
A single player card battler without limits: every hand playable, every battle unique. Where champions grow their armies through promotion and the spoils of battle. With no mana system to hold you back, success depends on how you place your forces and outthink your enemies.
Modeled estimate, not a reported figure. How we estimate →
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About
As the Champion, you command your units and spells. Without a mana or energy system, you can play all the cards in your hand. The game’s strategy relies on which cards to play, when to play them, and where on the battlefield you deploy them.
The goal is to destroy the opponent’s banner, but to do that, you will need to defeat the forces deployed against you. Conversely, the enemy is trying to deal damage to your Champion. Without ally units in the battlefield to protect you, enemy attacks target your Champion directly.
Champions lead from the rear and direct their troops. However, as your forces are eliminated and spells are cast, your Champion gains the power to activate their unique ability card that can help turn the flow of battle. Each of the 32 Champions has a unique design, each with its own tactics and flavor.
You begin your adventure with a Champion of the Scales faction, but more are unlocked through accomplishing various gameplay objectives. Each of the eight factions has access to 4 special promotion gems that allow you to boost your favored units in unique ways. As you travel through each of the enemy territories you will also have the opportunity to recruit enemy units and salvage foreign promotion gems to unlock a nearly unlimited combination of game-breaking effects.
Each adventure tests your mettle in three different enemy regions, offering a unique experience with every campaign. Choose your path through enemy territory wisely, selecting between many challenging encounters with different rewards on your way to the final clash with an enemy Champion.
Enemy encounters to collect money, keys and new cards
Special battle conditions to earn promotion gems
Mini-bosses to collect relics
Stores to buy and trade resources
Taverns to collect missions with greater rewards
Portal anomalies that lead to distant regions
Shortcuts unlocked by bribing the locals
8 regions/factions
25 unique units and 15 spells per region
4 unique champions per region – each with legendary abilities
6 mini-bosses per region
5 battle mutators per region
20 general supply cards
50+ relics
Dragon Front: Adventures is currently being developed.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*languages with full audio support
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
I've been circling this one like the world's most hesitant landfill shark, unsure if there's anything good behind the poor stats and nice visuals. Don't get me wrong, the graphics are solid, but most of us don't browse store page content in fullscreen. At a glance, nothing there does justice to the variety of eclectic yet cohesive backdrops and unit designs. Most of those were certainly inspired by Warhammer. You know, Biblical angels, twisted demons, a woman in sunglasses driving a jeep. Stygian Lords reminded me of Gantz of all things! I love the little cutscenes before each battle, the oomph of a big hit, and all the tasteful particle effects that somehow remain readable. Still, High Voltage Software couldn't sell the game based on this alone, the market had their dragon in the rear. Perhaps what it needs is a demo? After all, nothing else conveys the depth and the game feel. Only after I got my hands on Dragon Front, I knew it was my thing. It's clicky, robust, and the first unit to place is a dwarf. Maybe I'm just dwarf-pilled but, speaking from this experience, let people touch your creation through a demo. Sure, there's a learning curve, so it would be fully devoted to the tutorial, however, without the Damocles Sword of the refund bias hanging over them, people would be more inclined to learn. The curve isn't too steep anyway. It's a streamlined roguelite deckbuilder that focuses on tactical unit placement where randomness is almost entirely delegated to the luck of the draw. It's synergetic and snappy, transparent with its information (even shows cards in your opponent's hand), while providing all the instruments for deck-thinning and power-creeping. At that, it rivals the best representatives of the genre. In terms of variety and presentation, just check out them juicy screenshots - none look the same. And the mechanical filling is extremely addictive. I