
A roguelike game of musou battle.
Modeled estimate, not a reported figure. How we estimate →
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About

Introduction to gameplay:
Players take on the role of survivors in a post-apocalyptic world, aiming to achieve a longer survival duration; daily actions are drawn from event cards;
Event cards possess a random nature, while combat skills exhibit a roguelike trait; only combat events can be chosen when the crisis cycle is reached.
Game functional features:
In battle, there is a large number of monsters to kill and skills to unleash, featuring an unparalleled combat mode; the types of combat skills are abundant and diverse in form;
Utilize AI to generate artistic resources; employ collision boxes and rigid bodies to handle combat effects; and utilize coroutines to handle a multitude of skill flight effects.

Introduction to combat skills:
Flying Sword Technique allows you to launch flying swords at enemies, with the number of swords launched increasing as your level increases;
Surrounding sword, the sword qi surrounding the protagonist. The higher the level, the more swords surround the protagonist;
Pistol shooting, using a pistol to shoot continuously, the higher the level, the more bullets fired in a burst;
Cannonballs dance chaotically, summoning a volley of cannonballs. The higher the level, the greater the number of cannonballs summoned;
Pursue the fireball, and it will automatically pursue the enemy. The higher the level, the greater the damage value;
Other skills, skipped.

Introduction to Plot Characters:
Harrison, the protagonist played by the player, is a suave middle-aged man who was an ordinary office white-collar before he traveled through time. He has a calm and pragmatic personality;
Vera, the administrative backbone of the shelter, is capable and reliable in handling affairs, proficient in management and resource allocation, and maintains the daily order of the shelter amidst chaos;
Frost, the guardian of the Ice Blade, is a battle-hardened and agile female protagonist with a cold and commanding demeanor. Her appearance is cold and sharp, but deep down, she harbors unknown pasts and warmth;
Stella, the glorious martyr, a radiant lady with a warm demeanor who brings hope; her origins are mysterious, possibly stemming from other forces;
Other characters, skipped.

Author's Message:
This game is the result of 21 days and nights of collaborative work between an unemployed programmer and generative AI. We hope you enjoy it.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Reviews
作者CHENJIE有着惊为天人的执行力,这次更是因为担心UNITY奇怪公告,害得他当天就一口气发布2款新游。 我仿佛已经听到了他脑海里的呐喊:发售!发售!立刻执行!发售! 之前聊天说在赚到钱之前不会加任何音乐音效,我说你整点AI音乐也行啊,他也决绝的说不加。 但今天我实际进游戏后我惊喜的发现,这不是有音乐吗!还有音频开关设置!每次开关一下还会切歌,还不止两首,很多首! 游戏选卡阶段缺少增益实际效果说明。虚拟遥感图标太大。 无论死活都能过关,一路略略略略过,几分钟就能通关100关,轻松达成全成就,你们觉得是有意为之的设计,还是良性BUG?
Oyun, kıyamet sonrası bir dünyada hayatta kalanların rolünü üstlenerek daha uzun süre hayatta kalmayı ve günlük eylemler olay kartlarından seçilebileceği bir konsepti barındırıyor. Olay kartları rastgele bir yapıya sahipken, savaş becerileri roguelike bir özellik sergiliyor; kriz döngüsüne ulaşıldığında yalnızca savaş olayları seçilebiliyor.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
[h1] 卡牌肉鸽之无双割草游戏测评:策略与爽感的双向奔赴 [/h1] [b] 卡牌构筑+肉鸽随机,解锁割草新姿势 [/b] 本作核心亮点的是将卡牌构筑、肉鸽随机与无双割草完美融合,打破单一玩法的局限。开局玩家可选择不同职业,搭配基础卡牌组建初始卡组,通过关卡随机掉落、事件选择解锁新卡牌与神器,逐步优化构筑。肉鸽的随机地图、敌人组合与卡牌刷新,让每一局都是全新体验,既保留《杀戮尖塔》式的策略深度,又兼具无双割草的解压快感,实现“动脑子”与“爽到底”的平衡。 [b] 卡组成型即割草,数值成长超直观 [/b] 游戏最吸睛的莫过于卡组成型后的割草体验。前期需谨慎抉择卡牌搭配,合理取舍攻防技能,渡过策略博弈期;后期解锁核心卡牌与被动神器后,即可开启无双模式,大范围AOE技能清屏、无限连击碾压尸潮,完美复刻暗黑式刷宝的快感。同时局内养成轻量化,经验自动拾取,卡牌叠加效果明显,新手也能快速上手,体验从“刮痧”到“秒怪”的质变。 [b] 内容深度不足,平衡有待优化 [/b] 美中不足的是,游戏内容体量有限,卡牌与职业种类不算丰富,长期游玩易出现重复感。部分卡牌强度失衡,部分流派成型过快,削弱了策略博弈的乐趣;前期局外养成未解锁时,难度偏高,易让新手产生挫败感。此外,场景建模较为单一,缺乏特色设计,未能给玩家带来更强的沉浸感。 [b] 休闲与硬核兼顾,值得一试的融合佳作 [/b] 整体而言,本作是一款适合多数玩家的休闲向肉鸽佳作,30分钟左右的单局时长,适配碎片化游玩需求。既适合卡牌肉鸽爱好者挖掘构筑乐趣,也适合无双玩家追求割草解压,更能满足情怀玩家的体验需求。若后续能补充卡牌种类、优化平衡与场景内容,有望成为同类玩法中的标杆之作,[u] 推荐喜欢融合类游戏的玩家入手尝试。 [/u]
卡牌肉鸽,但其表现是选择向推动剧情,很多升级卡牌需要花费金币,获取金币来源大多数是打怪和小游戏集合,打怪卡牌式的类幸存者玩法,行动一般,很好拉扯打赢,而且还有颜色辨认,颜色鲜艳就比较难,但金币给的多,小游戏整的还挺多,女主们立绘一般般吧。
