
Chronicles of Jiuzhou is a Xianxia-themed roguelike deckbuilding game. Starting from basic internal arts, you make choices on a random nine-layer map, build your deck, fight enemies with five elements and specialized internal skills, complete the tribulation, and begin a new cultivation cycle.
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About
Core Features
- Eight Tribulation Manifestations, Each with Its Own Cunning: Fei, Huodou, Ranji Fish, Mountain Spider, Torch Dragon, Qiongqi, Taotie, Jiuying – eight tribulation incarnations guard each breakthrough. They do not share the same AI: some pressure you with plague miasma, some manipulate day and night, some lock your hand with spider webs – you must read the cards, break their moves, and counter them. Note: Tribulation Manifestations are not ordinary beasts, but otherworldly incarnations formed from the heavenly tribulation, your Dao heart, and karmic forces, each with its own intent and rhythm.
- Five Elements Schools, Deckbuilding Supreme: Metal's armor-shattering edge, Wood's battlefield control, the interplay of Water and Fire, the steadfast defense of Earth... After battle, expand your deck by picking one of three cards; refine or remove cards at the Treasure Pavilion; comprehend secret arts at the Sword Forge. The EA version's core pool already includes over 50 cards that permanently join your drafting pool, not just for a single run – this means every time you set foot on the immortal path, you will have a deeper strategic pool to draw from (expanding further with updates).
- 13 Inner Arts, Each a Different Road: We have studied cultivation systems such as Body Refining, Sword Cultivation, Spirit Cultivation, Alchemy, and Five Elements Cycling, and woven them into the inner art design. Each inner art brings independent passive rules, talent trees, or card path guidance, rather than simple numerical bonuses.
- Realm Breakthrough CG + Ascension Finale: Every major realm's Tribulation battle features an exclusive opening animation; after the nine tribulations are overcome, the heavenly gate opens wide, and you will witness the ascension finale.
- Multiple Playthroughs, Growing Stronger with Each Crossing: Your first ascension unlocks career backgrounds and destiny tags; repeat clears accumulate new cycle bonuses, and milestones permanently unlock more starting options and achievement point budgets.
Game Features
What Is This Game?
Every run begins at the Qi Refining stage. You explore a 4×4 event map by flipping tiles – encountering battles, opportunities, rest, hunts, or realm breakthroughs. This is not a traditional floor-by-floor climb; it is a genuine cultivation journal on the land of the Nine Provinces – every tile flipped could be fortune or death. The game uses a structure where realms serve as chapters and tile flips serve as verses: complete events to advance the map, and break through a realm to enter an entirely new chessboard of heaven and earth.
Roguelike Loop, in Plain Language:
- In-run: Your deck, spirit stones, and current realm progress – valid only for this run, ending upon defeat or ascension.
- Out-of-run: Career milestones, unlocked destiny/origin tags, achievement point budget bonuses – permanently retained, usable in the next run.
- Defeat: The current run's save ends, but any career unlocks already triggered will not be lost.
- Ascension: Complete the nine tribulations to unlock a New Game+ (NG+); the higher the cycle, the more starting bonuses like spirit stones you gain, and you can continue unlocking higher-tier destiny tags.
Card Game × Inner Arts: How Do They Work Together?
An inner art is not a numerical buff worn on your body, but a "Dao foundation" that rewrites the rules of the entire battle. Your deck decides what cards you can play; your inner art decides how those cards grow stronger and how they synergize.
There are also arts like the Five Elements Cyclic Rotation Art (altering damage through creation and overcoming cycles), the Six Ding Divine Fire Technique (stacking fire cards and compressing them into pills), and the Taiji Origin Returning Art (the five elements of your deck draw forth the rhythm of yin and yang), each corresponding to entirely different card-playing sequences and deck-building philosophies.
What Are "Tribulation Manifestations"?