booted it up for the first time just to check if the game works, then played it almost non-stop until I was done. Because Dragon Front gets the genre's staples right, the "one more battle" boon that comes with it is working full-force. There's such a warm tabletop feel to it, reminding me of another hidden gem called Etherlords. I'll eventually to tell you all about its fantastic sequel and its history. For now, it's Dragon Front's time to shine. Long overdue! Those who call it an underrated gem are on the money. Turns out, there's no catch, no fatal flaw. That's what a bloated market overflowing with slop and flips often does to unlucky indies - buries them amidst the rotting fat folds. [h3]Why It's Fun and Replayable[/h3] A branching Slay the Spire map, 3 acts, 3 bosses, a choice between 3+ reward choices after each combat will make you feel at home. Crucially, skipping a card gets you a skeleton key. Those open some routes on the map, allow you to do more than one thing while camping, unlock an occasional treasure chest on the battlefield. Good idea! Skipping leads to opportunities. The map includes your traditional shops, battles, elites for game-changing relics, tavern for lucrative quests, encounters with mutators for legendary spoils and promotion gems, camps for healing, removal and upgrading cards with said gems. The runs last up to a couple of hours, but at least the game is generous enough to heal you after a boss or let you replay one battle when you die. Upon entering one, you'll see 3 battle points (summon slots) to fill, a hand of cards containing units, spells, and abilities. No mana, do whatever you want with what you have. The order and position are key. The goal is to defend your champion who hides in the back while killing the enemy champion who does the same. Place your units, cast your buffs and lightnings, cycle, maybe play your champion's superpower when the meter is filled, then hit end turn to see your toys fight. I won't go into detail, combat is intuitive and the tutorial is decent. The cards are well-designed, there's seldom an empty description space. You can tell units were crafted with too much love to leave them blank. Almost everyone has a keyword, it's good to see how much effort went into their designs. You can add to that by upgrading units with promotion gems that imbue them with bonus abilities. Splash damage, a shield, or more exotic stuff like giving you a copy of a killed enemy. The gems alone turn a simple ruleset into a complex system requiring thoughtful decision-making. It's not just about how well cards combo by default, with gems (up to 3 on a unit) you can create your own broken synergies. As for the meta-unlocks, while all the 8 factions are unlocked from the start, you'd still have to work for their champions with distinctive powers. Despite that you can sometimes obtain other factions' units and gems during a run, each faction has quite a few unique units and default gems to rely on, while champions have alternative decks that suit their powers. Together it creates distinct visual and mechanical differences that make the game extremely replayable. Devising overpowered builds that get out of hand in a satisfying manner never gets old, and these builds change drastically depending on who you play as, making it exciting to start a new run. Even if you lose one, you can always switch a faction or just pick another champion next time. [h3]Bugs and Suggestions[/h3] - Unlocking a hard mode upon beating the game as all 8 factions would be nice. Coming back for the champions alone, diverse as they are, is busywork, not progression. - Once my champion died during a bossfight vs. Magmarot. I could play cards and even charge, but the model disappeared and I couldn't push end turn. Restart helped. - Got stuck on a discard screen. It happened because I used a discarding card as my 3rd in a challenge where playing 3 cards discards your hand. So, these cards were already technically discarded the instant my card triggered and I couldn't do it twice. Restart helped. - You can theoretically hover over the end of turn button to see predicted results. Too bad it didn't work after the tutorial. - Right now one has to right-click a card to see gem descriptions, it could've been so much easier if you added tooltips for everything on screen. - It would be a life-saver since the game is bugged, disallowing right-clicking on the reward screen. I had to pick my cards blindly, which, until I learned things by heart, killed a few runs. It can't be that I'm simply an impulsive fool