
Gold and Graves is a roguelike extraction game where you bribe enemies to recruit them as allies, escape the dungeon, and bring back cards, relics, and mercenaries to your village to accumulate resources. Strengthen your deck and forces with the resources you gather and challenge deeper dungeons.
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You no longer need to simply defeat your enemies!
Offer them gold and turn them to your side.
Wear down their health to break their fighting spirit, and eventually they’ll have no choice but to accept your offer!
Remember!
Your strategy can lead your entire team to victory—or total defeat.
You can order your mercenaries whom to attack and where to move.
Under your command, your mercenaries will wipe out the enemy forces.
Surviving the battle alone is not enough.
Manage your remaining gold wisely to earn more interest, and strengthen your deck and team even further.
The stronger your combinations of cards, relics, and mercenaries, the smoother your future expeditions will become.
You no longer need to Slay the Dungeon — Escape the Dungeon instead!
Preserve the mercenaries you’ve recruited, along with the cards and relics you’ve collected, and expand your resources even further.
This will help you prepare more thoroughly for your next dungeon run.
However, anything lost inside the dungeon cannot be recovered.
Choose the right moment to escape carefully.
Don’t test the dungeon’s patience.
The longer you stay, the higher the danger level grows—and the stronger the monsters you’ll face.
Choose your path carefully to avoid raising the danger level too much.
And escape before it’s too late!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Simplified Chinese, Korean*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
1:卡牌数值极其抠搜,基本都是垃圾牌,而且绝大多数都是1次性的。 2:路途中有很多陷阱,给你一个垃圾道具,你点了才发现把你辛苦很多局升到6级的宝宝给换走了…… 3:升天2难度最终boss,能一招把我叠了17层无敌的英雄秒了,于是我十多个小时辛苦收集的全部卡牌,遗物和宠物全没了……作者去死吧,♥♥♥♥ you~!!!
游戏制作者Yoon,你好: 我需要你的帮助! 我已游玩《黄金与坟墓》200+小时,已过 升天4。 我在最近一次对战中,使用装备最精良的一套新构筑在升天2难度进行测试,却疑似因为鼠标故障问题(或许是双击了开始对局/结束回合键?),直接跳过了第一回合,导致被隐形怪秒杀,存档破产了。 我有一个请求和两个建议: 1.请帮我想想办法,把我的游戏装备和卡牌还给我。其实我曾经就经历过一次游戏的灾后重建,但那是普通难度下的事了。现在损失大到这种程度,我的156个银币已是杯水车薪,靠常规方法已经难以恢复,如果可以的话,它们位于我游戏中的3号装备组和3号卡组中。 2.建议加入商店功能,让玩家可以卖出装备和卡牌,以换取银币。 3.关于 开始对局/结束回合 功能,或许可将这两个功能的按键分开,以避免误触连击,比如:进入对战界面后,将“开始对局键”置于屏幕正中靠下的位置,角色和随从摆放完成后点击此键,此键消失,对局正式开始;原来的双功能键变为“结束回合(单功能)键”,保持原位。 《黄金与坟墓》毋庸置疑是一款机制独特、内容丰富、玩法优秀、惩罚严厉却也让人沉迷的卡牌战斗游戏,以我的游戏进度为证。我真的不想以如此遗憾的方式结束征途,如果你可以帮我还原装备与卡牌,我愿购买并赠送5份游戏作为微薄的感谢。 本想彻底通关后给出推荐的,但无论终点是黄金还是坟墓,我很享受这200个小时的旅途中反复优化设计、不断精进、用构思挑战难关的过程。
Gold and Graves, developed and published by Yoon, is a smartly designed indie strategy game that blends roguelike structure, deckbuilding mechanics, and turn-based tactical combat into a cohesive and distinctive experience. While it borrows familiar elements from several well-known genres, it sets itself apart through a clever central idea: enemies are not just obstacles to be eliminated, but potential assets to be recruited. This single design choice reshapes how players approach combat, risk, and progression, giving the game a personality that feels thoughtful rather than derivative. At the core of the experience is a dungeon-crawling loop built around grid-based, turn-based battles. Each encounter plays out on a clear tactical board where positioning, turn order, and ability timing matter greatly. Instead of simply attacking until enemies fall, players are encouraged to weaken foes strategically and then use gold to bribe them into joining their side. Once recruited, these former enemies become controllable units with their own abilities, strengths, and weaknesses. This creates a constant tension between spending gold as a resource and preserving it for future growth, as every bribe is both an investment and a risk. Deckbuilding adds another important layer to this system. Cards represent actions, abilities, and tactical options, and the composition of your deck directly affects how battles unfold. New cards and relics are earned during dungeon runs and can be carried forward between attempts, gradually expanding