[b]Card roguelike of musou farming[/b] to dosyć pokrętna koncepcja (która do końca chyba nie wie czym chciałaby być), jak i bardzo słabe techniczne wykonanie – rodem z niszowych projektów gier free-to-play. Gracz przenosi się do post-apokaliptycznego świata w którym to będzie próbował przetrwać, lawirując między poszczególnymi działaniami dokonywanymi każdego dnia swojej niecodziennej przygody – konwersacjach z postaciami, wykonywaniu obszarowych mini-aktywnościach, a nawet walki z wirtualnym przeciwnikiem. Nie jest to tytuł dla każdego to pewne biorąc pod uwagę prostą, a zarazem niezrozumiałą do końca rozgrywkę w której brakuje wstępnego wyjaśnienia (samouczka), szkicu fabularnego (celu, po co gracz to robi?), jak również podstawowego międzynarodowego tłumaczenia (nie ma tu nawet języka angielskiego, nie wspominając już po polskiej lokalizacji). W obecnym świecie wspieranym przez sztuczna inteligencję, gdzie ona sama jest w stanie wykonać większość pracy w mgnieniu oka to powinno być standardem – jeżeli twórca gry chce przedstawić i sprzedawać ten produkt szerszemu gronu odbiorców, na międzynarodowej growej platformie. [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
作者加油
Card Roguelike of Musou Farming is an unconventional indie title created by solo developer CHEN JIE that attempts to merge several very different gameplay styles into a single experimental experience. At first glance the title itself hints at the unusual blend of mechanics players can expect: roguelike progression, card-based decision systems, survival elements, and musou-inspired combat all coexist within a single gameplay loop. The game takes place in a bleak world where survival is uncertain and every day brings a new set of unpredictable circumstances. Rather than relying on a fixed storyline or structured campaign, the game leans heavily on procedural events and randomness, creating an experience where each playthrough unfolds differently depending on the cards drawn and the choices the player makes. The core of the game revolves around a card-driven event system that determines the player’s daily activities and progression. At the beginning of each cycle, the player is presented with a selection of cards representing different events, actions, or opportunities. These cards might involve interacting with characters, exploring areas, initiating combat, or engaging in smaller activities that can reward the player with resources, currency, or upgrades. Because these options are randomized, the player must carefully decide how to spend limited resources and time each day. Some cards require certain conditions or costs before they can be activated, while others provide immediate benefits but may also carry risks. This mechanic introduces a layer of strategy where survival depends not only on combat ability but also on resource management and decision-making. The roguelike structure reinforces the unpredictability of the experience. Each run through the game generates a different sequence of events, forcing players to adapt to changing circumstances rather than relying on a single optimal strategy. Some playthroughs might focus heavily on gathering resources or interacting with characters, while others may quickly escalate into repeated battles. The randomness encourages experimentation and replayability, as players gradually learn how to evaluate card choices and build more efficient survival strategies. Over time, players become familiar with the various card events and how they can influence a run, turning the early chaos into a more calculated form of planning. Combat sequences introduce the “musou” aspect of the game’s design. When battle events occur, the gameplay shifts from the slower pace of card management to real-time action where the player faces waves of enemies. These encounters emphasize spectacle and power, allowing the player to unleash a range of abilities that can wipe out large numbers of foes simultaneously. Skills such as launching flying swords, summoning orbiting blades, or firing rapid streams of projectiles create a sense of overwhelming force reminiscent of traditional musou titles. Rather than focusing on intricate tactical combat, the system encourages players to embrace large-scale destruction and crowd-clearing attacks as enemies swarm the battlefield. As players progress through runs, they gain access to additional skills and upgrades that enhance their combat capabilities. Abilities can be improved or modified, allowing them to deal greater damage, cover larger areas, or trigger additional effects. This progression adds a sense of momentum to each run, as the player gradually transforms from a vulnerable survivor into a powerful fighter capable of handling increasingly dangerous encounters. The growing arsenal of abilities also provides a satisfying sense of escalation, particularly during intense battles where multiple effects and