
Bonfire is a delightfully gloomy tactical RPG about journey and failure, with a rapid turn-based battle system and heroes who care a little too much.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 33 reviews with recorded playtime.
Reviews
This is one of those rare Early Access cases where the game is actually fully playable, polished and not ridden with random bugs. I've actually played the demo before and I could continue my progress right away, the whole experience feels really thought out and honed. Love the ironically depressing vibes, finally something fresh. Anyways, if you like games such as Darkest Dungeon (but also card collecting games like Slay the Spire) but want to try something quicker / more 'casual', this is a great game for you. And it already feels like a finished product, I wonder how it'll play when it's fully released.
Bonfire is a game about the bleak gloominess of the end of the world that manages to have a lot of character and be incredibly charming despite its subject. In terms of gameplay, Bonfire borrows ideas and concepts from rogue-lite genres - like the endlessness of its gameplay loops - without emphasizing the finality of loss and defeat that other games might focus more on. The combat is turn-based. Choose three characters (there are five now, ten planned) to go on an adventure, explore a dungeon, or take a journey to a new land. Each character has three actions - one they can do on themselves, one they can do on an ally, and one they can do against an enemy. You can also equip "rune" abilities that give additional combat options or passive buffs. Whenever you embark on adventure, you can also take a certain amount of the items you have accrued from previous forays. It's worth noting that the developer appears extremely receptive to feedback and genuinely invested in improving an already great game. This is a complete experience with a lot of challenges to offer already. If you enjoy games that are tough, challenging, and encourage failure, but you are also tired of leading cadres of faceless mercenaries rather than characters with personalities - hopes, fears, loves, and wants - then you owe it to yourself to try Bonfire.
I played the beta a lifetime ago, and the full game is even better. It's as polished as a full release, it's only missing some content. The game is a roguelite that can be played in 5-10 minute sessions, where you're puzzling away how to best save resources across 3-5 classic RPG encounters in a row. It features some metagame that's intertwined with a gloomy story. It's not very deep nor it needs to be. Throughout the story you unlock abilities, characters and game modes, so it feels more like a long tutorial to prepare you for endless mode. There are several quality touches here and there you'll appreciate if you know your gamedev, and they're much appreciated. For example, the GUI goes away on the main menu if you idle for a while. In summary, good game to tinker with RPG encounters played in short bursts while you're watching a show or listening to a podcast. Less hands-on than Slay the Spire or Darkest Dungeon while retaining most of the depth, and that's a good thing.
[h1]Follow our curator for similar games[/h1] https://store.steampowered.com/curator/35180752-3-point-play/ Tactical RPG + fast paced + Casual Darkest Dungeon = Explore maps with random events, investigate, journey, and raid points. Do quests, balance money, health, food, use items and runes to kill mobs.
I have just started playing this game and I know that I will soak into it. Money well spend, good tactical indie game.
Want to recommend it for potential, but can't at this stage. Will check on it again in future. Pros: -Good potential for a strategic rpg game about optimisation and timing -Artwork and sound make a nice atmosphere -Runes and items Cons: -Same party (wiz / warr / priest) each time -Animations are soo slow sometimes, you move from one screen to the next and everyone stops to have an unskippable conversation about what to do next. Also when you get gold, you have to watch each individual piece of gold go from the ground of the monster you just killed, to the top right corner of the screen, again, unskippable. Also heroes have a chat even while you're looking at the map and you can't click on the next map area until they've finished. Nothing in options to skip text or animations either. -Your character loses max health in each battle, meaning you need to finish the battle as soon as poss, meaningi you really only have a narrow way to play each battle, trying to optimise the damage you do vs the monster's stats and various abilities, using motivation timing as well, yet.. -Some battles you get crushed by a repeated boss ability and lose a hero who cannot prevent or outheal it fast enough, and then you simply can't win because you need all three heroes, unless you have ressurect item, etc. Using items also uses up a hero's turn, not always a good thing.
No real plot, story, or interesting characters, so skip this if that's your priority. Dialog is so slow and cumbersome without moving anything forward. ("There's evil out there"/"We have to keep moving," kind of hollow cliches that say nothing) So that leaves us with gameplay... Easy mode is so easy, it feels like I"m just going through the motions rather than playing a game. I kicked it to high difficulty, but the simplistic gameplay doesn't equip the player enough to rise to the challenge of jacked-up enemy hitpoints. It's just brutally hard and I got stuck without food to deploy. The mage guy left my party in disgust when my party kept getting slaughtered. When I should have re-encountered the mage in the wild and had him rejoin, the game was bugged, and instead I encountered the lady pyro... When the lady pyro was already in my party. So there's 2 identical characters (one in my party, one on the right side of the screen) speaking the same identical dialog about reluctantly returning to me. No story, no character, un-fun gameplay, and bugged to boot? I wouldn't recommend playing this game for free.
Extremely well executed and cleverly designed indie game! We surely need more of these!
Bonfire is the closest thing we have to a deterministic non-position-based Darkest Dungeon! I played hundreds of hours the old version, and this version is looking to be beautiful! Don't be fooled by the cartoonish graphics! It is HARD and pretty tense! Food management is a cool new factor emphasizing the grim-dark situation, but in my 2.3 hours of gameplay of the new version as of now (and having to starve a lil bit due to no food) I think it would be cool if it were a lil bit easier to get more food, maybe even for a lot of gold! The dev is still balancing this, but IMHO the combat and class combination is already Darkest-Dungeon level awesome!
