
Raise an undead army in Decks of the Damned! Command your vampire minions, scavenge gear from fallen foes and craft powerful items to strenghten your forces. Defend by day, expand your domain by night, and shroud the land in darkness!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

Decks of the Damned is a strategic roguelike auto-battler in a card-based simulation format. Rise from the ashes and rebuild your castle as you embark on a journey to shroud the land in darkness.
Discover powerful classes, each with its own unique playstyle. Tame monsters, brew potions and craft magic weapons to gain the upper hand in combat. Tailor your strategy around your undead army. Unique synergies arise depending on whether your minions are slow, sturdy juggernauts or swift, delicate fighters.

Journey through a changing world filled with hidden villages and kingdoms to raid. Each area offers new resources to find and different enemies to fight. Random events like traveling merchants, bandit raids, and snowstorms keep each playthrough fresh and exciting. In addition, Mysterious artifacts lie hidden across the realm. Complete special challenges to uncover their locations.

Your castle lies in ruins. Only you can restore it to greatness! Build walls, towers, gates, and decorations to customize your stronghold in this sandbox mode. Design a unique castle that unlocks lasting bonuses and powerful upgrades.
Discover a large number of powerful effects embedded in weapons and equipment, allowing you to shape your own unique playstyle. Experiment with different combinations and uncover exciting synergies, ensuring every battle stays fresh and rewarding.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏是好游戏,但那个傻逼毒箭蛙是真的可以削弱一下了,闪避几率百分之20连续闪避了6次,1攻5血连杀我2只骷髅和一个石头人,结果就爆半点血液,害得我材料都没有了做不了仆从,白天给吸血鬼猎人活活砍死。 作为类堆叠大陆的自动演化类游戏,本作从题材上就很有趣味,不再是单调的野外求生,而是需要扮演一位落魄的吸血鬼领主来重建城堡,具体就是白天召唤仆从布防、夜晚努力扩张,通过卡牌召唤随从、制作装备、采集资源,在一小时左右的单局流程中完成各种目标,并解锁新的地块。 和其他大部分此类游戏不一样的地方是,游戏其实在根本上就限制了随从数量,不鼓励过多的人海战术,而是需要收集资源来给仆从们全副武装,拿上武器来提升战力。 而和堆叠大路相同的部分就是游戏的制作阶段,通过把各种材料放成一摞来建造生产,而且直白的是游戏开始就解锁了大部分的合成公式,只需要右键点击卡牌就可以看到需要合成的相应材料,十分的方便,不需要再花费时间去自行探索。不过相应的游戏的时间非常宝贵,因此在夜晚要争分夺秒迅速扩张,一定要准备好有限的仆从护卫,来应对白天猎人的攻击,玩家需要提前制作好棺材,每天白天吸血鬼都是无法行动的,强制在棺材中休息,只能通过仆从武器来进行被动防御,如此来循环十天完成当前关卡。 另外一点是游戏的地图大小要比常规的堆叠游戏稍大一些,因为资源是在地图上随机生成刷新的,而且怪物也会自行活动,所以地图特相应的并不小,只不过这也衍生出一个问题就是后期的地图不便于整理,随机刷新的资源导致整个画面太乱了。 