In the world of the Nine Provinces, a Tribulation Manifestation is not an ordinary monster, but an otherworldly incarnation formed from the heavenly tribulation, the cultivator's Dao heart, and karmic forces at the threshold of a breakthrough. With every realm you break through, you must face one of these "tribulations" in direct, strategic confrontation. They have their own intent, their own deck, and their own tempo: some test your ability to clear the field, some punish greedily hoarding cards, and some force you to make trade-offs between resources and health.
Overcoming a Tribulation Manifestation is not just about depleting its health bar – it is about proving your Dao within that level of heavenly tribulation. This is why every breakthrough is accompanied by an exclusive CG, and the ascension finale is the culmination of the entire run's cultivation.
What Do You Do in Multiple Playthroughs?
Every cycle, a new version of you. Use the foundations laid in a past life to ignite an impossible build.
- Destiny Tag Construction: At the start of a run, spend your "achievement point budget" to select tags – extra attributes, starting artifacts, secret cards, origin inner arts, and more. The more career milestones you unlock, the higher your budget, and the richer your starting setup.
- Origin Unlocks: First ascension unlocks "Embers After the Tribulation"; hatching a spirit egg unlocks "Spring Deer as Companion"; milestones in various damage or recovery types unlock corresponding tags for starting with the ten major inner arts, and more.
- New Game+ (NG+): After clearing the game, you can restart with spirit stones increasing with each cycle, using your unlocked content to try higher difficulties or entirely new schools of play.
- Three Difficulty Levels: Relaxed / Normal / Hard – affects enemy strength and destiny tag costs, providing a smooth curve from learning the game to mastering its challenges.
The path of cultivation across the Nine Provinces awaits your crossing.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Vietnamese
Reviews