attacks are active simultaneously. Outside of combat, the game’s event cards introduce small narrative fragments and gameplay diversions that help add variety to the overall loop. Some cards involve brief story interactions or choices that hint at the world’s background, while others lead to mini-games or activities that break up the pace of survival management. These moments may not form a fully developed narrative, but they help give the world a sense of texture and unpredictability. The mixture of different event types ensures that each day in the game can feel distinct, even if the underlying mechanics remain simple. Visually, the game reflects its indie origins and limited production scale. The graphics are functional rather than elaborate, prioritizing clarity during combat and event interactions. Effects during battles can become surprisingly flashy despite the overall minimalistic presentation, especially when multiple skills are active at once. The technical implementation relies on relatively simple systems such as physics collisions and scripted behaviors to handle combat interactions and projectile effects. While the visuals may lack the polish of larger titles, they effectively support the gameplay’s emphasis on chaotic action and procedural events. One of the game’s most interesting qualities is its willingness to experiment with genre combinations that rarely appear together. Roguelike card systems are typically associated with strategy or deck-building games, while musou combat focuses on large-scale action and power fantasies. By attempting to combine these ideas, the game creates a gameplay loop that alternates between thoughtful planning and explosive action. Players spend time weighing decisions during the card phases before being thrown into intense battles where quick reactions and powerful abilities take center stage. However, the experimental nature of the design also brings certain limitations. The heavy reliance on randomness can occasionally produce runs that feel uneven, particularly when the available cards do not align with the player’s current resources or needs. Combat encounters, while initially exciting, may eventually feel repetitive because they emphasize overwhelming attacks rather than varied enemy behaviors or tactical depth. Additionally, the world-building remains fairly minimal, leaving the player with only fragments of story rather than a fully developed narrative framework. Despite these shortcomings, Card Roguelike of Musou Farming stands out as a curious and inventive indie project that embraces experimentation. Its hybrid mechanics create a gameplay rhythm that shifts between planning, survival management, and fast-paced combat, offering a distinctive experience that does not easily fit into a single genre category. For players who enjoy unconventional indie titles and are interested in seeing how different gameplay systems can be fused together, the game provides a fascinating example of creative design, even if it occasionally feels rough around the edges. Overall, the game feels less like a polished mainstream release and more like a creative sandbox where ideas are tested and combined in unexpected ways. While it may not appeal to players seeking a deeply refined or narrative-driven experience, it offers an intriguing blend of roguelike mechanics, card-based decision making, and chaotic musou combat. Those willing to embrace its experimental nature may find it to be an engaging and unpredictable adventure that highlights the imaginative possibilities of small-scale indie development. Rating: 6/10
游戏核心就像简介写的,一个割草战斗的肉鸽游戏,简陋的3D建模和僵硬的建模基本除此之外也没啥好说的
卡牌肉鸽。
当卡牌肉鸽的策略与无双割草的爽快在游戏世界相遇,便诞生了《卡牌肉鸽之无双割草》这款独特的作品,作者试图在这两种看似截然不同的玩法中找到平衡和突破,为玩家带来船新的游玩体验...想法是很不错的,呈现方式是出乎意料的,游玩粘性也是很高滴,这些炒鸡好评。 游戏最吸引人的地方,在于它将无双割草的酣畅淋漓与卡牌肉鸽的随机策略巧妙融合。在传统的无双割草游戏中,玩家享受的是一骑当千,横扫千军的快感,《卡牌肉鸽之无双割草》则很好的继承了这一点。游戏中,玩家操控的角色面对大量涌来的敌人,只需控制方向,剩下交给自动便能将大片敌人击溃,满屏的特效和敌人成片的倒下,极大地满足了玩家的爽感需求。 而卡牌肉鸽元素的加入,则为这款游戏增添了更多的策略性和可玩性。玩家在游戏过程中,可以通过收集不同的卡牌,来获得各种技能和属性加成。这些卡牌有着不同的效果,有的可以增加角色的血量,有的可以提升角色的攻击,还有的可以释放强大必杀。玩家需要根据不同的战斗场景和敌人类型,合理搭配卡牌,才能在战斗中取得胜利。 然而,游戏也并非没有瑕疵。在一些高难度关卡中,敌人的强度过高,而玩家能够获取的卡牌和资源却十分有限,这使得玩家在战斗中很容易陷入困境,甚至可能出现反复挑战却无法通关的情况,容易让玩家产生挫败感。后台需要自动静音;音量音效的声音大小需要可调大调小;音乐音效配合需要继续打磨。成就需要中文。 总体而言,《卡牌肉鸽之无双割草》是一款值得一试的游戏。它成功的将两种不同类型的游戏玩法融合在一起,既满足了玩家对于爽快感的追求,又为玩家提供了足够的策略空间。虽然游戏存在一些不足之处,但并不影响它成为一款优秀作品的可能。如果你是无双割草游戏的爱好者,或者是卡牌肉鸽游戏的粉丝,那么这款游戏可以体验。挂了无惩罚,极简全成就,成就党憋搓过。
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.
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