在每个流程中玩家的最终目标是按照地块来不断征服,直到把王国全部纳入版图,虽然从玩法上来说还是很有趣的,但架不住每次地图扩张重开都是一样的重复内容,所以从这点来说游戏的重复度较高,内容稍显贫瘠了一些。但总体而言作为融合堆叠和卡牌管理元素的本作还是值得那些喜欢此类作品的玩家一试的,毕竟化身吸血鬼重振河山的剧情还是蛮有意思的。 [quote] 游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见 [/quote]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, French, German, Spanish - Spain, Polish, Russian
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]诅咒之牌[/h1] [quote]欢迎前来关注「 [url=https://store.steampowered.com/curator/45353266/] 𝗞𝗼𝗶𝗺𝗶𝗮𝗼🍁」 [/url] [u][b] 采撷旅途之叶,铭刻生命之诗[/b][/u][/quote] [h3]【简单介绍】[/h3] [b][olist] 本作是由Thorian Games打造的一款融合卡牌堆叠、肉鸽、自走棋与建造元素的策略卡牌游戏。游戏以独特的魔物视角切入,搭配简约清爽的卡牌呈现形式,为喜欢策略与卡牌玩法的玩家带来新鲜体验,在这里玩家将化身为吸血鬼领主,在暗黑风格的大陆上组建不死军团,白天沉睡防守与夜晚苏醒扩张,最终实现整片大陆的统治。 [/olist][/b] [h3]【主要玩法】[/h3][b][olist] 本作玩法有点像堆叠大陆,夜晚玩家需操控吸血鬼砍树、挖矿、击杀怪物获取素材,利用祭坛召唤骷髅等随从;白天吸血鬼需躲入棺材避阳,需依靠随从抵御冒险者与吸血鬼猎人的袭击。 [*]卡牌堆叠与构筑:通过拖动卡牌完成资源堆叠、战斗触发、装备打造等操作,可制作职业装备让吸血鬼转职,不同职业能力不同,能够制作的卡牌也不同,战斗效果也不同。 [*]吸血鬼的增长:通过吸血鬼转化使用捕兽网抓取白天来袭的敌人或夜晚来袭的强盗,注意捕兽网抓人概率失败,转化也概率失败。 [*]探索区域:地图有多个区域,不同区域资源不同,而且有专属魔物与特殊事件,建造马车可以携带10张卡牌迁移。村庄与王国相当于小BOSS与最终BOSS,里面存在一些敌人,打败后获得配方或神器以及一些资源奖励,打败王国后即可通关。 局外养成:通关会给予一定配方,修建城堡可以给予诅咒提升难度,通关获取更多配方。[/olist][/b] [h3]【游玩体验】[/h3][b][olist] 玩起来挺上头的,玩新手教程差不多需要半小时才能解锁,玩完后确实了解了很多,就是没告诉我通关是要打败王国就行,我一天天的积攒实力,每个人都穿着全套装备攻打村庄才发现难度没那么高,打王国后就通关了,我在此期间一直在畸形的发育根本没去其他地方收集资源,挺好玩的,感觉有点像堆叠大陆,有很多资源没什么用我全炼金成金币了,似乎商人是看金币觉得宝藏袋子的价钱的,好像每回都是我的身上钱整数的价。后期牌太乱了,我经常找不到我全部的吸血鬼 [/olist][/b] [h3]【总结】[/h3] 总的来说,本作是一款优秀的卡牌策略肉鸽自走棋游戏,整体玩法机制扎实,创意不错,玩起来挺杀时间,我蛮推荐的。如果你喜欢卡牌堆叠与肉鸽随机、策略经营与自走棋战斗、暗黑奇幻与吸血鬼题材的游戏,推荐入手游玩体验一番。
我堂堂吸血鬼打三只兔子居然用掉半条命
《诅咒之牌》是一款类堆叠大陆的策略肉鸽卡牌游戏,玩家将扮演吸血鬼在一块奇异的土地上壮大自己的势力,获取材料的同时再转化更多的吸血鬼为自己效力,遵循着吸血鬼的秉性合理的变强。白天老实本分,依靠手下的小弟阻拦敌人,晚上本性暴露,大肆的将目之所己转化为自己的资源。可惜的资源不能无限堆叠,每到白天就要舍弃一部分有些不方便。整体上来说,玩法比较充足,内容也杀时间,但仍需打磨。 对于牌佬和喜欢自走棋的玩家来说,本作无疑算一款不错的创新游戏。在玄幻题材中,玩家将不再扮演救世济民的大英雄,而是从吸血鬼领主开始。 在游戏的初期玩家只能操控一只吸血鬼,需要从各种生物物资上获取材料然后用黑魔法创造出可用的手下为自己应战白天的敌人。其中每只吸血鬼只能带三个仆从且需要棺材保命,夜晚是没有这些限制的,毕竟夜晚是我们的天下,但到了白天力量被压制的情况下手下无论多少只都变成三只一组,材料也会变到限制的数量(感觉这个设计可以再好好改进,相当于每天需要做重复的内容,容易在游玩上看到疲惫。 因为每个地方盛产的玩意不同,所以玩家前期想要整出什么花样会遇到限制,不过有云游商人信标,花费金币就可以买到道具,完成任务可以获得金币,任务还是比较好完成的。这点在后期会比较好应付。 前面提到吸血鬼在白天不能行动,众所周知有吸血鬼就有吸血鬼猎人,白天是吸血鬼休息到时间也是吸血鬼猎人和冒险者猖獗的时刻,白天如果奴仆的力量不够则几乎游戏结束,也可以通过捕兽绳支付敌人,在夜晚时间将其转化成吸血鬼。 吸血鬼并不是越多越好,因为吸血鬼需要血量支撑,血量则是生物掉落,这点需要玩家自己抉择了。吸血鬼获得相应道具也能进行在转职,转职后吸血鬼不仅更肉了也更强了,再加上棺材可以回血的特性,基本是立于不败之地,阳光除外。 玩家有十个土地发育时间,每个土地又可以发育十天,相当于是用100天的时间养精蓄锐,最后攻向国王。 游戏在玩法上是比较有诚意的,将堆叠特性和自走棋融合起来,鼠标拖动的玩法提供了很多便利,随时可以将主力拖过去攻向敌人。除了战斗还能建造属于自己的堡垒,玩法还是挺多的。 [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟[/quote]
