
Celestial beings see mortals as pawns—but you were never meant to exist on destiny's board. Recruit 15 companions, lead them through warring factions and hidden realms in tactical grid combat. Deep build-crafting fuels brain-burning strategy. 30+ hours in Early Access, updated through launch.
Modeled estimate, not a reported figure. How we estimate →
About
Early Access is now available for download! Welcome to jump into the game!
The Early Access build features 19 chapters of combat across four difficulty levels — Easy, Hard, Nightmare, and Hardcore — offering 30+ hours of combat-focused gameplay.
Game Overview:
Story and Background: The story of the game takes place in a fictional Xianxia world, where the world is filled with demons, monsters, humans, and various mystical beings. Players will dive into a complex world formed by ancient legends and modern fate, where every step they take influences the world's destiny. In this chaotic war between heaven and earth, players will face powerful enemies from the heavens and uncover internal strife and secrets within the Xuan Yuan world.
Strategic Gameplay: The game emphasizes deep tactical strategy gameplay. Players need to wisely position their units, utilizing terrain and each character's unique abilities to devise strategies. Special dungeons and challenge battles will incorporate some Roguelike elements, adding challenge and replay value.
Team BD: The core of the tactical game is team BD. We aim to create diverse battle experiences by combining character talents, rune and artifact mechanics, teammate combinations, and random battlefield conditions. How to clear a level? How to build a team BD? Players decide for themselves. There is no standard answer, only better ones. We design mechanics that lead to unexpected outcomes created by the players.
Crafting System: In addition to rich combat and exploration, we’ve added an important crafting system. "Celestial Descends" emphasizes the fun and randomness of crafting, recalling the joy of the "Xuanyuan Sword" when crafting magical items. We want players to experience the joy of creation and transformation. Players can collect various materials and recipes to craft powerful artifacts, potions, and charms, with each crafting attempt bringing unexpected results, making each try filled with surprises.
Open World: As a tactical game, we decided to develop world exploration. After unlocking the world map in the main storyline, players can freely explore the large world, uncover side stories, mystical events in the Xuan Yuan world, and complete various challenges. Ride the Kun to explore and discover the secrets of the world.