在Roguelike卡牌赛道拥挤到足以劝大量退新入场者的时候《九州仙侠录》端出五行相生相克和内功体系,在夹缝里撬开了属于自己的位置。五行相生链和相克链同时在场,每回合出牌需要同步计算双向连锁反应。木系叠毒之后接金系触发暴击,火系引燃之后切水系冻结全场。这套双线运算框架让每回合决策携带拼图式的满足感,需要在六七个可选动作中推演两三层连锁才敢落子。卡牌设计遵循克制逻辑,每一张牌的强度都维持着合理边界。 内功是注入变量感的枢纽,十三套内功从底层重写整局战斗规则,体修将闪避转化为反击、丹修自动炼丹回血、神识把识破做成核心输出手段,各方向的操作节奏和决策重心完全不同。每套内功等于一轮规则重写,五行流派和十三套内功两轴交叉后,BD路线的密度在同类卡牌构筑作品中相当罕见。局外成就点系统提供了跨周目的成长驱动力,命运标签的选购为高难度重开预留策略空间。 八大劫相各有独立机制,蜚的疫瘴持续侵蚀血量,祸斗操纵昼夜切换攻防形态,山蜘蛛以蛛网封锁手牌,每个BOSS的设计都算得上用心。但是数值平衡在现阶段仍显粗糙,部分劫相血量和伤害曲线偏高,解法被压缩到特定内功搭配这一条窄路。新手教程过于简略,五行连携的深层规则引导几乎空白。 AI美术是回避不了的硬伤,立绘风格统一性严重不足,面部比例和光影处理一眼可见AI痕迹,与手绘修仙题材应有的质感差距明显。二十二元的首发定价在同类作品中处于合理区间,四到六小时单周目内容量搭配五行内功双体系的深度,性价比在独立作品偏上。五行框架有真正的创意,内功系统提供充足的构筑驱动力。 [quote] 高玩研究所,为高玩而生。 [url=https://store.steampowered.com/curator/45487028/]点击这里关注高玩研究所~[/url] 一起努力成为高玩吧! [/quote]
《九州仙侠录 - Chronicles Of Jiuzhou》是Firefly Game制作的一款修仙题材的肉鸽卡牌游戏,随机地图和可选择的起始属性以及技能。 [h1]故事概述[/h1] 太古末年,人族蜷居穴野,夜听兽啸,昼避妖风。天上神魔宴饮,地下万灵争食,唯独无人为你留一席。族老说:天命如此。可总有人不信一一他们摸黑观察雷火落处,舔舐伤口里滚烫的雾,在尸骨旁记下「热」「冷」「动」「止」。你们便是这样的人:不求赐福,只求弄明白,这天地间是否有一条属于人的法则。某夜,星河倒悬,一人仰面吐纳,胸腑深处竟有一丝清气盘旋不散。那不是神赐,是人在绝望里摸到的缝隙。自此,先驱者相约:以身为试,以命为契,若此法可传,便让人族不再只配活着,而配站着活。 [h2]游戏内容[/h2] 常规的肉鸽卡牌内容,每次轮回都能变得更强,可选择更多的开局被动,游戏有休闲、普通和困难三个难度,难度越高获得的奖励越多。 既然是修仙游戏,那么五维属性臂、悟、根、身和缘是必不可少的,每个轮回开始时可以随机属性。 [h2]总结[/h2] 适合喜欢修仙游戏且喜欢肉鸽卡牌游戏的玩家游玩。 [quote]关注&加入[url=https://steamcommunity.com/groups/sltsoz]深澜探索者[/url][/quote]
[h1]我要一步一步爬到最高![/h1] 一款以仙侠为题材的肉鸽组牌游戏,在《九州仙侠录》中,我们是渴望突破的修士,而我们的任务是一步步爬塔,合理搭配我们的牌组,击败敌人,突破修为,爬到最高! [h2]游玩体验[/h2] 首先游戏的玩法还是比较简单易上手的,游戏中的卡牌数量还是比较多的,但大体来说分为三种:攻击牌、格挡牌和技能牌。游戏中还存在五行相克的原理,注意这点就可以了。而当我们战斗胜利之后便会获得新卡牌,大体上还是比较简单的,特别是当我们形成构筑之后基本上就是无脑爽了。 游戏中还有天赋树的设计,分为阴脉和阳脉,要注意的是我们选了其中的一条就不能选另一条了,我们按需选择即可。游戏中还包括了商店和回复的设计,以此也不用担心续航的问题。 另外游戏每局结束之后还会有一段奇奇怪怪的ai小视频,看着也是挺搞笑的,即使我是老绷家也绷不住。 [h2]结语[/h2] 总而言之,本作操作简单易上手,牌组数量多构筑系统较深,另外路途中的一些奇遇事件还算比较有趣,可以算是一部不错的肉鸽爬塔游戏,推荐给卡牌游戏爱好者。 [quote]欢迎前来关注「 [url=https://steamcommunity.com/groups/steam_bldywl_collection/curation]买了等于玩了收藏会」 [/url] [u][b]收藏心头好游戏,买过就算体验。[/b][/u][/quote]