Decks of the Damned, developed by Thorian Games and published by Goblinz Publishing alongside Maple Whispering Limited, is an ambitious genre hybrid that fuses deckbuilding, roguelite progression, auto-battler logic, and light base management into a single interconnected system. Rather than focusing on one dominant mechanic, it builds its identity around how these systems interact, creating a gameplay loop that feels layered and experimental. It’s a game that asks players not just to make tactical decisions, but to construct a functioning ecosystem where every card, resource, and unit contributes to survival. The premise casts the player as a vampire lord rebuilding power in a hostile world, but instead of traditional armies or units, everything is represented through cards placed on a shared board. Creatures, resources, buildings, and enemies all exist within this space, and progress is achieved by combining them in logical ways. Placing a unit card onto an enemy initiates combat, combining materials enables crafting, and positioning elements correctly allows for efficient resource generation. This tactile, almost puzzle-like interaction gives the game a distinctive feel, turning each action into a deliberate choice within a larger system. The gameplay loop is structured around alternating phases of expansion and defense. During active periods, players gather resources, recruit units, and develop their domain by constructing buildings and improving infrastructure. As time advances, these preparations are put to the test in defensive phases where enemies attack, forcing players to rely on the systems they have built. This cyclical structure creates a steady rhythm, balancing moments of growth with moments of tension. Success depends on how well these phases are managed, as poor planning can quickly lead to collapse when the pressure increases. Deckbuilding plays a central role in shaping each run. As players progress, they unlock new cards and abilities that influence how their strategies evolve. Some runs may focus on aggressive expansion and combat