
A round based light RogueLike game with three gameplay modes: find the goddess statue, purify the earth, or equip and defeat the minions of the Black Emperor. Along the way, you may encounter a lost knight, a divine dragon from a foreign land, and fight against the ultimate demon king, Hades.
Modeled estimate, not a reported figure. How we estimate →
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About
This is a story about the adventures of the brave. In the past, the battle of the gods turned the world into a demon world, and the mainland was dominated by Hads.
The brave woke up from a deep sleep and set foot on the road to find the gods and find themselves.
The game is divided into three play modes.
The first mode is the tower climbing mode. By collecting cards, a card library is built, and cards are randomly selected after entering the battle, and the corresponding cards are played to cause a fatal blow to the enemy.
The second mode is regional mode, where you need to find the statues in each area before the portal can appear and choose equipment to defeat the enemy in the battle.
The third mode is Boss Lien Chan. Using the role data of regional mode, all boss can be challenged continuously.
There are rich monsters on the map and 7 different styles of Boss battles, each of which has a unique fighting mechanism. Of course, you can also pass grade rolling or props.
To win the battle.
In the powerful Boss battle, the shield-breaking mechanism is an important strategic means. You need to observe the enemy's hand and singing time, and rationally allocate physical strength and magic value.
Physical strength value: used for charge attack or magic. After charge attack, the attack command will do multiple damage. The magic command after charge attack will do more damage. [/h2]
Magic value: When dealing with boss, if the enemy is magic armor, you need to beat magic damage rhythmically to break the shield, but you should master yourself.
When your mana is empty, you can recharge your mana through defense.
Defense mechanism: When facing the enemy's powerful moves, you can defend, and defense will provide you with 50% damage reduction by default.
Anger skill: Attack or magic damage will accumulate anger value. When the anger value is full, you can use anger skill, which will be a full-screen spike skill.
Players will play an amazing teenager in the game, constantly defeating the enemies in the game and slaughtering hell on the way of exploration and turn-based fighting.
In the world view of this game, Hei Di, the king of the underworld, enters the world with his own army, and the player will play the role of a savior to defeat the enemy and save the world.
An initial platform is added to the game, where you can have a rest, chat with women and play small games.
Guqingquan
Qq:753128402
Qingquan personal game studio
Qq group: 588184539
Bilibili: .
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Russian, Japanese, Korean
Engagement
Hours played at review time, across 27 reviews with recorded playtime.
Reviews
The game is fun but you get all your items by mid chapter 2 and from that point it's just about repeating the same combo over and over and over again. I got bored of it by chapter 4 but according to the steam page there is a total of 7 chapters which I find to be a bit strange because I have already nearly maxed out my character.
Not a bad little time waster, everything works fine and fair character builds. The movement maps are hexes that have creatures to battle to get to portals for next tile set. Using back stab tactics when moving to enter a fight is good tactics, and decent skills are available and planing attacks in battle can be fun.
