
A fresh take on Roguelike Deckbuilders that lets you fine-tune your decks before each run to adapt your strategy on your way to victory. Over 1,200 cards to choose from, ten characters with their own set of unique skills, and dozens of items and missions to evolve your tactics.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Korean, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
This is entertaining. I have enjoyed my hours enough already to give this a "recommend" without really having seen the endgame. Breach Wanderers is worthwhile. Breach Wanderers is rogue-lite rather than rogue-like. This means there is advancement between and across runs, not just within a run. If you are coming from Slay the Spire, there are far far more unlocks here and your character grows in strength as it levels up, plus all the characters grow in strength as you build your town. This also means that the first few runs are at tutorial difficulty before you have built up, and every time you unlock a character you will need to level it up for a few runs before getting back to your usual difficulty. When you lose a rogue-like, you can ask what you did wrong; with a rogue-lite, you also just might not be high enough level for that challenge. (Plus luck and questions about game design/balance; some people make bad decisions then blame luck, while some of these rogue-like deckbuilders just aren't designed that well.) The other biggest difference between this and something like Slay the Spire is that you can customize both your starting deck and the cards you will see along the way. This is an effective way of dealing with having a 200+ card pool. You can pick what part of that pool you are seeing this run. Whenever you win a fight, you are offered two of the cards you picked for the pool plus one for the monster (and, if relevant, one for the weather affecting the fight). There are quite a few characters. Each has a starting quirk and gains a few more as they level. They do in fact play differently, although I have not unlocked them all to see how much they vary. Relics/artifacts/whatever they're called in your last game are a little less major here. Instead of having a bar that can gradually fill up with relics, you get equipment slots you can fill with them. That limits the number available and how many of a type you can have. If you really like builds where you get a ridiculous number of relics and every card does four things -- you can't really do that here. If you found that ridiculous and would like a more subdued relic experience, equipment here will do what you want. Equipment slots are one of the things you unlock over 10 levels. They are usually less run-defining than relics, but they add up and can have great card synergy. Breach Wanderers is fun. It is mostly easy, but you can keep unlocking higher difficulties. Like I said at the start, I haven't logged 40-100 hours and tried all the things and the endgame, but I have had fun trying out and leveling up a few characters. I will probably have more hours logged by the time you read this, which is a good sign. I might keep it on my hard drive for a while to keep trying runs over time. This is one of the better rogue-lites I have seen. If you want something more rogue-like than -lite, try Vault of the Void or Spellrogue.
Breach Wanderers has a number of features that set it aside from the standard StS clone - not only does it have more complex mechanics (mana cards, opportunity attacks, etc.), it also allows the player to choose their starting cards and the pool of cards that will be offered to them during their run. While there is still RNG involved in pathing and battle rewards, this allows different strategies/builds to be constructed for each character. With a good variety of characters, each with multiple viable playstyles, quests to complete, buildings to unlock and so forth, there is a lot of depth to the game and it's quite possible (as I have) to spend many hours doing battle. The downsides include the amount of grind required to unlock all the skills of all the characters and a difficulty spike that is, initially at least, quite offputting - but there is an active Discord and plenty of material available to help you get to grips with the nuances of the game. The main shame is that the game is not to be developed further (though the developer is active on the Discord), though with a large amount of challenging endgame content, this is far from abandonware. Probably my favourite deckbuilder (yes, including that one). PS There are a few reviews that say the game is too easy - judging by their hours, these players have not gone beyond the first couple of depths, which are essentially tutorial level - see the post by the developer on the community page on this topic. There is absolutely challenging gameplay to be had here!
I played for about 60 hours and enjoyed it until the final few hours. Why the negative review? Well, while there is meta progression, you will hit a plateau after your character reaches level 10. You will not get any stronger, you will not really get any better cards (which these is way too many anyway) and you will not unlock any better gear. Your character will stagnate while the game just gets harder and harder. There is no joy after maxing out your character only pain and frustration is left. It is really just too bad because for 50 plus hours, I had a really fun time. At end game, I was left frustrated and had a lack of desire to do any more long runs just to get smacked down by the final boss due to either bad RNG of trinkets or bad RNG of my card pool. I'm not sure how to fix the game other than letting players continue to level up and for your cards to level up as well. That would be preferable to the current mess of the late/end game. If the developer "fixes" the late/end game issues, I will pick it up again. Otherwise, I have a ton of other games to enjoy and this one will get tossed on the trash heap of "almost but not quite".
