
Classic tabletop games meet roguelite elements and card-based combat. Dice rolls, fate cards, deadly encounters, minigames, and countless unknowns await you in this strange adventure.
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Classic tabletop games meet roguelite elements and card-based combat. Dice rolls, fate cards,
deadly encounters, minigames, and countless unknowns await you in this strange adventure.
You never know what awaits as you roll the dice and move across the board.
Collect powerful cards, gather loot, and face fierce enemies to grow your character.
Survive eight dangerous regions and reach the end of the world.
In this roguelike tabletop adventure, every run begins with the birth of a new hero.
Use your limited breeding rights to select two parents, combine their traits,
and create a new warrior. Your hero’s stats, gender, and genetic traits are shaped by
the legacy of their bloodline.
Face strange events, battle bizarre enemies, and decide whether to return home with your loot
or risk one more turn for greater rewards.
Each hero ventures through eight dangerous regions,
each with its own atmosphere, enemies, and turn-based, randomly generated board.
Roll the dice to move through traps, treasures, encounters, and deadly foes.
If your hero returns to the village before dying, they are added to the ancestral pool.
That means your next hero could be their child… or grandchild. And each generation is born a little stronger.
Construct buildings like the Barracks, Tavern, Gold Mine, or Ink Mine to unlock background
bonuses for your newborns.
Growing up in these places grants them special starting advantages.
Will you strengthen your bloodline and reach the ancient power at the edge of the world?
Or will your Seeds of Life vanish… one by one?
Hand-Drawn Dark Fantasy World
An atmospheric 2D world crafted with detailed, hand-painted artwork.
Bloodline-Based Hero Creation
Combine ancestors, pass down genetic traits, and create stronger heroes with each generation.
Upgradeable Village and Building System
Construct Barracks, Taverns, and Mines to unlock unique backgrounds for newborn heroes.
Dice-Based Exploration System
Navigate randomly generated boards each turn by rolling the dice.
Card-Based Turn-Based Combat
Play your cards strategically — dodge, strike, and survive through tactical battles.
Permadeath and Bloodline Legacy
Fallen heroes are lost forever. Those who return strengthen your ancestral pool.
Deep Combat Mechanics and Stat Effects
Poison, burn, bleed resistance, dodge and evade — every stat counts in battle.
Eight Distinct Regions and Dozens of Enemy Types
Survive in regions filled with unique atmospheres, threats, and foes.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Turkish, Spanish - Spain, Simplified Chinese, Japanese, Portuguese - Portugal
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
40+ hours of play and giving this a very mixed recommend, but there is a long road to full release recommend. 1. The core game loop is there but us a bit dull. You do a loop and once back at the start you ask yourself "Should I stop? Why? Or should I go on? Why?" Not the thinking Why, but the Why bother Why. 2. Life and defense are the only things that really matter, not sure if the other stats are connected to anything (there is attack but your best card uses defense as your attack, so why bother with the attack stat). 3. The Meta game has you build a town, but you can only pick one structure each run as a profession, with minimal impact on success. Build a brewery, why anything else? 4. The Meta game also has a genetic legacy area which is more impactful than buildings, but not much. It just makes the wimpy spouse of your uber hero a bit less bad. 5. Early game decision making about when to stop and lock in progress is largely mitigated by just leaving a run back to the main menu and reentering. you lose your items but retain all level up stats, and leveling up life and defense is all that really matters. There may be more content I haven't seen but I doubt many will spend 40 hours playing to find it if the core loop has 2 things that matter and the rest is irrelevant.
