
A rogue-like deck-building experience coupled with table top battles. Choose a hero and allegiance then dive deep into the dungeon, evolving your deck for survival. Each choice you make matters, even in between battles!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Traditional Chinese, German, Portuguese - Brazil, Russian, Italian, Spanish - Spain, Polish, Japanese, Korean, French +1 more
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
게임 룰이 이게 맞는지 당황스러울 정도로 복잡하고 매력이 없음
[h1] 啊?卡牌游戏也能当战旗玩? [/h1] 《魔域地牢》是一款非常有创意的战棋类玩法的卡牌Rogue游戏,游戏的内容和卡牌流派种类都还不错,加入的Rogue玩法也让游戏对决更刺激,注意核心法术与兵种的搭配是重中之重。每局游戏由三层组成,从低到高怪的强度与血量越高,而考验玩家的理解深度和排兵布阵的策略也逐渐增强,只要能研究一番,玩家总会体验到自己的成长。 [h2]非常有趣的游戏体验 [/h2] 游戏共有三个职业“战士”“法师”“潜行者”,而团队(也就是卡牌)也分为三类“海尔姆守卫”“卡利姆之手”“北境部落”,还有途中事件加入手牌的其他部队,两者可以随意组合,不同的流派玩法和成型难度也都不同。 游戏的卡牌部分在于每轮抽到的卡牌数和法力限制下如何出牌的考量,更为关键的是战旗玩法,在游戏关卡的格子里,如何排兵布阵,将每个单位的攻击数攻击范围和行动次数结合起来考虑,把每一局的伤害打出最大值。其中新手职业战士的玩法简单粗暴,可远程也可以近战,不过很多法术对BOSS级别是无效的,所以近战还是有很大风险的,而且被逼入角落也就是死路一条。最为保险的是利用“海姆尔招募者”将对人逼到角落,如果此时敌方首领被我方单位包围,那么它就会没有位置召唤自己的部队,活活被耗死,不过这招对大型单位无效,而BOSS基本都是大型单位,所以还是要靠强力攻击数值的单位取胜。 游戏里多种卡牌的存在。其中宝藏卡可以打出,可以在每一层结束换金币,也可以用在铁匠铺升级卡牌,不过获得数量相对较少;金币用于局外成长解锁新部队新兵种;武器,就是玩家操控的英雄领主所装备的武器,每个英雄只能同时装备一把武器,每种武器都有攻击力、攻击范围和特殊状态,需要根据自己的玩法来适当装备武器;圣物,相当于带有被动能力的道具,比如死后复活恢复8滴血的初始圣物,还有加攻击力的圣物;天赋,英雄每升一级,可以随机抽取并选择一个天赋,建议选增加额外步数等提高生存率的天赋。 [h2] 难度稍有不平衡 [/h2] 游戏第二层的BOSS难度很大,数值强的同时,召唤的小怪也很强,最开始的几局玩家不准备好强力单位的话,很容易被慢慢困死,打过了这个BOSS基本上就能通关了。初始的战士角色,相对于其他两个角色来说强度是有些低的,版本最强是法师。 游戏没有撤回功能,有的时候一局里面安排错一个位置的单位,就会整盘皆输,所以要是有个可以撤回几部的功能会方便很多,虽然利用ALT+F4也能实现重新进入本局游戏的目的,但每一局的时长都比较长,这样搞还是很耗费时间的。 [h1] 总结 [/h1] 《魔域地牢》是一款非常有创意的战棋类玩法的卡牌Rogue游戏。游戏有一定难度,战旗的排兵布阵玩法要远远大于卡牌游戏的比重。游戏的画风独特,流派很多,但存在一些不平衡的情况,想用初始角色战士打出很爽的效果还是蛮有挑战的。游戏创意非常好,游戏内有多种方式提升自己的手牌,甚至可以自由的将卡牌就固定在一套几张的范围内,每回合可以跳过选牌也是一种人性化的设计,不过相对来说,局外成长非常有限,玩家不会感觉有明显的强度提升。非常推荐战旗类游戏爱好者和卡牌游戏玩家购入。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
cool
好玩
这游戏我是-60%的折扣入手的,比这个优惠还要低的才推荐入手,因为玩起来实在是一言难尽。 1、这次打牌不再是局外人,而是可以御驾亲征,在战场上和随从一起战斗。这个游戏开始玩觉得不错,多玩几把就觉得没什么乐趣了,随从就是累赘,上阵还得等下回合才能行动,等对面进攻一下子就被杀光,他们的作用就是个肉盾,玩亡语的效果不如直接攻击,玩先攻的卡又数值太低,还得叠起来,不然攻击对面像是挠痒痒,然后身板太脆又站不住,两头都难,不如靠升级英雄的技能,提升本人的数值直接上阵肉搏来的爽。 2、没有遗物改为提升角色等级来获取能力,升级和删除卡牌需要一种带有宝藏词条的卡牌,然后这些宝藏牌又算到卡组里面只会影响卡组的运转效率,就算有的卡数值还行,但是也打不出配合。商店卖的东西很单一,品质很差,还不如战利品,重点是商店不卖宝藏就很炸裂。然后删卡和升级的地方时随机刷出来的,有时候拿着一大堆没用的宝藏卡准备升级或删卡,结果一直遇不到,或者遇到了没有足够的宝藏卡,欢声笑语打出GG。 3、地牢探索是无聊的,奇怪的随机事件,有很大一部分还是需要你手里提供宝藏卡才能触发事件,比如直接传送到boss房间,开全图,删两张卡等等,结果没有宝藏卡变成摆设,太有探索的乐趣了。如果是伏击事件倒没有用宝藏卡消除的功能,有时候开局就踩到陷阱,直接暴毙,跟本打不过。 4、三个角色+三个阵营看似选择很多,但是后续不管你选择哪个角色开始,战后获得卡牌的卡池是共用的,除了不同角色因为职业问题,卡牌是不一样的,所以开始选阵营没啥用。通关获得的金币用于解锁新的随从,法术和宝藏,但是就算你不解锁,也有几率在打败敌人后获得,这也是一个意义不明的地方。 5、在地牢随机事件中可以通过给出一个宝藏获得一条钥匙,能让你第三章击败九头蛇后再打一个隐藏关,但是也没啥用,通过了也没啥特殊奖励,浪费时间。 通关思路:最喜欢的法师开局就选海尔姆卡组,就靠调用把法强升上去,用魔法飞弹直接攻击敌方英雄,后续能遇到加倍就拿,然后卡组就只要这3张卡,其他随从全部删掉,打起来就要苟一点往后跑,越大的地图我越喜欢,带个幻象反方向放,用法术打敌方英雄就行,他跑过来就和幻象换位置,享受遛狗的乐趣,千万不要近战,因为法师血少很容易暴毙,有屏障都不一定扛得住,除非天赋点了个伤害敌人增加屏障的天赋,到了大后期猛猛输出还能给屏障,无敌。其他卡牌可选屏障,魔法飞弹,狂野之鞭,增加输出,只要进攻起来,一切都会好起来的。