這遊戲沒做完 而且看起來作者已經棄坑了 還推薦另一款遊戲 看起來應該是一樣的套路 要買前千萬要小心啊
[quote] 关注[url=store.steampowered.com/curator/39039781]斗鱼游戏社区[/url],随时了解主播推荐的好游戏。 访问[b]斗鱼鱼吧社区[/b]参与互动,活动好礼送不停! [/quote] [b][u]游戏类型:回合制游戏 推荐指数:6/10 推荐人群:回合制游戏爱好者[/u][/b] 黑帝斗者是一款回合制Rogelike游戏,玩家将在游戏里扮演一名拳法惊人的少年,在探索和回合制战斗的路上不断击败游戏里的敌人,屠戮地狱。在这款游戏的世界观中冥界之王黑帝斯带着自己的军队踏进人间,而玩家将会扮演一名类似救世主的角色,去击败敌人拯救世界。 [h1]优点:[/h1] 回合制和肉鸽部分机制的结合。《黑帝斗者》将肉鸽与回合制进行了结合,对于小游戏来说,这种设计相当ok。首先,它将地图极简化,玩家无需进行复杂的操作或者记路;其次,战斗极简化,游戏采用回合制且内带自动战斗,玩家只需要进入战斗时点击自动就可以击杀小怪,有点挂机游戏的感觉;然后,难度设计简化,游戏死亡后会带着已经得到的物品和能力回到故事的开始,整个游戏几乎不存在无法通过的可能。这种玩法如果放在价格在30以上的游戏中会很无趣,但对于一款打折之前也才11的游戏,它完美地简化了游戏设计上的复杂内容。 终于有小游戏记得限制帧数了。并且游戏模型还不错,但应该是用的模板吧,有些场景下怪物和人物模型的分辨率不够会变虚。 [h1]缺点:[/h1] 回合制玩法受限于肉鸽设计,导致游戏策略性降低。肉鸽部分机制又缺乏足够的乐趣。还是没有脱离挂机游戏的内核。 [b][u]整体而言,《黑帝斗者》是一款以挂机为内核的回合制游戏,游戏在回合制和肉鸽结合上进行了不错的探索,不仅降低了玩家失败后的挫败感,还激发了玩家不断挑战下去的好胜心,值得尝试。[/u][/b] [h1][quote=] [table] 欢迎关注 [url=store.steampowered.com/curator/40742940] 夜游者 [/url] ,并加入[url= steamcommunity.com/groups/yeyouzhe]我们 [/url] 夜游者:一个完全属于玩家的组织, [/table] [/quote][/h1]
发售四年还在更新 马上转正 支持一下 有中文 有成就
DarkFighter is an indie turn-based RPG developed and published by 清泉工作室 that blends roguelike structure, card-driven combat mechanics, and mythological themes into a compact but surprisingly layered experience. At first glance, it presents itself as a modest, low-cost title with simple 2D visuals, but beneath that unassuming surface lies a game built around strategic resource management, varied modes of play, and replay-focused progression. It may not offer cinematic storytelling or expansive open worlds, yet it compensates with a tightly designed combat loop and an emphasis on tactical experimentation. The game’s narrative backdrop draws from classical mythological inspiration. Chaos has engulfed the world following a divine conflict, and demonic forces led by Hades have begun their invasion. The player assumes the role of a determined warrior who must restore order by uncovering divine statues, confronting powerful bosses, and ultimately challenging the forces of darkness. The story functions primarily as a structural framework rather than a deeply explored narrative arc. While character development and dialogue remain minimal, the mythic premise provides sufficient motivation to contextualize each challenge and boss encounter. One of DarkFighter’s most distinctive features is its division into multiple gameplay modes. The tower-climbing mode emphasizes card collection and deck-building elements, where combat actions are determined by the randomized draw of abilities. This introduces a layer of unpredictability that forces players to adapt rather than rely on repetitive patterns. The regional exploration mode shifts the pacing, encouraging players to search for statues, manage equipment, and prepare strategically before engaging enemies. Finally, the