
Bleed the world back to life in a series of tactical, turn-based bloodbaths! Lead your STILLAE, elite warriors in the fight to save a dying world from the forces of STASIS. Slay foes, kick them back on the timeline, and trigger chain events where elegance and blood flow as one.
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About
From the Sanguis of the Mater, the Stillae are born. Elite warriors who bare the last of their divinity's hope, you will lead them in a battle to save a dying world. Fight in tactical combat against the forces of Stasis and restore the flow of life!
Plan your next moves with dynamic turn-based combat, strategically triggering epic chains of events across the battlefield:
Use Timeline Effects to speed up, delay or swap time position to impact turn order and outsmart your enemies.
Play with your surroundings that can explode, ignite enemies, or block sight... changing the outcome of the battles.
Leverage spatial effects like knock-backs, forced facings, flanking bonuses, and damage-over-time to dominate every encounter.
Unlock a vast arsenal of abilities, each offering powerful synergies and deep build customization.
Choose your own path and difficulty as you progress through the map.
Take on high-risk, high-reward missions, head straight for boss encounters, or slow down to gather resources to increase your chance of success.
All missions contribute to gradual progress and reflect the type of experience you decide.
With each return, each playthrough, you carve new strength from failure and victory alike, unlocking forgotten powers and braving ever darker depths, where your greatest enemies await.
The further away you venture toward the outer rim of the map, the harder the standard Missions become.
Regain memories and customize your Stillae for the next round by changing their loadouts and names.
In a world drained by the Purge, blood is defiance. Each drop of it paints the world in reds and blacks, as a reminder that life fights back. This is not just violence, it's a vivid rebellion in a pale, colorless world against those who would see it in Stasis forever.
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Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I'll be honest it's pretty disappointing... I'll compare it to Othercide cuz it's what is the closest to me in spirit. As of now it looks like this is not even half of what Othercide was. No story, no codex, no lore. Just a settings menu that makes the game lag whenever you move anything. A tutorial with boxes that get out of the screen (really now?). Three base classes that are very unbalanced from the very start. You get difficulty levels as the only thing really changing the game. And all it does is turn enemies into HP sponges, give them more damage, more movement.. etc. Bestiary is pretty much non-existent and sure there are bosses but we have... 3, and they're not even hard really. It's a "roguelike" in the sense that you have a permanent upgrade tree but looking at it I'm not convinced. Sure it might enhance stats and unlock new abilities but all it does is build on the shaky gameplay loop and effectively it's not very satisfying... Even with the increase in "memories" you get to have longer run but it's essentially very short and on top of the very lacking content... it's very easy to get bored Sure, enemies do get new skills as you go but... It's not a challenge whatsoever. It's sad to say after I 100% Othercide at the time... but I don't understand what happened for this to have taken 6 years since Othercide and yet it seems like nothing was learned, we even took a huge step back in the end. At least the game is pretty I guess, though it does ask a lot out of the GPU and FPS drops quite often
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Languages: English*, French, Spanish - Spain, German, Russian, Simplified Chinese, Ukrainian, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
At this time I would recommend against trying Sanguis. Part of me really doesn't want to, as I know how much momentum is lost for a game when the average review rating falls below a certain threshold, but at the same time I feel like in this particular case it's also just the risk of launching into Early Access. A lot of the gripes I have with the title could have been easily avoided with a bit more playtesting. My main problem with Sanguis is not that I think the concept doesn't work; it's a perfectly fine if not slightly mundane roguelite following the formula of Slay the Spire. It's a fair bit more restrained than most roguelites which I personally appreciate; it feels more deliberate as a result. At heart Sanguis is a deckbuilder played out as a turn-based battler with small arenas. Battles are designed to be snappy first and foremost. This fits the pacing of the game and seems deliberate. Some of the involved mechanics play into this neatly, being expressive yet easy to understand (environmental hazards, enemy behavior), while others feel a bit out of place (mostly related to the deckbuilding aspect). The game's center piece is the "timeline": actions are either instant and performed this turn, or they are placed onto the timeline. This timeline then resolves incrementally. This may be a hot take, but I think almost nothing interesting is done with this mechanic, and the most notable pathological effects arise from its existence. It hardly ever allows for unique combinatorial effects while enabling an effect called "turn delay": moving turns of creatures or players up the ladder. Sanguis has no rounds, so actions can be infinitely moved up this ladder and effectively starved forever. This is a horrendous effect to play into, and at least one creature repeatedly applies this effect to your characters, effectively disabling you from playing the game (potentially indefinitely under theoretical conditions). My second main gripe is that the game's pacing feels inconsistent. Enemies' turns are fairly fast, but the game will throw many of them at you. In the bad cases the game is reduced to you watching more than a minute of random animations play out before you get to do anything, making the game feel unresponsive and slow. In the worst cases your turns get starved for so long you're forced to watch actual minutes worth of pointless actions unfold until eventually you get forcefully acquainted with the game-over screen. Then there is a while range of "this needs work" minor gripes I won't go into here for the sake of brevity. It culminates into me leaving with the feeling that this game needs a lot of work. Not because there is no content or whatever is there doesn't technically work, but rather because it feels like it just wasn't properly tested before being released to the public. For now I recommend to sit this one out.