who picks rewards based on the rule of cool, right? [h3]Why It Deserves Better[/h3] Then again, the rule seems to be the main driving force behind this game's designs. Dragon Front was made with passion and it shows. It feels solid despite a few bugs, these are nothing compared to the effort and talent on display. Mostly unpaid, unappreciated talent and effort. Besides, Unreal Engine makes UI design harder than it should be. I know since my best friend is an UE developer who whined to me about it for 10 years before finally jumping to Godot. I wish Dragon Front's obscurity was on the engine, it could be fixed. Can't fix that market, sadly. If only one could turn things around with some measly review! Welp, sometimes you want it to be one way, but it's the other way. Regardless, delusional as I ever be, it was the main reason I tried my best. As a final argument, consider another beautiful thing: despite the lack of financial success, High Voltage Software didn't abandon their game. They keep up expanding it as we speak. For free. Balancing, adding content, engaging with the feedback they get. Just for that, their game deserves better than a handful of sales and reviews. I implore you to give it a chance. Not as a charity case, it can easily earn your affection, fair and square. Dragon Front isn't shooting for the stars or anything, but it should be celebrated, not forgotten. My curator [url=https://store.steampowered.com/curator/35305390/]Big Bad Mutuh[/url]
[i]Edited after almost 25 hours of playtime ~ [/i] Actually a [b]very[/b] hidden "gem" (hehe). I've played quite a few runs by now and it seriously baffles me that this game isn't known more widely. The variety of stuff you can do and encounter in regards to deckbuilding, mixed in with occasional 'portal' battles that mix the encountered enemies and rewards up for that battle, lots of characters that each have their own abilities (They're 'charged' through certain actions and cards, they're not spammable without effort) that can have huge impact on your run and are all very useful in their own right, the relics... Seriously this game is fun. I don't wanna lie though, it is challenging, at least in the beginning while still learning the ropes even with prior roguelike and deckbuilding experience. Playing with a new character after unlocking can also be hard when you don't know yet what you're doing. Not a big deal though, you grow into it and it will become easier the more you know and endure, I can tell from experience ^^ The graphics are nice too in my opinion, it has Warhammer 40k-Vibes en masse and looks appealing. Drive the graphics settings up though, the standard setting does make it look worse than it has to be. Of course like any game in existence it has its problems like that the UI isn't the best but in my opinion that's all pretty minor for what's being offered. These concerns have been acknowledged - and one even addressed in the latest free expansion - by the devs, which are very hands on with the community that's there on Discord. For the amount of money being charged for this game, it's a steal. The dev studio deserves so much more than those few reviews and only getting discovered by a happy accident. I'm not being paid to write this, it's the simple truth. You get lots of content, very nice replayability, that may or may not expand further in the future by new features or somesuch. There's something for every flavour. Wanna play defensively? Assert dominance? Control your enemies? Overwhelm them? Obliterate them? Trample all over them? You can do all that - if RNG lets you, that is, it's still a roguelike. If you're reading this and have some reach, please try the game and promote it a little if you like it, I want the devs being seen supported and discovered. I'd do it myself, but I'm just a selfrighteous nobody :D
Roguelike deckbuilder + graphics + mechanics = Pick a champion to start your adventure. Fight enemies and choose branching stages. Get rewards to strategically build deck. Playthrough and unlock cards. [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