efficiency, while others lean toward resource optimization or defensive stability. The flexibility of these systems encourages experimentation, allowing players to approach the game in different ways. However, while the variety of options is appealing, the overall balance can feel uneven at times, with certain combinations proving significantly more effective than others. An additional layer comes from the base-building aspect, which extends beyond individual encounters. Players gradually develop a persistent structure within each run, unlocking new capabilities and improving efficiency over time. This adds a sense of long-term planning, as decisions made early on can have lasting consequences. Managing resources such as blood becomes critical, especially as demands increase during later stages. This integration of management systems reinforces the game’s identity as more than just a card-based experience. Visually, the game adopts a dark pixel-art style that complements its gothic theme. The interface is designed to resemble a tabletop setup, with cards arranged on a board that evolves as the run progresses. This presentation supports the gameplay well, ensuring that interactions remain clear even as the number of elements increases. While the art style is not overly detailed, it effectively conveys the atmosphere and maintains readability during more complex moments. Despite its strengths, the game is not without its challenges. The onboarding process can feel incomplete, with some mechanics not fully explained, requiring players to learn through experimentation. Managing a crowded board can also become cumbersome, particularly when multiple systems are active simultaneously. Additionally, pacing can vary between runs, with early stages sometimes feeling slow before the gameplay reaches its more engaging peak. Replayability is supported by the roguelite structure and the variety of possible builds, but the experience can become repetitive over time if the core loop does not evolve significantly between runs. Much of the long-term appeal depends on the player’s willingness to experiment with different strategies and adapt to the game’s systems. Ultimately, Decks of the Damned stands out for its willingness to combine multiple mechanics into a cohesive whole. It offers a unique blend of strategy, resource management, and deckbuilding that rewards thoughtful planning and experimentation. While it may struggle with clarity and balance in places, it provides a distinctive and engaging experience for players interested in layered, system-driven gameplay. Rating: 7/10
