
A story-driven, tactical RPG set in the fantasy realm of Lumus; a world divided by affluence and poverty. Take control of Nahmi and her fellow outcasts, utilising a brand new deck and dice based combat system to strike a blow to the noble Lords’ and Ladies’ unquenchable thirst for profit.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Children of Zodiarcs is a very interesting mix of tactical RPG, card-based combat, and dice mechanics. At first glance, it may look like a familiar turn-based strategy game, but the way it combines positioning, deck management, and luck-based dice rolls gives battles their own identity. What I liked most is that every fight feels active and unpredictable. You are not just moving characters around the battlefield and choosing attacks — you also have to think about your cards, possible outcomes, and how to adapt when luck does not go perfectly your way. The dice system adds tension, but it never feels completely unfair because the game still gives you enough control to plan your moves. The story and atmosphere are also worth mentioning. The world feels harsh, and the main characters are not typical perfect heroes. They are flawed, desperate, and trying to survive in a society that treats them badly. This gives the game a darker and more personal tone than many other tactical RPGs. Children of Zodiarcs is not perfect. Some players may find the mix of strategy and randomness frustrating, and the game can feel a bit rough in certain places. However, its originality makes it stand out. It tries to do something different, and for the most part, it succeeds. Recommended for players who enjoy tactical RPGs, card mechanics, dice-based systems, and games with a unique identity.
Hmpf. Stacking dice rolls on top of cards is _NEVER_ a good idea. This game is yet another proof of it. I actually had fun for a few story levels because the story is entertaining and dice effects seemed negligible compared to the card effects. Unfortunately, this quickly turns into the opposite, and then the frustration starts. Especially annoying are the healing effects. They're way too strong. When everyone fully heals every turn, something's off (Story mission 8, I'm looking at you!). Also, there's no inherent card draw apart from dice effects, which sucks. It's not completely terrible, so I'll likely give it another chance, but I definitely hope the 'optional' skirmish battles don't turn out to be a required grind. Because without story elements, combats quickly get old. I consider it likely they're meant to be filler since there are only 20 story missions which equals about 10h of play. I.e. this game is way too short given it's not a rogue-lite.
good srpg with cards mechanic
I really want to like this game, it's right on the cusp of being fun and the first few missions are a great proof-of-concept, but after 2 attempted playthroughs stalling hard in the mid-late game, the balance just isn't there. past the first few missions, your party is just too weak defensively. if you can't destroy all the enemies around you in one turn, your only option is to retreat into a corner and play as defensively as you can, but even that is completely dependent on card draw RNG-- the basic Guard action doesn't scale well with level, and without a tall stack of buffs, even your tank will be unable to take more than 3 hits from enemies of their level before long. the complete lack of any way to remove debuffs is another huge contributor to this-- either there are few enough enemies to simply go all-out offense, you can largely ignore them, but if you're badly outnumbered, your defense suffers much more than your offense, and you can only waste turns waiting for the effects to end and hoping they aren't re-applied. it's a shame, because there's clearly a lot of love put into the story. I'll probably try to push through to see the ending, but I'm not sure if it'll be any fun.
Não sou de dropar jogos - muito menos rpgs que é um dos meus gêneros favoritos, vamos lá. + Estilo tatics lembra FF Tatics Arte bacana - Dificuldade absurda (mesmo no modo fácil) -> os dados só te ferram - pq os dados do inimigo parece que são dados viciados ->depende mais da sorte do que da estratégia -> grind chato -> história que te promete tudo e não te entrega nada Acredito que "não compensa", jogos são feitos pra te divertir, entreter e esse não cumpre bem seu papel!
Combats too slow
Le deck building c'est cool. Lancer des dizaines dés c'est cool.
Jogo muito curto, mesmo que seja barato, quando parece que o jogo vai começar de verdade ele acaba
combat system sucks
Only positive is the gameplay. You just get thrown in a couple of fights as a bunch of annoying kids without any explanation why
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Concurrent players on Steam, sampled daily since tracking started.
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
Languages: English, French, Italian, German, Spanish - Spain
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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