[quote] Bonfire(篝火)是由MoaCube制作并发行的一款暗黑风回合制角色扮演游戏,大致讲述了Hildie(希尔迪)和诸位英雄在自己的世界崩分离析之际穿越到了一个陌生而又荒凉的世界,为了防止这个世界步上后尘准备寻找英雄伙伴们一起消灭身份不明的魔王,但这似乎确实希望渺茫。 https://steamcommunity.com/sharedfiles/filedetails/?id=2053348128 [quote] [h1]游戏的考据&分析:[/h1] MoaCube根据考据来看似乎是波兰华沙(Warsaw, Poland.)的一个游戏制作组,根据他们官方网站所提供的的消息来看实际上有个非常大的瓜,虽然本作是2020年发售的游戏,但是从游戏的第一个雏形版本到至今发售的版本已经有九个年头了,也就是说本作是差不多从2011年左右开始进行设想和构建的,不过从现阶段抢先体验的里的内容来看,我真的好奇这九年里本作到底发生了多少变动,以至于制作所言“Bonfire went through so many iterations, became very personal along the way, and I'm really proud of it.”( Bonfire经过了许多次迭代,在此过程中变得非常个性化,我为此感到非常自豪。) [/quote] https://steamcommunity.com/sharedfiles/filedetails/?id=2053348215 [quote] [h1]游戏的体验&分析:[/h1] 就实际内容来看,游戏的玩法还是颇为有趣的,之所以让我在考据栏目中觉得这九年时间存在奇妙的大瓜的原因是因为在最开始下载游戏的时候,我竟然惊奇的发现本作竟然只有仅仅65M的大小,我心诈一惊想到这开发了九年的游戏只有这么点大,真的假的,我是不是哪里搞错了?不过从实际的游玩体验中可以发现,本作确实秉持了小而精的开发理念,但是存在的问题其实也相当大,优缺点双方都非常明显。 本作从形式上来看与其说是和《Slay the Spire》(杀戮尖塔)的机制存在类似,就其暗黑走向的风格和多位英雄合作的战斗机制更加偏向与《Darkest Dungeon》(暗黑地牢),可以说是两者内容要素上的集合。《杀戮尖塔》的玩法机制加上《暗黑地牢》的暗黑风格和多位英雄配合的回合制战斗造就了本作独特的风格,即达成简约和统一的和谐平衡。 从玩法机制上来看,本作是以探索地图上事件的回合制为核心主体的玩法,这是简约。进入房间后会碰上敌人,需要玩家通过操作英雄和道具进行快速的回合制战斗,战术性很强,面对不同的敌人有不同的战斗方法,这是统一。从目前的版本的介绍来看一共有五位可选角色,但是初始只有三位操作用心,盾战士、法师和武僧,盾战士Hildie(希尔迪)虽然伤害不高但是守护很强,面多很多高伤敌人需要用她来守住队友;蓄力状态下的法师是全队最高的输出角色;武僧的速度和暴击率不容小觑,此外还能再路途中的事件里碰到如喷火兵的群伤队友,虽然只能同时上三位英雄,但是每位英雄能力各异,不同的搭配会有不同的体验,再加上英雄自身还有不同的符文设置,可以说是玩法变化多端。蓄力状态是一个非常重要的系统,很多时候需要靠它完成看似不可能完成的任务,不过蓄力需要花费经验值,经验值是通过与怪物战斗获得,蓄力状态会随着时间发展逐渐减少从而威力下降,需要多加注意不要太过贪心。 既然在玩法上表现出了简约和统一的和谐平衡这一优越性,那么在画面上就表出绝望的破坏感,虽然Q版的画风和偏向暗黑的风格并不冲突,但是这个动画表现实在是过于拉垮,拉垮主要表现在于本身这个游戏是有任务发展和剧情内容的,但是每次一到有需要对话的时候,角色就轮流冷不丁跳到面前说一句台词,语毕再跳回去,然后换另一个角色重复反复横跳,直到剧情演绎完毕,此外现阶段敌人的种类还较少,重复率较高,打死敌人后的爆炸效果的表现也不太理想,可以说是动画给作画拖了后腿,这点上还是比较失望的,我也是终于明白为什么只有仅仅65M大小,因为这些资源和素材真的没多少。 最后鉴于本作处于抢先体验阶段,其实Bug和问题也还挺多的,有很多次不知为何直接游戏崩溃弹出(新队友Zhu入队后),还有一些怪物的机制是会守护队友,但是如果进行了套娃操作之后,也就是守护守护队友,三个野怪排成一排之后就检测不到守护的加成了,可能算是一个检测问题,同时本作没有中文支持,面对一些特殊效果可能需要玩家亲自以身试法来了解效果,实属风险较大。 [/quote] https://steamcommunity.com/sharedfiles/filedetails/?id=2053348172 [quote] [h1]最终总结:[/h1] Bonfire(篝火)作为一款暗黑风回合制角色扮演游戏来看,实际上表现出两极分化较大的优缺点,在游戏的玩法机制和剧情发展上其实颇为有意思,虽然本作容量小但是内容精,可在动画的表现方面上却非常拉垮,直接把玩家对于游戏的一体感破坏殆尽,外加上一些难以避免的细节上的小毛病也难以避免的导致了品质下降。本作推荐给喜欢暗黑风回合制角色扮演游戏的玩家。 [/quote] [/quote] [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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