当我们成为了传世吸血鬼,那么这一世,我们一定要过得潇洒。《诅咒之牌》一款非常有意思的卡牌管理生存游戏,在这里我们将会组建自己强大的不死军团,在晚上猛猛发育,而白天对人类进行重拳出击,而且还额外加入了其他的玩法,现在让我们一起来看看吧。 [h2] 血族帝国初养成[/h2] 独特的卡牌呈现方式,在本作中所有的一切都变成了相应的卡牌,第一次体验的时候就有点偏向是桌面卡牌《堆叠大陆》那种玩法,我们以一个上帝的视角,成为了这里血族的管理者,帮助其发展壮大成就血族帝国。 当然在一开始我们的帝国里啥也没有,可用的人员也只有一位吸血鬼,虽然白手起家但这才是有意思的玩法。游戏中引入了时间的概念,白天与黑夜相互交替形成一个回合。我们每个黑夜中都需要完成当天游戏下发的多项任务清单后,才可以进入下一天。 这也算是游戏为玩家特地设置的新手指导教程,我们在每天的任务中都能学习到新的规则,以及如何更好地经营与发展自己的血族,通过亲自去尝试,就能更快的上手本作,介绍环节所使用的文本很简练清晰,个人在游戏初期的体验就非常不错。 [h2] 理牌环节[/h2] 当然作为卡牌游戏,那一定避免不了一个问题。随着游戏时间的进行,我们在游戏桌面上可以操作的卡牌数量也会越来越多,如果没有很好的整理和分类,每天光是在找对应的卡牌就要耗费很多的时间,大大的破坏了整体游戏的体验,很容易消磨玩家们的游戏热情。本作为此特地制作了整理的功能,我们可以通过不同的快捷键,去将相同的卡牌进行快速的堆叠以及摆放,看着干净有序的卡牌排放,这也算是一种别样的解压方式。 [h2] 你们是我带过最差的一届骷髅小弟[/h2] 那么召唤不死者作为血族基本上都会有的能力,本作也将其制作成了核心特色。玩家们可以通过收集建材资源,来制作像是木工,炼金等工作台。其中最有趣的就是祭坛,我们可以通过血与骨头,在祭坛上面召唤炼制出骷髅、羊头人等不死者。它们不仅仅是战斗的一把好手,更是我们最具有性价比的劳动力,是采集这样简单的事情,就不需要血族同类亲自去做了,让这些小弟去就好。有很多需要复杂操作的设备都是需要血族们才行,一般一些召唤出来的小弟只能干些简单活,但这已经挺好的了。这样我们有更多的时间去攀科技,也能很好的将整体的游戏节奏把控在自己手中,想要发展的快一点,就多造一些骷髅,让它们来桌面场地上处理随机生成的材料以及猎物。 [h2] 弱小的血族和凶残的杀人兔[/h2] 以为血族身为高级血统的种族,我们来打一些简单的猎物轻轻松松,结果就连刚开始的小兔子都很猛,各种闪避攻击是我万万没想到的。很难想象我们还要在白天抵御吸血鬼猎人的进攻,感觉有点慌起来了。 好在召唤的不死小弟,虽然可能在某些方面并不尽如人意,站在战斗方面肯定没话说。我们可以为其装备上装备,提升他们的攻击力属性,拖动多位角色卡牌对敌人进行围攻,可以查看每位角色卡牌的属性数值。甚至还能将人类抓捕起来,通过血液将其转化成吸血鬼,为吸血鬼装备不同武器让其变成其他的职业,萨满,驯兽师,附魔师等等,还有好多东西等着玩家们自行探索。 [h2] 总结[/h2] 一款非常有意思的独立游戏,探索发现新的职业,建立强大的不死军团,整体游戏的可玩性是比较高的,难度方面也不会过于硬核,大部分玩家都能快速的上手体验到游戏的乐趣,如果你也是喜欢这种卡牌类型的玩家,值得来尝试一下。 [quote]漫话漫谈,期待关注:[url=https://store.steampowered.com/curator/44551694/]写生漫话家[/url] ←节约宝贵时间,阅读省流测评~ 欢迎加入漫话家的大家庭:[url=https://steamcommunity.com/groups/14030826]写生漫话家[/url]←共同探讨游戏中的精彩片段,向玩家展现第九艺术的魅力~
Incredibly good looking and fun! Card game survival game done right! <3
so good
