
Everwarder is a refreshing take on the tower defense genre, blending roguelite mechanics with a time-based survival concept. Fight against the encroaching darkness and fend off emerging enemies. Collect artifacts, buy upgrades, discover ancient structures, unlock new units and more!
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About

In Everwarder there's you, and a procedurally-generated world covered in darkness. Touch it - and it will spawn a creature that will try to destroy your most precious thing – a crystal with your friend trapped inside.
Every run starts with your crystal and a supply of energy. Then it's up to you how to fight the darkness. Do you steadily expand, clearing the darkness, harvesting its energy, and carefully deploying defenders to deal with whatever emerges from the dark? Or do you play it fast and loose, striking out to locate ancient structures and powerful artifacts hidden within?
Failure is just another word for learning. With every run you gather minerals and unlock new options on the upgrade tree, allowing you to become stronger and last longer against the darkness. After all, time is not on your side: Enemies grow stronger as the seconds tick on - but so do you, gathering new resources, boosts, and upgrading your defenders to last just a bit longer.
Every run is randomly generated, with its own set of challenges and twists that will keep you on your toes. Every upgrade tweaks the experience, creating various synergies. So even if you struggle to keep up with the pressure, there’s always a way to turn the tides of the battle!
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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, Simplified Chinese, Ukrainian
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
Hmm.. The more I play, the less I enjoy the game. Con: - Unlocking permanent upgrades is more grind than a MMORPG. - 90% of my runs are lost because I didn't get lucky enough of artifacts. The boss has way too much HP. - Winning a run doesn't seem to mean anything. At least I am not getting more currencies to afford upgrades. Pro: - It's a unique design, so hopefully the gameplay feeling will get better over time. Edit: - the dev responds to people's questions. And the answers are helpful!
While this is not a bad game, I can't recommend it. It's a massive grind. There is only 3 levels that you need to replay over and over to get materials in order to upgrade your meta-progression to become stronger and you essentially just need to play the same levels over and over to level yourself up until you can beat the harder levels. I do admit that the game's graphics and visuals are stunning and the gameplay loop itself is quite interesting. I especially like how getting an artifact is dependent on the unit's gems. But after a few hours it just becomes repetitive. I think it says a lot that only 7% of all players have the achievement to "play 10 games"
This game is an absolute chore to play, and at no point was I having fun. Less than 40% of players currently have the achievement for completing a single run, because doing so is a tedious slog without enough information to be able to battle against the haphazard randomness and dull design. I am disappointed to have spent 2 hours playing this game, as I feel that was time wasted. But at least I'm one of the <40% to have actually beaten the first level. Uninstalled, hidden, and at some point I might see this in my hidden games and remove it from my library so that I never accidentally play it again.
问题有点大的塔防游戏,也可能是我没有玩明白 目前我玩下来最优策略是:找到一个半价事件,半价点出一个塔的3+4级(出门的弓箭塔34级只要3+7.5=10个红钱,怎么都摸得出来的),然后最快速度开boss,用4级塔的变态数值秒掉15分钟前boss,这把直接爽爽拿下。局内所有遗物所有货币都围绕这个4级塔玩,5分钟没有半价事件直接下一把。体验问题出在哪里? . 1.怪海环境!游戏打个10分钟满世界都是怪,这没问题塔防游戏可以这么做。但是,但是!这游戏有个非常逆天的属性克制关系,难度5前还好,难度5后逆克制伤害为0。这有什么问题,我只能带3个塔,那必然是有对单有对群,对单处理boss对群处理小怪没问题吧。好嘛现在克制的怪海一来,你的主C直接报废,拉满的所有遗物都是0。而逆天的经济系统、随时间变强的怪物数值、遗物只能给单塔的设计,又告诉你不可能同时养满3个对群炮塔,怎么办,只能是在低级群伤炮塔还能处理小怪的时间点,用点伤速杀boss。 . 2.局外成长占比很大,全点满带来的提升包括大量攻击攻速暴击,大量初始货币,以及各种紫色彩色局内遗物解锁。导致你不点满和点满是两个游戏。(你能出门2级群伤塔开和每种1费塔放1个,是完全不同的前期压力)但刷货币过程又十分痛苦——3个图4种货币,每个图都有一个货币是不产的,刷起来体验巨差 . 3.防御塔不点满升不了满级,导致解锁新塔究极折磨,新塔不点满连上场去练都不配,搭配前面刷货币的问题体验极差。但防御塔还必须都得练,每个防御塔每级0.5%全局伤害加成,八个塔每个10级就是40%伤害,这里又是非常变态的局外成长 . 4.再次吐槽防御塔升级机制,过高的升级收益加上半价升级事件,以及各种回血敌人+受伤后xxx的敌人,导致最该在塔防游戏里出现的多塔配合成为空谈。最优解我认为就是爆遗物数量+高等级单塔,这是很病态的,开局拍3个塔在场上然后升满就游戏结束绝对不是“塔防”游戏该有的 . 5.路线规划机制做的很好,众所周知塔防游戏里守单线永远优于守多线。不知道是否是新手教程我忽略了,把挖矿水晶连成一条线规划怪物路径是游戏重中之重。但可惜,只有基地旁边可以摆塔、游戏最优解为高级少塔、以及各种无视路径直接冲家的敌人毁了这个好设计。现在规划路径的意义只在于把怪控成一条线让带穿刺的子弹好打输出了,十分可惜 . 不知道后面还有没有更新了,希望上述问题都能解决吧,游戏现在不配称为塔防游戏,更像是3职业rpg刷宝,在至少解决一个负面体验前先差评鼓励
Its a fun experiment in the genre, but the restricted build space, restricted resources and restricted pathing leads to a feeling that you have very few real options with how to play. I think I had my moneys worth, but I would say it doesn't satisfy my tower defense desire, its more of its own type of game. So take that into consideration.