boss challenge mode distills the experience into consecutive high-difficulty encounters, rewarding players who have mastered the game’s mechanics and optimized their builds. The presence of these three modes adds structural diversity and prevents the gameplay loop from becoming overly monotonous. Combat operates within a traditional turn-based system but incorporates several layered mechanics. Players must carefully manage stamina, magic points, defensive actions, and an “anger” gauge that unlocks powerful special abilities when filled. Success depends not only on raw stats but also on understanding enemy patterns and weaknesses. Certain bosses introduce mechanics such as shield phases or magic absorption, demanding thoughtful timing and adaptability. The card-based system ensures that battles remain dynamic; since available actions are partially randomized, players must constantly reassess their tactical options rather than execute a fixed sequence. Visually, DarkFighter employs a 2D sprite-based aesthetic that prioritizes clarity over elaborate animation. Character designs and enemies are colorful and distinct, making combat readable even when multiple effects are in play. While the graphics may appear simple compared to larger-scale RPGs, they serve the game’s functional needs effectively. Sound design follows a similarly restrained approach, offering atmospheric music and straightforward effects that support the gameplay without overwhelming it. The presentation feels focused on reinforcing mechanics rather than dazzling with spectacle. Replayability is one of the game’s stronger aspects. Randomized card draws, unlockable abilities, and multiple modes encourage repeated runs to refine strategies and experiment with different approaches. The inclusion of numerous achievements further incentivizes completionists to explore every corner of the game’s systems. Although the overall campaign length is modest, the cyclical nature of its design makes it well-suited for short, repeatable sessions. There are, however, limitations inherent to its indie scope. The interface can occasionally feel minimalistic to the point of lacking clarity, and the absence of extensive tutorials means that some mechanics must be discovered through trial and error. Narrative depth remains secondary to gameplay, which may disappoint players seeking character-driven storytelling. Additionally, while the variety of modes adds breadth, the core combat loop remains central to all experiences, meaning players uninterested in turn-based strategy may find limited appeal. Ultimately, DarkFighter stands as a focused and mechanically driven indie RPG that rewards strategic thinking and adaptability. Its mythological setting, multi-mode structure, and card-infused combat system combine to create an experience that feels larger than its budget might suggest. For players who appreciate turn-based battles with roguelike unpredictability and do not require expansive narrative complexity, it offers a satisfying and replayable journey through a compact yet thoughtfully constructed world. Rating: 6/10