Смотрел на картинки превью, в голове проносится знакомая цветовая палитра Тыкаешь на разработчика, ага, все сходится прошлая игра серии выглядит точно так же. В нее я не доиграл, т.к задушился от гринда и душного игрового цикла (хотя сразу он показался увлекательным) Данную игру я приобрел и сразу поставил таймер, что бы не пропустить возможность возврата. А контекст я написал, о некоем предвзятом отношении, может я ретард и не понял и все такое, выбор то за тобой. И так, что я успел увидеть за 15 минут и чего мне хватило, для понимания, что эта игра, точно так же рискует скатится в проходняк ниже среднего. -Та же затравка. Матерь сущность, от которой отваливаются 3 поменьше. Чет там конец света и только стильные девахи могут разобраться. Аналогично прошлой игре (АПИ) - Три типа девочек. Дальняя, ближняя и неожиданно не танк, а чет типо кастера? Хотя здесь просто более "хитро" вшиты способности аля, ваша ближняя деваха, может делать и то и это. Пусть будет переосмысление старого. - Визуал точная копия прошлой игры. Никакой свежести, красно серое, индивидуально, нравится тебе ок, не нравится тоже ок. (АПИ) - Кисельные анимации - на месте, ускорить нельзя, за обучение успел 5 раз посмотреть, как деваха боевую руку винтовку, раскладывает в боевую позицию. Точно так же как в прошлой игре. - Имена нарицательные, собственные и тд, вся эта шиза здесь же. Интерфейс все так же засрат, никакой разницы нет. Бегущая строка, которая не бежит, в которой навалено буквально все (да-да, я понимаю что написано в столбик, это шутка типо) информативно? Пожалуй, да. Выглядит ли это опрятно? Нет, мне подобное не нравится, от слова совсем. Хочется некоего стандарта, базы. Типо смотрю сюда, выясняю дальность и тд. А не если абилка милишная, то там было написано плщ с урн на 20. - Есть позиционные приколы, по типу толкни, ударь в задницу или толкни на ловушку. Не вспомню было ли в прошлой (толкать да, предметы окружения хз). С учетом текста ниже, ок, сойдет. - Избавились от чепухи, со стоимостью хп за способности. Как я уловил (напоминаю играл мало) компенсировано общей жирностью врага и другими цифрами. Теперь условно ты лечишь своих, а не сверх быстро ломаешь лица, в надежде это самое хп не потратить. "Сердцевина" что этой, что прошлой игры, во всякой отложенности. Нажимаешь кнопку - отложенное действие или реакцию на действие врага. Ну и потанцевально это должно выйти в красивую комбинацию. В прошлой части это все скатилось в сетапе (имеется в виду по использованию, кнопок было больше, но смысла их клацать меньше) выстрели если приблизится или пройдет мимо, и добавь урона к урону сверху. - Чет там по рогалику, случайным атрибутам и прочим. Нудятина полная. Побегал по локе, шанс на более быстрое перемещение. На бумаге занятно, на деле meh. Цифры циферные. Уникального (напоминаю играл я очень мало) не обнаружено. И того, лично я рекомендую ТВЕРДЫЙ СКИП ПРОПУСК МИМО. Игра ОЧЕНЬ МАЛО ЧЕМ отличается от прошлого продукта, а прошлый не то что бы хороший. Потом, позже, посмотреть че допилится после раннего доступа. Пока что, не вижу никаких причин зависать здесь.
I might have overstayed in the main menu vibing with the music and these three warriors ! There are already tons of good things for an Early Access game so I'm sending my support to the devs I'm really curious to know more about their plans in details !
