. Neither of the other classes want to be hit so to most optimally distribute aggro/damage you need to poorly position units to make sure your "tank" isn't burst down. Character passives like %healing on the tank class or some sort of sustainability that you don't need to roll for after combats could help. I've gotten to the third boss on the hardest difficulty but a lot of runs can just get stunted by the first boss, who can just charge at your crystal (Objective you need to keep alive to keep playing). Eventually you learn a mini dash that it can use to dodge once-two-three times with investment, but the guy can just run up and throw your crystal/units at one another and near oneshot the crystal. So if you don't 1-2 turn the boss he just twohits both the crystal and one of your units. I think the devs can take some parts of systems from a number of roguelikes or crpgs that have more experience with the genre. ACTUAL FEEDBACK FOR DEVS- See other games that display intention- see slay the spire 2,wartales,rogue trader, where nothing is a surprise. Make the unit positioning something you configure AT THE START of combat rather than between areas??? again see wartales, see rogue trader, where you have an area that you can set your units up before starting combat, especially with how much of a liability your crystal is. Either give the brawler starting armor, temporary HP, a block/brace action, or a regeneration passive- otherwise he is a rather poor frontliner (your only frontliner where I am in the game) If anything, the crystal could also start with some sort of temporary HP? Damage seems to be at a rather weird balance place, as defensive stats are rather rare, damage is too high for how much healing is available, combats are either 1-2 turns or doomed. If the intention is to have longer fights that you have to continuously play well, then lower damage for both the player and the enemies. I feel like combats are in a weird state where you need to try to oneshot as many things as possible on the field to be able to have a remotely successful combat outcome. The current status of the state of combat in this game is rather linear and can be stale, as you don't really need to think up any different plans for any given combat other than "how can i kill as many of the enemies as I can in turn 1 so they don't kill my dog and half my brawler this turn" I think the game has potential! I just think that the current state is a little unsustainable for replayability. Please feel free to leave a comment on my review if you would prefer to discuss any of these thoughts or would like more specific feedback.
本来还有所期待,但是你告诉我,第二章和第一章有什么区别?憋了这么久就搞个这么敷衍的东西???还莫名其妙顿卡,之前玩第一章的时候都没这问题。
The game took me roughly 10 hours to beat on the 2nd hardest difficulty. Overall a fun rougelite with a story I can apperciate. 3 Starting characters with 3 unlockable characters with some solid artwork and converstations. The skills and passives in this game is fun and glad they have slow gaining but powerful permenant upgrades. They could add more skills and skill selection for your main crystal before the run starts. The game should really be 10$ because it can be hard to get more then 10 hours of gameplay out of it, especially if you are on an easier difficulty. Still enjoyed it enough for the 12$ or so I spent. Might play a run or two more but thats about it. End of the day a very solid 8.5/10 in my books.
So far so good! Looking forward to see how the 1.0 will look like! Wishing the best to the devs!
Just random generator game. Everything randomly - skills, situations, fights, enemies (it can be 2 pigs or 6 demons even if you are not ready), you can't take equipment with you, development is low. Just game for 1 hour.
表面上的策略,本质是无趣的,流派很少且固定,玩起来就是很乏味。 与地形的交互这个想法不错,但是在游戏内的体现一言难尽。总之现在的内容没什么玩头。
Well put together game, have enjoyed it thus far.
游戏内容太少,我个人认为目前的体量不值这个价格。游戏总共三关,所以总共也就三个大boss,路线上的小关卡同质化严重,来来去去都差不多,地形环境设计很简单,约等于没有。所谓的第一幕第二幕只是剧情上做了区分,但内容上还是重复。局内资源给的太少,而且缺少回复资源,基本每把打到后面都玩得很恶心。每个英雄的局内成长很微弱如果没有点满局外的话,很难刷到好技能和装备,而且好用的构筑太少,这也跟游戏路线太短有关。此外,英雄的强度差距很大,技能组设计也很有问题,比如德鲁伊的基础输出技能居然是近战。牧师的强度也欠佳,法师、猎人、盗贼、战士强度太高了,尤其是如果你不带法师或盗贼,你很难处理水晶被锁定攻击的情况。游戏底子还行,但很明显游戏上限就到这了。
1.玩的时候极端容易卡死,先不说启动游戏的时候就容易直接无响应,在游戏里选个技能,战斗结算都要相应半天,我的电脑虽然是笔记本,但配置也不差啊?注:我的画质已经开到了最低但问题依旧没有解决。 2.只要有敌方给我上了异常状态就会卡死,回合会正常进行,但当所有人(包括敌人)行动玩就永远进不了下一回合,人物和敌人都能点击,但就是动不了。重置对局也没用,但只要不让敌人上debuff就可以正常玩。 目前先给个差评,毕竟给我的游戏体验真的不是很好,毕竟我花了这么多钱,还要被游戏外的因素折磨,如果制作组这边能给出解决方案,我一定会给好评,毕竟这个游戏很适合我的胃口。
Good bones, hope some more content gets rolled out and potential larger maps and defense scenarios.
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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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