目前的游戏内容花费五六个小时基本上可以通关,期待后续更完善的版本。 作为一个玩家而言,先说说整体感受吧,作为这个体量的游戏而言玩法和设定是可以接受的,可以买来一玩。 在游戏中更多的目标是想办法达到最后一关一口气把最终BOSS给击倒,整体难度不高,没有严厉的死亡惩罚机制。 游戏里面穿插着一些关于世界观和故事的叙述,注意人物对话的话还是能够了解到整个游戏的剧情。(当然一口气打过去也可以) 不过剧情发展有点在意料之中了,但是毕竟感觉战斗是这个游戏的更重要部分,剧情是锦上添花的部分。(物品描述和对话还有更多提升和精确化的空间) 此游戏是Roguelike+回合制战斗的玩法,回合制总是能想起回忆里面老游戏的感觉! 左下角的战斗界面挺流畅的,这一点感觉玩起来很舒服,没有卡顿什么的。好评。 总体而言还是推荐玩的,作为一个Roguelike和回合制,只是玩过但是了解不深入的玩家,算是小小的体验了。 [h1]游戏感受:[/h1] 怪物种类很多,每个都有自己独立的形象,金龙拉顿身上的金苹果树好评! 游戏除了正面硬刚之外还有绕到背后进行偷袭的机制,能让你在对局中打出先手。这点我没注意在游戏说明里面有没有提到,算是一个小有意思的设计。 可是我印象最深的反而是刚进第一关因为没弄清楚机制差点把我打死,让我准备喝下元素瓶重头做人的两个蜜蜂…… (以下内容剧透) [spoiler]因为过了这两个怪我貌似就摸到了游戏的玩法,攻略掉第一个boss获得了能力提升之后便一发不可收拾。 或许是我玩什么游戏都是追求高攻击轻盈敏捷的流派,在《黑帝斗者》里一路猛点物攻和生命值,再点上攻击吸血能力加上雷劈的物攻2连击,蓄力攻击甚至有3连击,能够让大部分怪物从头破防到尾(配合偷袭机制真的像个刺客),并且主角血量越打越勇。后期再点上【禁忌魔法】和【血刃漂流】(没错,勇者就应该触犯各种禁忌像个大反派)(大雾)属实无敌套路,利用好BOSS的破防机制,教所有的怪物重新做人。 这套套路,从第二个BOSS开始基本上就成型了,后面完全可以套路化解题,没有怪物拦得住你, BOSS招小怪?不要紧,物攻带群攻效果直接大的小的一起打死。 你魔抗?不要紧,魔法把你破防之后,物攻三连击打掉你的头。 防御?不需要的,吸的血比扣得多,主角是不死吸血鬼。(谁是BOSS模拟器) 天马流星拳+庐山升龙霸?很酷炫,但是我是个智力只有10的刺客,破防蓄力物攻三连击,抵得上三四个信仰大招。 所以,由此看来会不会平衡还需要再做调整? 至少怪物死亡之后的余下攻击次数不应该再吸血了?(没想到斗者还是个死灵法师) 虽然后期一些BOSS是混合破防机制并且有优先清除小怪的机制,但是依然可以按照上面的套路暴力通关。(学会破防机制即可)[/spoiler] [h1]一些遇到的问题:[/h1] 在尝试进行二周目的时候,直接进入了最终BOSS关卡,并且打了数值翻了一倍的最终BOSS,我以为会从第一关从头再来的呀,不知道是不是BUG? 还有一个明显的问题就是,角色栏的buff增多之后,栏位不能往下翻动了,导致一些后进来的buff根本看不见。 【血刃漂流】貌似和吸血能力增益有冲突,吸血能力无法再获得任何一次增益,可能是算在了物攻里面,所以不再产生效果。但是按照物品描述的话,不应冲突的。 女神雕像处的保存和右上角设置的保存貌似不是一个进度,一个是加载游戏里面的进度,一个是继续游戏里面的进度,在游玩体验上有点奇怪。 【禁忌魔法】的物品描述是没有冷却,如果描述成“不消耗MP”可能会更容易理解,初读时以为是不需要走回合数冷却,觉得不可思议,纠结了很久。 买了+50点的心之后,角色栏位里面的刷新是及时的,但是左上角的角色头像处没有及时刷新,需要坐一下泉水。 幽邃目的-8区的全地图鸟怪比例都过大,视觉上有点问题。
还不错,物有所值
这个价格做出这个内容量实属不易,能感觉到开发者是有想法的,但是缺少时间打磨,鼓励一波独游吧,希望继续优化不要放弃。
20251114 更新评论 没想到作者很快就看了我的评论,诚恳的道了歉并且修改了区域模式宝箱和泉水互动的bug,顺便还修复了一些其他的bug。其实宝箱和泉水的bug一修复,区域模式的体验就好了很多。冲这一点要给作者点赞,毕竟6元钱的游戏,还是好评吧。同时也还有几个小问题,作者要有空能修复下最好,不过已经不影响玩了: (1)区域模式的传送门还是需要进2次,第1次还是显示没有准备好 (2)区域模式有很多小罐子也可以互动,不过基本都是空的,这一点可以考虑改改 (3)已经学习的技能能不能考虑保留下来,可以自己配置,这样就避免有一些已经升级到比较高级的技能,结果点了一个新技能,马上被替代掉了,想撤销都不行 20251112 首次评论 像这种小游戏,以往都是通关全成就后才来写评价,不过这次确实没有继续刷成就的动力(剩下的那个成就没做的也完成不了)。不说粗糙的画质,无聊的玩法,这么多bug和奇葩设定是认真的吗,已经完全严重影响到玩得体验了,很好奇这个游戏的多半好评是怎么来的,是看在6.6元要什么自行车的份上吗?简单列举几个: (1)区域模式所有的宝箱和泉水都是空的,那你放在里面干啥;区域模式死掉了还不能重置,再进去就是用之前的数据,打不过还是打不过,只能重新开档 (2)爬塔模式有一点像尖塔,但是我打一个小怪就硬塞一张牌,不要还不行。选择卡牌还动不动就卡死没反应;卡牌升级也是,一会儿可以无限升级,一会儿升级又没反应直接卡界面 (3)所有的小游戏不管完成与否奖励都一样,既然这样那我还玩什么小游戏 (4)宝箱10次那个成就完全没法做,就是个bug,爬塔模式不行,区域模式宝箱又都是空的。 看在6.6元入手的份上,10分我给个友情3分吧,虽然bug很多,但是通关不断得退出游戏再进,还是可以完成一轮通关。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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