The rarest three achievements are brutally grindy. Also that one where you have to hit 10 supercrits in a row. That achievement really had me using a calculator. I found that having 100% crit chance and 50% supercrit chance will require 1024 hits to yield that achievement. That's doable. The problem with how RNG the game is, getting enough astral halos on a unit is easier said than done. So yeah, 50% crit chance and 25% supercrit chance just won't cut it - that gets you 1 in a billion chance. You'll definitely need 100% crit and at LEAST 40% supercrit (1 in 9.5k chance for 10 supercrits in a row) preferably on a fast-firing and penetrative and homing unit (like sharder). You can't play on chaos because you can't just use a single unit type to kill all mobs, and difficulty 4 isn't really big enough to get you enough astral halos for meaningful supercrit increase. And yeah, what's up with that Sharder evolution that has homing shots? It doesn't say anywhere that it gets homing shots like it does with Splasher, when you pick the evolution that gets '1 extra penetration' but game (un)conveniently hides the overpowered fact shots becoming homing, like with splasher. If I knew this sooner I'd switch off of boomeranger way sooner. Oh and what's with the super rare artifacts like celestial crown, reaper and chaos mark? I have 100+ hours in the game and I've NEVER seen them even once. Do they even exist?? Yeah, I have them enabled. And don't even get me started on placing crystals, bro. Sometimes you can place them 9 spots far and sometimes only 8. For reasons? Also, not complaining it's possible to make a great killmaze by moving around an already connected 7-long from base to the first power relay. You can keep that in game. I won't tell anyone, promise. Anyway, game is ok. Thumbs up.
英語?ぜんぜん分からない、俺たちは雰囲気でEverwardeをやっている TDで採掘しつつ、襲ってくる敵をユニットで撃退するゲームだと思いますたぶん ときどきブロックからユニットをアップグレードできるトークンが出たり メタプログレッションでタワー性能、ユニット性能を永続強化できたりするっぽいです 丁寧なチュートリアルがあるので、CriticalとかRangeとか読めればたぶん何とかなります 自機でもツンツンして採掘できるんで、妙な中毒性があってヤメ時が見つからない気がします、知らんけど
Good. Juicy, Simple, Addictive. If you like tower defense and rogue likes -> give it a try.
《永恒守望》是一款结合了肉鸽lite元素的塔防游戏,在这款游戏里,玩家需要操控一颗小球在黑暗中放置水晶不断对抗四面八方袭来的敌人。不断连接周围的信标,照亮通往下一关的道路。并且玩家还需要注意不要让地方破坏自家的水晶装置,通过招募士兵并努力强化他们做好防御。如果己方水晶全部被破坏生命值就会归零,提前game over。 游戏中主要有两种能量源,一种是暗能量用于建造水晶提升基地生命值,而另一种光能量可以招募士兵,这两种能量分开结算。暗能量通过水晶自动获取,光能两需要玩家不断击败袭来的敌人获取。在游戏初期,玩家可获取资源的范围十分有限,因为周围尽是黑暗,需要玩家合理调配资源招募士兵在保护水晶的同事,还要不断探索未知的黑暗区域,在地图上出现的信标可以通过水晶与基地连接,连通后就会照亮已经探索的黑暗区域,使得获取资源的范围进一步扩大。但是士兵只能在基地周围进行部署,有点类似于只能守家的《红色警戒》美国大兵。 游戏中的士兵分为三种,分别以红蓝紫三色区分,红色物理伤害,蓝色魔法伤害,紫色可以破盾伤害。并且游戏还存在属性相克的设定,所以具体面对什么样的敌人出什么样的兵种需要玩家不断切换选择。当然作为一款肉鸽游戏,局内局外养成必不可少,所以虽然具体玩法是塔防,但是游戏的核心玩法还是一款肉鸽,只不过画面更加简单,没有特别绚丽的战斗画面。通过不断的构筑,可以让游戏有更多的通关方法。 总之这是一款难度中等偏上的类塔防肉鸽游戏,不仅需要玩家熟记属性相克的原理,还要合理把控资源分配,在一局游戏中需要完成建造,探索,招募等诸多工作,新手玩家玩起来会有手忙脚乱的感觉,但是游戏的整体设计玩法还是蛮有意思的,而且游戏内的数值也做得很平衡,不会让玩家一开始就感觉游戏十分困难,推荐新手玩家勇于尝试。 [quote]欢迎关注[url=https://store.steampowered.com/curator/45214439/]轻游社[/url],以轻松认真的态度,对待每一款游戏 [/quote]
Giving up on this because the controls are awful.
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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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