I would recommend waiting to buy this game, until significant changes are made. At the moment, even on sale this game is not worth it. I have feedback for the dev at the end. This game is fun for an hour or two, but then it becomes very apparent that every single system in the game is missing a substantial amount of content, or needs major tuning. For example, there is a statistic you can level up that essentially makes you immortal, if you don't get unlucky, and it allows you to one-shot bosses. Although you can't beat the game this way due to the way scaling works. This is actually the funner way to play, until you run into the exponential scaling issue. If you try anything else, it will be a sisyphean task to slog through each stage, as at the end of each run, your stats are nearly halved. I can easily see this game becoming worthwhile, but it isn't there yet. The rest is for the developer, in case they want feedback. -Exponential scaling is a problem. Even if your stats also scale that way, having all of your stats essentailly halved at the end of the run makes trying to level up more than two stats unbelievably painful. It seems like linear scaling of your stats and the enemies would be far simpler, easier to balance, and would probably feel better. -The scaling of inherited stats is wildly stronger than the meta progression gained by buildings. The two systems need to be brought in line with each other, and the rest of the game too, as a result. -The environmental hazards are nearly impossible to mitigate in a controlled way. Average luck will cause you to lose entire runs just because you didn't land on the correct space, even though there are only about four of them. There needs to be more savior tiles, or the penalty of certain environmental hazards needs to be adjusted (desert). -By far the most optimal way to play was to cut my deck down to 8 cards and play with the same cards the whole run. Either defense cards need nerfing, or the new cards need buffing. -Almost all of the new cards I got were "legendary" yellow cards. The rarity system doesn't make sense. Card rewards are both too weak, and too common to deserve a golden color, like legendary items in other games. They need to be blue or purple, or be part of a general rebalancing. -There isn't enough depth to the card game, as it stands. There are cards that reference future systems, I'm assuming. These need to be implemented. -I would like to be able to see what spaces I could conceivably land on or the possible die results. -There isn't enough variety in any of the systems. Please add more items, events, buildings, even new statistics to level. -Most merchants and events are pointless in the first two stages because there is almost no way to earn enough of their specific currency to do anything. Either come up with other events for those stages or increase the currency drop rate. -I'm sure you know that leveling up after the first 3 stages is almost impossible. You must have a reason for it. This is so blatantly wrong, I can only assume it's this way to make it literally impossible to beat the game in early access. -It seems like runs are supposed to take real-life days to play through. For a rogue-lite this is unthinkable. I'm not sure what the plan with hundreds of generations was, but this has to be dramatically reduced.
Born. Fight. Grow. Die. Get hungry for more. Have another child to get revenge. Fight. Grow. Die. Get even hungrier. Keep going. I will carry on my bloodline.
《Boardlike》是一款融合了桌游玩法、肉鸽养成和卡牌卡组构筑玩法的策略卡牌肉鸽游戏,新颖的玩法结合手绘2D暗黑奇幻的美术风格,让这段独特的血脉传承冒险变得格外有趣。 《Boardlike》最为特色的是它独有的角色永久死亡和血脉传承机制,角色永久死亡我们在许多游戏的硬核模式里倒是常见,但这血脉传承机制就基本没在其他游戏里见过了!游戏里只要我们能把角色从冒险地图安全的带回村子,他就会进入先祖血脉池,然后我们重新生成的角色就能通过血脉传承,来传承专属特性和不断叠加先祖属性。让每一代的新角色都能变得更强! 再搭配我们冒险后安全带回村子的资源可以用来建造村子,解锁的兵营、酒馆、金矿等等建筑,这些也是可以给新角色提供生成加成的。这些个血脉传承机制真正的实现一代更比一代强的梦想!能让我们养成起角色来都变得更有意思。 游戏的地图冒险模式采用了投骰子的桌游设定,每一局冒险都会生成全新的探索棋盘(其实应该是“每一圈”都会生产新的)。棋盘上各种陷阱、资源、宝箱、随机事件、敌人随机遍布,我们投骰子后决定行走步数,每一步移动都充满未知。我们将在步步为营的探索中,权衡收益和风险,决定是继续深入冒险,还是及时撤离保全战果。 遇敌战斗的时候则是进入回合制策略卡牌的战斗模式,我们需要每回合使用有限的行动点来使用各种攻击、闪避、防御等类型的战斗卡牌,击败敌人能获取各种道具和资源,以不断滚雪球进步的方式来不断的行走下去。 其实,游戏的难度真心不低,我们在游玩的过程中时刻都受到贪欲和挑战的双重折磨!是继续再走几步,挑战多一圈,拿更多的东西!还是立马见好就收带着现有的资源回家落袋平安!这种考验的选择在游戏里时时刻刻都有! 整体而言,《Boardlike》虽然不是一款能让人很惊艳的游戏,但他独特的玩法机制却让游戏变得相当耐玩,桌游、肉鸽、卡牌、养成、策略等等元素都有了,不管是不是游戏荒都值得一试的。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
Fun game, easy to use. With steamlink on your phone on te go. Breeding is fun and using turn cardbased fighting is easy casual en tactic. Stil some little exploit bugs and visual but so little your play expience wont soffer from it.