While it's not bad and it's an interesting evolution on Slay The Spire, the runs are too big and take too long, especially since you can't control your deck size terribly well. So many fights where you're just blasting through every card in your deck without even thinking. The number of cards is also overwhelming. To summarize: Too big for its own good, could use streamlining. Why play this and not Slay The Spire?
前二十个小时流程很舒服,成长曲线平滑,难度适中,有主线任务 但是我三十个小时还在打主线是怎么回事,无语了,主线就是找个理由重复打,重复打就算了,干嘛打到一半,到中途任务点打完任务怪就给我退出来了呢?好玩吗 Ygn:7/10
Runs can be quick and gameplay makes me want to keep playing
I don't really like this game. But its for some pretty minor personal preferences, so I could not give it a negative review. Aesthetically it gives some nostalgic 90s flash RPG vibes reminiscent of games like Adventure Quest. It is an aesthetic I have grown out of, but that does not make it bad. It is a solid rogue that sticks to the general Slay the Spire formula, but the combination of forced card rewards and full control over your starting deck are a personal turn off for me. Every run has this awkward aspect to it where I feel like I get weaker as I progress rather than stronger cus my deck gets polluted as I go. While its nice to have that initial control, I would greatly prefer having to build on the fly, and forced card rewards are a sin that can completely break game for me and, unless it has a lot of good stuff going on, can alone make me give up a rogue deck builder. Similarly the Fatigue system is extremely annoying, while its a good balancing choice, it goes directly against my style of play. I love creating strong combos and loops, and this punishes you for that. The game has a ton of content, both with the character and build options, and the runs its self with a bunch of varied biomes and foes. While unlocking characters is a bit slow, the game does not feel grindy either, as you have all the tools you need to succeed right off the bat, as you play you just get more options, and minor meta progression power boosts. Unfortunately the game also starts out way to easy for my taste, I am sure that will change as I go, but it is making it hard to get into for me initially. Again, not another bad choice, as its good to not throw new players into the deep end, but its another major personal turn off. Despite being a solid system, I do still feel like I am bogged down in an RPG slog which rather defeats the entire purpose of why I would play a rogue deck builder, but yet again, not actually a bad thing and is sort of refreshing to see its adventure system so fleshed out even if I personally am not a fan. - Small update: The issues have been improving as I progress, difficulty is steadily reaching a better place, and while the forced card rewards are still a sin you unlock the ability to rest and remove cards more often as you go. I still rank it fairly low from a personal perspective, but its a solid game and far from bad. The difficulty ramps up rather violently, which while I appreciate the challenge, is a bizarre amount of scaling as the game goes from way to easy to one of the harder games I have played.
Absolutely enjoying my time with the game. The highlights: being able to craft/edit your starting deck from cards you collect along your journey has been pure joy. Mechanically, the game plays similar to other deck builders in the genre, and its done with pretty solid balance. I find depth 3 to be a sweet spot in difficulty, providing a good challenge with a 3 boss run that takes about an hour. Lower depths are shorter runs and easier time if you want a more casual experience, while just unlocking depth 4 is going to be a spicy stress test in your deck building if you crave a real tough challenge. In terms of classes, i appreciate each class has its own style and perks to unlock, providing even more options when deck crafting, deciding which character best fits your vision for a deck idea or style. Design wise, the game has a clean and intuitive interface and art design. While not optimized for controller (sadly) I find it plays great on the deck. It’s become my fave cozy deck builder. Really hope to see a sequel in the future.
Far too easy, completed first 3 runs with zero damage taken and often times the boss didn't even get a single turn. Fun if you like a chill card game perhaps?
It's just very run of the mill. It's average in every single department, why settle for mediocrity if you can have anything else really?
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