The Early Access version of the game is now available for download. Enjoy the experience!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
English*, Japanese, Simplified Chinese*, Traditional Chinese, Korean, Spanish - Spain*languages with full audio support
Engagement
Reviews
Themes across 204 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这游戏怎么宣传都不积极???两年前玩的demo。今天下午刷到EA上线版本,打算买了试试看,要还是之前的那点内容,我就退钱!不知不觉玩了第七章了一看,妈的快四小时了,,,一看介绍十九章,老子喉咙都硬了。看得出来制作组很用心,制作人给到的诚意也很足,尽管比起经典还有待进步,这个世道什么都是快餐,希望贵公司坚持做好,认真倾听玩家反馈,我体验下来暂时有些许建议提一嘴:1界面视觉上体验不是很好,回溯功能可以做显眼,对于大部分人来说都不是高手可以照顾一下。藏太深了,字体上信息有点主次不清,估计后面正式版会优化,其他的就是买东西很恼火,不知道缺的材料在哪儿搞,来回切换商店。2整体风格还不错,没有天地劫的低幼,有点英雄联盟手游的质感,但是人物形象不够美型,希望正式版可以优化。3苍梧云阁之后那几张地图感觉好大,跑图都要跑很久,希望正式版加点内容丰富,不然感觉太枯燥了。有点浪费时间。4机制上,感觉可以更丰富一些,比如背后偷袭或者隐身攻击伤害更高?跨地形的单位或者方式更多一些?或者有所克制,我感觉鹰男太过于无敌了.5其他的希望除了主线剧情外,做点有意思的支线或者角色联动?会不会更有意思?嗯,就到这里吧,我继续玩,看看后面耍完了再补充。总体来说这游戏很有潜力,很期待正式版,很久没有这么用心写品论了。卧槽,老子中毒了。
你的键位映射太奇怪了,转向不用QE用JL不说,方向还是反的,抬升下降视角也应该用滚轮。其次还需要添加镜头的拉远拉近。技能没有任何明确的数值这点不行,首先是你的属性就得列出公式,然后包括你的BUFF DEBUFF都需要有说明,战场上的带道具的敌人最好标记一下。其它暂时没看到什么问题,如果当初河洛也搞这么纯粹的战棋就好了。
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Hours played at review time, across 204 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
听说更新挺勤快的,试了下,发现还是有挺多的问题,或者说不习惯的地方。 1.很多技能描述都有可以持续几个回合,但是他的回合计算方法是我方行动算一个回合,敌方行动也算一个回合,游戏中有大量可持续4个回合的技能,其实也就两回合,挺难评。 2.战斗准备界面,看不了敌我双方资料,那你准备个der?而且想看敌方布局移动困难,简单说就是鼠标移动到屏幕四周地图场景不会移动,用键盘移动呢,会出现一个光标,只能在可移动的格子里移动,比如有条河你就过不去得绕道,一点也不丝滑。 3.我一个角色行动完,能不能不要随机给我选中另一个角色?我有我自己的节奏,而且有时候容易搞错。 想有创新是好事,但你能不能不要擅自更改一些默认的规则,挺不习惯的。 数值方面就不多说了,反正不是传统战棋类,有策略,但不多。
唉,怎么女角色都是安全裤啊……(doge)
右上角技能的描述不是悬停显示,是常驻显示,遮挡大片视野,太难受了啊
简单易懂,又容易上手,每个角色也各有特色
夜隼大砍了 差评
不太推荐,打折可以考虑,问题非常多简单说说 1.小怪剧战斗堆怪非常严重拖时间,很容易重复疲劳 2.BOSS战设计的也很差,基本就是招怪卡夹击刷天气这几类,很多角色设计的无意义。 3.战斗数值方面角色是有成长线的,但成长数值给的太少了,基本看不出来,后期基本技能这个东西也没了全程都是平A夹击,数值策划要写检讨了。 4.钓鱼和灵宠这两个玩法毫无意义,不好玩不说还折磨。 5.剧情就是正常剧情不好不坏,但玩下来也没啥印象点,ai语音还凑合。 6.这个大地图设计也没啥意义就是浪费玩家的跑图时间的,直接做成传统战棋那种直接进入战斗关卡,这跑来跑去那大地图上也没啥玩意,纯恶心人。 7.世界boss就是个材料本,但那血量就离谱这玩意你改成个10倍左右血量就行了,现在差不多是30倍,太慢了。
ea通关了,目前需要改进的地方很多,游戏底子是有的,如果能持续更新优化,还是有成为佳作的可能,暂时给个好评鼓励下。 先说槽点: 战斗重复性高,大部分boss都能用同样的公式打法过,世界boss更是千篇一律,需要做出差异。 战斗胜利条件可以多样化,目前都是全杀,没有博弈点。可以考虑加上保护要人、抢夺要地、坚守敌人进攻若干回合等多样化的模式。像天枢工坊抢夺箭塔,土灵关分成三组四人,后续可以继续沿用。 战斗地图太大,有时消灭一个区域的小怪,需要赶路三四回合才能到boss区域,无谓的浪费时间。不同区域的敌人缺少联动。 天赋过多过杂,需要精简并做出差异,建议参考下《纳赫鲁博王国地下城》和《英雄联盟》那种。比如说移动力是必点的,每个角色加的都一样,那就没必要放到天赋里,20和30级升级境界的时候自动加一点就行。目前急需的是把天赋图缩小到一个图里,玩家无需移动屏幕。 上面说的都是长期规划,提两个短期可以实现并且收益高的改动建议: 一是做出主线重温功能,敌人等级动态调整。 二是设计出一种有随机性的挑战模式,玩家通关后可以继续体验,并试验不同的阵容搭配。
堆怪,灵宠养成太肝,钓鱼是很好玩吗?你制作组自己玩不玩这个鬼钓鱼游戏?策略行没有,bug一堆。不值60块,纯折磨玩家,浪费时间。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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