[h1] 【只鬼】血族阿飞的励志人生 [/h1] [h2]重生之我在诅咒世界当吸血鬼 开局一只鬼,帝国全靠肝的卡牌肉鸽自走棋它来了![/h2] [b] 这一世,我叫阿飞,高贵诅咒血族114514代传人,由于家族特有的整日熬夜且见光死基因,阿飞打个兔子都要搭进去半条命。这具新尸体让曾经日行两万里,滑铲秒老虎的体育生甚是不习惯。忍不了果断链接全球吸血鬼网络进入智斗环节。 刚进游戏贴心的教程自然是来了,由于卡牌肉鸽均有设定多、机制繁琐、上手门槛高的通病。这游戏的保姆级教程详细到哥们打完教程一看已经2h+不能退款了兄弟们!上了爱学习的当了(想说藏话了)完全可以说靠手把手实战教程和不完成教程就继续耗着的冷峻课堂推着你前进。这波教程打完的兄弟们,已经获得了可以顺利通关的经验。[/b] [h3] 这里精通rogue的体育生直接跳过给兄弟们开一局[/h3] 开局也是经典的肉鸽地块选择 柿子挑软的捏,为了早日变成最辣的老姜。我们直接进入看起来最友善的森林地块。那么开局给了一个教程没介绍的配方,就是这个马车啊,非常重要的地块转移道具。有点像刀塔还需要自己买回城卷轴的意思。[b]好的进入首局游戏,只鬼上线。兄弟们,要致富先撸树。忍辱负重打兔子,只为将来泉血指挥官。看着这树这兔,总有一天未来的你会感激现在努力的自己。干就完了!兄弟们。 游戏操作也是非常简单啊,拖动卡牌放置到需要互动的牌上,比如打兔子就把自己扔兔子身上,兔子和自己会自己动( )左上角制作方法在满足时点击会一键制作。游戏分为夜晚和白天,晚上吸血鬼活动,白天会躺在棺材里睡大觉。帮我关下灯谢谢。 那么众所都周知啊,吸血鬼怕太阳光,猎人也是这么想的。自然是白天就要日袭我(或许是?)睡得昏天黑地的我没有还手之力怎么办呢?当然是用杀兔子掉的骨头和血合成骷髅随从替我们白天作战。如此低成本的制作岂不是可以先点一百个50块的好兄弟呢?肯定不可以啦,由于每天都限制场上卡牌不得大于25,每个吸血鬼的随从只有三个。 [/b] [h3] 那么这个游戏胜利的法则就确定了 [/h3] 在把吸血鬼数量发展到上限3个后,通过捕捉/同化/驯兽的方式去获得更强的随从,逐渐更替让血族帝国越来越强。 游戏卡牌的互动也是非常有意思啊,捕捉人类的网描述是放在行进的路上,实际上直接丢敌人身上都能生效。随从本身的强度是按种类固定的,区分都是装备上的差异。前期没有什么好的获取方式,大部分都来自开宝箱。遇到商人一波爽消费买箱子之后也是开出了0.061世界第九崭新大剑。中期艰难的组建军队过程直接给兄弟们跳过。 来到大后期啊 ,依靠吸血鬼转职驯兽师的特性,可以把特定种类的敌人击败后驯服。我们已经从骷髅小队转型为树人大军了。每个工作台也是都做出来试了一遍。多余的卡牌全部炼金变成钱。一波深耕后也是进入小康社会了。 有趣的是首发当天的版本,暂停时虽然全部正在进行的操作都停止了,但是怪物的生成是还在继续的。觉得这个难度有压力的兄弟可以暂停后把下一步战术安排完,等怪物的生成也停止了就取消暂停。完美榨干每天的生成产能。难度会在第二天开始就直线下降。电脑里有一款操作一步就要点暂停的四字游戏(bushi)可是这游戏的难度比不上危X合X,所以兄弟们大可不必如此暂停。而且截止发稿日的一次更新貌似修复了暂停时还在产出怪物这个bug。 在杀光最后一波敌人后也是通关了第一地块,时间变为无限,需要拖家带口上马车迁徙到其他地方了。 此时回到了开局选择的界面,已攻略的地块资源也枯竭了我们这次选择看起来难度更高点的沼泽地块。 刚落地就遇到了突发事件,此时的只鬼还不知道通关之道就在其中。每隔一天夜晚都会刷新随机事件。总结了一下沼泽有三种,这个狼人的事件最为重要,击杀狼人后可以获得合成虚弱狼人的道具,而这个地块下最强随从就是狼人,只可惜限制了获取数量,一个地块只能替换一到两个。想更替9个只能多打几个沼泽地块了。到中期开始这个合成配方出现的问题就来了,每次打开折叠就满屏的配方,没有图标全是文字不好快速制作。 而到了沼泽后,装备的获取也提速了。不过这游戏迁徙地块还是有很大的隐患,某一地块总有几种全程都不会产出的材料,这就导致完全无法制作相关配方。就在同化狼人需要沼泽不产出的材料难受之时,神奇的图纸掉落了。这个要间隔好几天才有概率遇到的商人,居然可以量产了。离谱的是商店的箱子抽抽乐以及炼金台和敌人概率掉落装备,让一个激爽的流派突然形成。致敬传奇刷钱印钞流,我不喜欢的装备直接卖。金币召唤商人前后反复横跳,此流派下金币跟商人完美循环,不断刷新装备直到有套自己心仪的,其实这个时候已经拥有了可以通关力量。但是乱糟糟的场面还是让我沉淀下来,精心整理。在为全局做了合理分区后整个操作都有条理了,左边开四台炼金炉刷钱,中间是棺材把偶尔血不够的随从恢复一下,留着每日需要喝的血量后,开两队军队击杀刷钱,再留两个内勤开矿撸树。到最后终于实现金矿自由和装备自由。此时的我已经感激那个操作一下暂停半天等怪物刷新的我了。第二地块也是毫无悬念通关了,但是后期的装备系统变得诡异了起来。 这惊人的掉落率,甚至在没合成两个10%+一个2%掉落的装备前需要占至少两个卡牌的位置。后期的装备不光玄学,还有位置学。 看不完所有装备的连携后,我做出个一个违背祖宗的决定,直接抛弃效果无脑当高速高攻砍王。因为马车从迁徙后总占一个格子就卖掉了,但是导致打完忘了做马车,最后砸锅卖铁终于有了小马车才避免白忙活,差点找其他地块东山再起。终局之战历时9小时终于拿下了第一次征服之旅,兄弟们,断断续续打了好几天才打完一局大的,这个跟文明6的可玩性差不多。非常上头。而且先别急,这只是第一局,大的还在后面。首次通关后才是真正的开始,特色局外养成的城堡系统和解锁的高难度模式,以及每次解锁高难度会增加几个职业和配方。这游戏的多周目完全不是同一个游戏,鼓励多周目玩其他新流派。从城堡建设和书房(就是图鉴)的量来看,这游戏藏在多周目的玩法实在太多了,感兴趣的兄弟们可以自己入手亲自探索了。
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Where this game's players are, estimated from review languages.
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