DungeonTop, developed and published by One Up Plus Entertainment, is an inventive fusion of roguelike deck-building mechanics and tactical board-based combat that successfully breathes new life into a familiar formula. Rather than simply relying on the conventions established by games like Slay the Spire or Monster Train, DungeonTop introduces a spatial layer of strategy that demands players think beyond card synergies and cost management. Every battle takes place on a grid-based field where placement, movement, and positioning are as crucial as the cards themselves. This subtle yet impactful shift transforms what could have been another deck-builder into a deeply engaging hybrid that rewards careful planning, adaptability, and foresight. From the first encounter to the last boss, each decision carries weight, and every victory feels hard-earned through both tactical acumen and clever deck construction. The premise is straightforward but engaging. You select a hero and an allegiance that defines your starting deck and playstyle, then descend into procedurally generated dungeons filled with enemies, events, shops, and treasures. As you progress, you collect gold, loot, and new cards that gradually shape your strategy. The interplay between deck-building and dungeon exploration gives a distinct rhythm to each run—choosing whether to risk another battle for rewards or retreat to safety can make all the difference. Unlike traditional card battlers where the focus remains on numerical efficiency, DungeonTop’s grid battles force you to consider terrain, attack ranges, movement paths, and the spatial relationship between allies and foes. Summoned units, weapons, and spells must be deployed with precision, as careless placement can lead to catastrophic losses. This board-based dimension infuses each encounter with the tension and thoughtfulness of a miniature strategy game, making every round a dynamic puzzle rather than a static duel of card values. The deck-building layer itself is rich and flexible, allowing for diverse builds that evolve organically as you progress. Each hero and allegiance offers different strategic possibilities: warriors might focus on brute strength and durable units, while mages rely on intricate spell chains and positioning. The game encourages experimentation through loot drops and level-up choices, letting you upgrade or remove cards to refine your playstyle. Over time, you can unlock additional heroes and card pools, adding variety and replayability. The result is a system that feels both deliberate and unpredictable—no two runs are ever quite the same, and adapting to the random assortment of cards and relics you find becomes a key part of the thrill. DungeonTop rewards creative problem-solving, and the balance between long-term planning and moment-to-moment adaptation ensures the gameplay never stagnates. Visually, DungeonTop adopts a stylized comic-book aesthetic with bold outlines, exaggerated character art, and a grim yet vibrant fantasy atmosphere. The presentation is simple but effective, maintaining clarity during battles while conveying a strong sense of identity. Its hand-drawn art style pairs well with the game’s tabletop-inspired mechanics, and the sound design reinforces the dungeon-crawling mood with ambient tracks and satisfying combat effects. Though not graphically ambitious, the visual clarity serves the gameplay