[h1]Surprise Top-Tier Deckbuilder![/h1] [b]Uh... WOW![/b] Dragon Front: Adventures just came out of nowhere and nailed it. Who are these devs? Because they're phenomenal. I can't believe how well made this is. [b]Gameplay[/b] You will choose a Champion at the start. There are seven factions a Champion can belong to, and each faction has four Champions. You'll start with the beginning Champion to select, and unlock more through gameplay accomplishments. I unlocked my first additional Champion after my first run. I've unlocked two more after two more runs. The Champions each have a unique ability that can be used throughout battles, and they each have a selection of special cards that are a part of your starting deck. They're all useful and compelling, from what I've seen so far. Some cards are units, some are spells, and some are consumables. In battle, you have three slots for units who will auto-battle with opposing forces during your attack phase, and protect your Champion during your defense phase. When you use spells, or your units are defeated, they enter your discard pile for later use [i](when your draw your deck and it reshuffles)[/i]. You play until you defeat the opposing Champion, or you lose. [b]Can you nerd out?[/b] Deck archetypes look to be quite varied, and there are some fairly deep systems that will allow you to really min/max, go for crazy combos, or enable the jank engine you theorycrafted. [b]Pros[/b] [list] [*] Amazingly awesome art style, models, and animations. Some of these character designs go hard AF. [*] The battles take place in equally awesome environments. They're varied, fitting, thematically unique, and interesting without distracting from the main action when you're deep in thought. [*] In addition, the intro to each fight has a nice "fly-in" camera that has cool visuals, or fun little animations. [*] Little details like the Trader really being in each location, and the lighting/background matching what realm you're in is a nice touch! [*] There is a visual identifier that shows you what Champions you've already beat the game with. [/list] [b]Cons[/b] [list] [*] When at the Trader node [i](shop)[/i], you have to be on the initial shop screen to leave the trader. It'd be nice to have the 'Leave Trader' button available from any of the three screens. [*] It might feel smoother to be able to click and drag the deck, versus having to scroll, when viewing the deck. [*] While left-clicking and dragging a card, right-clicking will actuate the card wherever it's aimed, not return the card to the hand. Might be difficult for some long-time deckbuilders to get around that muscle memory, and could cause some disgruntled "mis-clicks," for some. [*] I have come to really appreciate nested hyperlinks for keywords and effects, and they are not present here. While not mandatory, I've felt a little aimless at times, while learning. On occasion, I'm making poor decisions because I do not have information available that I feel [i]should[/i] be readily available. [*] There is no way, currently, to get a clean screenshot of your deck after you've won a run. It'd be nice to have a feature like this so people can share builds and gem combinations that are worth pursuing. [/list] [b]Verdict[/b] I'm sincerely blown away by this title. It came out of nowhere, at least for me, and it's instantly been seated within my personal collection of the upper echelon of deckbuilders. Whether you've played them all, or you're a budding fan within the genre, I implore you to buy this game. You won't regret it. [i]The 'How To Play' video and hype from reviewers were my deciding factors before purchasing. Scroll up and watch the video, if you haven't already.[/i]
I love this game. I actually have more than 4 hours of play time. I have completed all factions (other than Aegis) on a friends account. Unfortunately, After beating and finishing all the factions there is no incentive to continue playing. and that bummed me out because I wanted more. I got so excited when i saw the new Aegis faction added. It gave me the perfect excuse to buy my own copy and play all the factions all over again. This game is amazing in so many ways.. The depth of play, the complex strategy, the graphics and how nicely balanced the game is. Ive played almost all the deckbuilding games, and this game is at the top of my list.
虽然小众没什么人玩,但是官方态度还是可以的 在一众“只要中国玩家够多,我就考虑加中文”的开发者当中,算是独具慧眼,瞄准了中国玩家,更新简中哈哈哈哈哈哈哈哈,有眼光哦。 简单评价一下吧,虽然对比其他卡牌游戏画风不讨喜,但是个人觉得比其他卡牌游戏阵营多角色多算是一个与众不同的特点了。 爬塔类游戏虽然好玩,但是我自己是通关了之后就会容易疲倦,所以角色多的好处是,对我来说游戏更耐玩了。还有就是,其他游戏都是你打怪,DFA是你也可以是怪。就是他没有固定的敌人,而是不同阵营互打,你选了阵营A,那么你的敌人就有可能是BCDE,你选了B,那你的敌人就可能是ACDE。这样的好处是,如果你不擅长对付B,那么你可以通过玩B阵营更了解他,反过来就更会对付他,这也是和一众知名卡牌游戏不太一样的点。 所以,要是卡牌里面的热门都玩腻了的话可以试试,玩法和体验都挺新鲜,体验还是挺不一的
希望优化可以再好一点
因为手残玩不来动作游戏,转战卡牌游戏觉得自己还有些脑残,直到玩了DFA我又重拾自信了(居然通关了谁敢信!) 希望这样简单好玩易上手的游戏多多益善好吗,玩起来不卡手也不憋屈✌️
感觉Aegis阵营用起来倒是挺好用的,但是作为敌对方就不是很好对付了,有没有什么好一点的技巧,可以讨论一下
死亡打击宝石就是最牛的!管你多少血都爷死!给高血的单位带上这个宝石我就没怕过谁,我要打10个!!!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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