和前作《彼岸花》一样,依然是走格子战旗肉鸽、红黑白三色、行动条系统,唯一的区别就是玩家阵营为红黑配色。 原本没给差评,但打完了EA版的三个BOSS之后,我改了主意。 [h1] 究其根本,就是游戏的数值设计TM的非常不合理![/h1] 神TM的 难度1 [b]敌人血量翻倍 ! [/b] 难度2 [b]敌人攻击翻倍! [/b] 局内任务,相比低难度,高难度[b]敌人血量翻倍 [/b] 。 制作组,谁TM教你们这么数值膨胀的? 相比之下,玩家阵营的局内提升只是蚊子腿,而且技能选择还是随机,重投次数也非常少,很难凑到需要的技能。 于是你就会见到,稍微打个难度1的高难度任务,局内十几个快200血的大哥把我方团团围住,每次攻击动辄30伤害,延时技能伤害更高。 一些负责给各种恶心DEBUFF的小怪也有50多血,秒不掉就只能顶着各种反应技能硬打。 而我们这边呢?只有可怜的三个100血左右的小菜鸡,每只每轮能有个50点的输出,就这还是强化之后的。 没有沙漏技能给的100%加速,根本没法打,即使有这个加速,打起来依然非常憋屈且无聊。 那么能不打高难度吗? 不行! 高难度任务给的[b] 局内资源翻倍! [/b] 而打BOSS需要攒局内资源,第三个BOSS需要整整800,最高难度也给就140不到,即使全最高难度,也得避开所有消耗资源的支线才堪堪凑够。 那么能不打难度1,从难度0开始吗? 不行! 难度1给的全局成长资源也TM[b] 翻倍![/b] 制作组是只会[b] 翻倍[/b] 吗? [h1] 翻你妈的倍![/h1] 喜欢我的小怪单体推条30,然后三五成群吗? 喜欢我的满地延时AOE看不清谁是谁,挨一下50血起步吗? 喜欢我的定身加瞬移,然后架狙两枪秒吗? 喜欢我的BOSS行动间隔25,每次单体推条30吗? 金钱诚可贵,赤石要谨慎啊!!!我是超时没法退了,看制作组以后更新吧。 顺带一提,优化也很烂,相比前作,画面没什么提升,只有显卡和CPU的风扇声音变大了。
Ex Sanguis is a mix bag compare to their previous titles. You basically drop in to battle after the tutorial and picking which Battle you want to fight, there basically two type, one is focus on killing 1 unit (tough) or multiple units, afterward you are rewarded with common- legend skill for each characters (Roguelike). You are not advice to battle every single units, or you will be overun by the enemies as they spawn. There three boss battle in the early access, which is quite normal difficulty. However in term of story telling.. its bad, there not much to be honest. You can modify the difficulty to earn extra item to level up the skill tree which grant more stat/ new skill. First Hour Walkthrough YouTube Video: https://youtu.be/Skigky3heN0 Gameplay: Good Graphics: Very Good Music: Very Good Story: Fair PC Requirements: Normal
I was hoping for more but... ...this just seems like Othercide remixed. I love Othercide, it's great but I don't feel a strong need to own another version of the same game. Yes, there are differences but so many of the underlying systems and concepts in this game are the same that it doesn't feel like it's worth owning at this point. I'll give it another chance on final release but I'm not going to put anymore time into the EA version at this point.
[DE] Ex Sanguis ist für mich eine Art Othercide 2, der Art-Style gefällt mir, das Gameplay finde ich super, und es läuft bei mir super stabil was die Performance betrifft und während ich die mini Review schreibe, habe ich vom Entwickler eine Antwort auf mein Feedback bekommen und das zeigt mir, das den Entwickler, ihr Aktuelles Spiel wichtig ist. Zuletzt wird jedem der Rundenbasierte Spiele liebt, mit Ex Sanguis seinen Spass haben. Ansonsten würde ich es super finden, wenn für Othercide ein Patch erscheinen würde, der eventuelle Game Breaker Bugs fixen würde. [EN] To me, Ex Sanguis is kind of like Othercide 2—I like the art style, I think the gameplay is great, and it runs really smoothly for me performance-wise. While I was writing this mini-review, I received a response from the developer to my feedback, which shows me that they care about their current game. Ultimately, anyone who loves turn-based games will have a blast with Ex Sanguis. Otherwise, I’d love to see a patch released for Othercide that fixes any game-breaking bugs. *English Translator used
Ex Sanguis is something of a spiritual successor to Othercide which is, hopefully, still in the very early stages of development. As such, frankly, if you have not played Othercide, YOU SHOULD PLAY THAT FIRST. Othercide was a completed game, and, in my opinion, a piece of art. Ex Sanguis is an iteration on that model. They are trying to fix a few things, such as removing some of the more degenerate combinations, while adding new content and making sure it doesn't feel like the same game too much. And, honestly, I think they are "cooking". The abilities after each level up make for a very rogue like feel. The very quick turn over of "runs" (memories) makes it very quick to try something new, rather than dragging on. The new hero roles fit nicely into each other. Frankly, one of my biggest complaints is that the game is a bit too easy, and by that I mean not punishing enough. Othercide combat was all about meticulously planning out what the enemy was going to do and then perfectly countering that without getting hit. In Ex Sanguis, damage isn't permanent, and you can see what move an enemy plans to use next turn. Frankly, this makes the game more accessible for people, I suspect, and from everyone I've heard who played Othercide that's a good thing. So what I dislike is GOOD for everyone else. Now, my last tidbit at the end. I am leaving a positive review as in CONTEXT. I do NOT reccomend this to someone who hasn't played Othercide and isn't gnawing at the bit. The Story telling isn't there yet. The epic boss music that sent chills down my spine from Othercide isn't there yet. The enemy variety and models isn't there yet. Heck, as others have pointed out, the interface isn't even all there yet. This is a VERY early access version of the game which I am having a blast playing, but it IS NOT (hopefully) representative of the final product. I am hoping that as time goes on, they are able to evolve the game into a work of art like Othercide was.
Very similar to Othercide: it's a turn-based tactics game where actions take place on a timeline, all your attacks always hit, and you have all the information to figure out how enemies will move, so it becomes a "damage Tetris" puzzle of positioning and doing the right attacks in the right order. Unlike Othercide, your characters heal up between each battle, but runs tend to be much shorter. Every battle has a selectable difficulty, where the easiest setting gives the least rewards and feels much easier than Othercide. A bit bare-bones in Early Access, but fully functional. Great art style and animations, enjoyable gameplay.
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