这是一款肉鸽卡牌游戏。 游戏的画面是像素风格,虽然略有点动态效果,但一眼就知道用了AI,而且UI设计的没有任何美感。 怪物种类重复,除了boss,小怪非常雷同。 字体小不说,局内加点还整的半文半白--什么叫顺行生克,锋势更盛? 文青病犯了?!装什么玩意呢? 话说你们到底是有多瞧不起牌佬才会做这样的游戏? 设定没啥意思,基本可以无视。 玩法上是打牌,有金木水火土五行和一些其他加成的牌,虽然有类似遗物的法宝,但基本上都是加属性的。 每次打死一个boss就能升级,加点有阴阳两条路线,选了阴右侧的阳就选不了了,不过同样的,和卡牌是没啥联动的,至少我玩了两个多小时是没看到任何算是构筑的设计。 有中文,文本一堆但是没啥必要。 感觉作者对卡牌游戏的理解也就是斗地主的水平了,玩起来没有半点构筑的乐趣。 价格太贵,和游戏质量不匹配,钱多烧包可以喜加一。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] 遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url] 点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
[h1]卡牌修仙——九州仙侠录[/h1] 说实话,游戏的介绍画面太牛逼了,往往让人一下子搞不懂游戏是什么玩法。 但是当我一玩后,你别说,还挺有趣。 初始进入游戏,你有一副卡牌,包括攻击、防御等等,在多条分支环节中,开启你的修仙之路。 游戏中,一方面是单一的基础小怪,另一方面则是3个小怪,还有回血,移除卡牌环节。 另外奇遇事件,可以获得法宝,对五行进行加成。 当你到达最终boss时,升级即可进入下一修为。 听着是不很简单,说下我修为到最高层的心得体悟。 游戏分为五行系统,而所有的boss,都和五行属性相关,五行之间存在一定的克制关系。克制的当然伤害更高。 每当你获胜一次,你就可以选择一个卡牌,这个是多属性的,金木水火土都有。 我比较喜欢土,基础的造成3点伤害,以及20%召唤一个土灵。还有每回合获得护盾,召唤土灵的卡牌。 4个土灵可以合成一个石灵,伤害更高。 同时,每次升级,你将获得一个天赋点,有两条升级路可以走,都是一些属性加成。 另外,法宝非常重要,你可以根据你的牌组,保留相关属性的法宝,可以给你带来更多加成。 对了,插一句,每次战斗胜利,都有使用最后一张牌的动画效果,哈哈哈哈哈,非常有趣。 整体体验下来,《九州仙侠录》作为一款仙侠题材的 Roguelike 组牌游戏,难度适中,内容不错。 玩起来还是蛮有意思的! [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
问道何余处——《九州仙侠录》测评 首先需要说明的是,《九州仙侠录》确实属于早期阶段,作为一款尝试融入增量玩法和卡牌肉鸽的作品,本作目前的主要精力比较分散。一方面,游戏的整体内容较少,卡牌和道具数量不充分的情况下,局外的大量点数累计影响比较明显。另一方面,固定形式的地图也让游戏的路径规划趋于简单,事件和敌人种类的不足会导致游戏在中期开始快速陷入内容困境。因此,后续内容主要针对目前游戏的构架展开,不论每个模块的内容量。 在玩法上,《九州仙侠录》进行了较大的局外设置,通过局内的历劫积累点数调整功法体系,携带更多的修正属性进入局内完成循环。功法的互斥也为游戏塑造了丰富的五行属性,以及基于五行生克的法术效果。相较于一般的DBG肉鸽,本作在费用体系上的设置比较大胆,加费手段较多,相应的则是卡牌费用本身也较高。目前的五种属性牌各具特色,不过较难上手的是,很多关键词和联动效果并没有给出比较清晰的介绍。 而路径设计方面,目前可以统一划分为战斗、事件和恢复三类,其中战斗部分每层的关底BOSS为固定的特殊机制怪物,事件则直接提供法宝掉落,恢复则包含了商店和直接回血的设计。在地图同意标定为232循环的结构之后,加之不提供过层回血的设计,本作比较考验玩家的持续规划能力。另外,BOSS和战斗胜利也提供了和属性有关的结算动画丰富视觉体验。 总的来说,《九州仙侠录》更像是在没有叙事的RPG和没有深度的DBG之间建立了桥梁,框架简单,但仍需填充。
[table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table] [h1]讨厌君个人主观评分 7/10[/h1] 《九州仙侠录》是一款融合修仙题材与肉鸽爬塔的卡牌构筑游戏,玩法以闯关选卡、属性运营为核心。游戏独创金木水火土五行克制体系,各属性拥有专属效果与Debuff,对战需根据敌人属性灵活调整卡组,策略趣味十足。闯关血量全程继承,玩家需要把控血量节奏,依托休息点、仙宝阁删卡、购宝优化卡组构筑。 对局升级可二选一解锁天赋分支,搭配法宝系统打造专属流派,其中水木束缚流控场稳定,是通关高难BOSS与终局连战的优质套路。游戏拥有完整境界突破体系,后期饕餮、九婴、心劫本我等连战内容挑战性十足。 整体玩法轻松休闲,上手门槛低,美中不足的是卡牌种类偏少、构筑深度有限,且立绘、动画等素材多为AI制作。整体玩法有新意,节奏舒适,适合喜欢仙侠题材与轻度肉鸽卡牌玩法的玩家游玩。
Yea, this game kinda sucks.
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