Really nice game ... played it for a couple of hours and had a lot of fun. However, it seems to be in a very early stage and is compleatly unfinished. Its a nice idea but unfortunataly nothing more. To many bugs to low replayability motivation. No recommendation in current state
Was a good game at the start but get's very boring when you have a stacked up character and have to spend quite a while going through the first few levels over and over again constantly clicking away (always better to have some keyboard short cuts). there are far too many glitches such as your cards disappearing on a reload (also an insta-kill card said it's with 2 action points when winning it but in the deck it said 7), the game sometimes not counting your upgrades when levelling up, you losing your locked in parents in a breeding ceremony after loading a game out and completing a run, also when returning with a character you've buffed after leaving a run, they do not appear in the character list in the breeding ceremony. This is the character you are using that has not died whose stats you can see, but they aren't in the breeding ceremony. When loading a game out and starting a run, your selected add-on perk won't be active even though you had set it up when breeding the character. Also the alternative options get limited after a while as you don't have much after your legacy, nothing else in the home page and the add-on selective perk becomes redundant after a few hours and nothing else to assist you. I didn't see much difference with karma and it gets annoying you lose all your weapons and armour after each playthrough but also more annoying is that you have healing items but cannot use them outside of a battle which pushes you to a regular dead end in the 4th and 5th stage, at least in the 4th stage you can land on an oasis to recover but the 5th stage is just waiting for you to die with the reduced stores and battles and no way of reducing the heat damage. This regularly creates a deadlock outside of your characters ability and relying on RNG. The audio is not balanced and shoots really high when completing a battle. Sacrifice stones seem interesting the first few playthroughs but just become a waste of time later on. Another annoying thing is that it doesn't tell you how much experience you gained after a battle and when you level up the experience doesn't carry over, it starts the next level at zero, so if you needed 1xp and fought a boss, the next level would still be starting at zero. the relics stop pretty quickly once you received 3 per stage and most card are not that good. The face that you can use an 8 card deck lets you grow in the game very quickly but the gameplay gets tedious after a few hours, and it's not got the feeling of continuation. I don't think there's any reason people would want to pick a thief or merchant. Having said all this, it was fun for the first few playthroughs and I did enjoy the rogue-like card battling dice roll kind of gameplay but is it rogue like if you can't really strengthen your character on a replay? There needs to be other options on the main page; when you have 100% evasion, strong attack and defence, plenty of coins and full legacy, what's the point of it? the board travelling feels like a burden after a while and the fact you can exit any time after 3 rounds makes it easier. If you could only exit at the point of completing a turn it would make a bigger challenge on whether a player would want to take the extra turn. The combat also becomes repetitive as they scale with the amount of battles you have but you will either be fine or die in the first round, since you have potions. Lockpicking and treasure rocks seem fun at the beginning but also become tedious after a while. I know the adventure map is not yet released in the game but the movement feels a lot like lacking choice when you have all the repetition. It can interest you for 4-5 hours but once you get a feel of the game out, you feel like it was one with potential. I'm sure if it fixed the glitches it might be worth a few playthroughs but the game feels it can be completed in 30 breeds, not 300.
Cool concept with interesting gameplay so far. Can't wait to see what else this game has to offer!
Fun game, but a host of bugs I've come across in my few hours of game time: - When starting new game, when changing deck before adventure the sound settings go to zero (have to manually adjust every time). - Landing on combat tiles doesn't trigger the event. - Parent is not available for ceremonial breeding about half the time. So progression cannot effectively happen. This is now a known issue and should be patched on the first hot fix. - Roll button stuck in animation if clicked on too many times prevents progression and have to close application - restarting the run. - when closing program either through the menu or alt f4 and restarting the run over, character has all stats from previous run (infinite scaling and a Spiffing Brit nod to exploiting the game) Aside from that there is no mid run save option. You are expected to clear 8 biomes (7 available on launch) which could take several hours.
Fantastic game but needs some more work. Enjoyed it very much so far and looking forward when it's patched up.
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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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