well, ensuring that strategic information is always easy to parse. The overall tone evokes the feeling of an old-school dungeon adventure interpreted through the lens of a card game, which helps it stand apart from the more clinical, interface-heavy designs of many of its contemporaries. Despite its many strengths, DungeonTop is not without its rough edges. The roguelike structure means that defeat sends you back to the start, with only small unlocks carrying over. This can make early runs feel punishing, especially before you fully understand how to build efficient decks or position effectively on the grid. The learning curve is steep, and the brief tutorial does little to guide newcomers through the game’s subtleties. Additionally, while the art direction is appealing, the overall presentation and animations lack the polish seen in higher-budget titles. The interface can feel utilitarian at times, and certain visual effects appear dated. There is also a limited variety of enemies and environmental backdrops compared to larger-scale deck-builders, which may leave some players wanting more visual and mechanical diversity after extended play. Nevertheless, what DungeonTop lacks in flash it compensates for with substance. The satisfaction of overcoming its tactical challenges, the thrill of assembling a synergistic deck, and the tension of each decision make it a game that consistently rewards thoughtful play. The developers at One Up Plus Entertainment clearly understood that the fusion of tactical grid combat and card-based progression could yield a uniquely engaging experience, and they executed it with a balance of accessibility and depth. Each run becomes a test of both strategic foresight and tactical improvisation, blending the cerebral satisfaction of a card game with the spatial drama of a board battle. Ultimately, DungeonTop stands as one of the more original takes on the deck-building genre in recent years. It captures the addictive loop of roguelike progression while adding a tactical complexity that demands more than quick reflexes or rote memorization. Its modest presentation belies a deeply rewarding system that challenges players to think several steps ahead, to balance risk and reward, and to experiment with countless approaches to victory. For fans of strategic card games who crave a twist on the formula, DungeonTop delivers an experience that is challenging, inventive, and surprisingly rich in nuance. It may not have the scale or production values of its better-known peers, but in design and spirit, it carves out a distinctive niche—one where every move, card, and choice carries the potential to define your fate in the depths below. Rating: 8/10
Had a good experience with the game, it's very nice and doesn't go too deep letting it be enjoyable.
Идея вроде прикольная но играть не интересно, да это не объективно.
A good crossover of roguelike and deckbuilding.
算是一款好玩的爬塔遊戲 棋盤加卡牌組合的不錯 缺點是關卡的怪是固定的 連王也是 破過兩輪後重負性就會太高 但還算不錯的小品
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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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