the range of strategies available. Synergies between cards, recruited mercenaries, and relic effects form the heart of the game’s long-term appeal, rewarding experimentation and careful planning. Runs rarely feel identical, as even small changes in deck composition or ally selection can significantly alter how encounters play out. One of the most compelling aspects of Gold and Graves is its approach to progression and risk management. Rather than forcing players to push a run to its absolute limit, the game allows you to retreat voluntarily from the dungeon. Escaping successfully lets you bring back collected resources, allies, and upgrades to strengthen future attempts. This extraction-based structure introduces meaningful decision-making: pushing deeper promises greater rewards but also increases danger, while retreating early may feel safer but less efficient. Knowing when to leave becomes just as important as knowing how to fight. As time passes during a run, the dungeon grows increasingly hostile. A rising danger level introduces tougher enemies and more punishing encounters, discouraging players from stalling or farming indefinitely. This system keeps momentum high and ensures that every decision carries weight. The balance between greed and caution is a constant presence, and many of the game’s most memorable moments arise from narrowly escaping with hard-earned gains or losing everything due to one overly ambitious choice. Visually, Gold and Graves adopts a clean, readable 2D art style that prioritizes clarity over spectacle. The grid-based maps are easy to parse, making tactical positioning intuitive even during complex encounters. Character and enemy designs fit well within a dark fantasy aesthetic without becoming overly detailed or distracting. The interface is functional and streamlined, allowing players to focus on strategy rather than fighting menus. Sound design and music support the atmosphere without overpowering the experience, reinforcing tension during battles and exploration. The game does demand patience and a willingness to learn. Its systems interlock tightly, and understanding how cards, mercenaries, relics, and dungeon mechanics interact takes time. Early runs may feel punishing as players experiment and make mistakes, but this learning process is part of the intended experience. For players who enjoy gradually mastering layered systems and refining strategies over multiple attempts, the challenge feels rewarding rather than frustrating. Overall, Gold and Graves is a confident and well-crafted fusion of ideas that manages to feel fresh through its emphasis on recruitment, extraction, and tactical depth. It does not rely on flashy presentation or narrative exposition to engage the player, instead building satisfaction through smart mechanics and meaningful choices. For fans of roguelikes, deckbuilders, and tactical strategy games who enjoy risk management and experimentation, it offers a deeply engaging experience that rewards careful thought and repeated play. Rating: 8/10
1,创意很不错,值得称赞和鼓励。 2,损失厌恶太高,无法忍受。 3,细节过于繁琐,缝合太多,不是什么类型都适合搜打撤,元素内容过多,反而会影响游戏体验。 4,游戏内成本支出过高,干什么都要支出,都要算计,不仅过度消耗思考成本,同样叠加过多损失厌恶。 5,其实只要英雄无敌+杀戮尖塔模式,就足够我玩一阵了。但狗尾续貂弄个搜打撤,所以差评。 6,制作者不明白卡牌元素有一些核心感受,即“收集欲”和“占有欲”,搜打撤彻底毁了卡牌的收集期待,感受不对,游戏崩溃。 其实各行各业都有类似的东西。明明很有创意,明明很好,但核心感受被破坏,就没人买账。这游戏发行了近半年,成绩不行,这个是主要原因。 卡牌,遗物,佣兵,三个核心元素,全无法“收集”和“占有”,那我玩个什么? 每次玩,都要各种限制,强化的卡牌只能用一次,这可比氪金手游更黑。 如果只有一种损失厌恶,可以理解,但这游戏所有元素的损失厌恶加一起,高得可怕,只适合M玩。 7,建议:如果制作者不缺钱,不想盈利,那就坚持初心。如果制作者想要平衡收益,建议彻底放弃搜打撤,或者换皮制作新游戏,给足玩家安全感。 如果要平衡感受,建议,在卡牌、遗物、佣兵、强化四个元素中,选其一进行搜打撤,其余不要都这么做,或者像杀戮尖塔那样,减少“游戏内支出成本”。 比如建议佣兵不死。玩家考虑的是游戏的乐趣,而不是一边战斗,一边要花钱买佣兵,一边还要担心佣兵死。 英雄无敌是会死,但有足够的安全感。 这种毫无安全感的游戏,彻底破坏了卡牌类游戏的乐趣。
还是好玩的,就是很容易让人突然破防,提醒一下,进入随机节点遇见恶心事件或者打boss感觉要死的时候,可以点esc保存并退出,然后就可以重新回到进入节点前sl了,感觉带进去的东西全部都要占背包是个败笔,不如改成带进去的遗物或者佣兵或者卡牌之中的一样带出时不算,好歹玩家心里舒服一点
ゲーム名で、損をしているゲーム 他の有名ゲームと比較するなら、スレイザスパイアが楽しかったなら普通に面白いと思う。 あのゲーム同様に1ゲームはちゃんとクリアしようとするとやや長めになるかもしれない。 ただ違うことは、ワンプレイがやりようによっては、次のプレイへ繋げる助けになること。 必要なアイテムや傭兵を集めるための冒険も起こりうる。 もちろん途中で死ぬようなことがあればすべてをロストする。
需要加一个选牌时和在地图中查看卡牌升级的功能。容量加成评价里面包含过关时间这合理吗,卡牌游戏还要让普通玩家赶着操作是吧🤬
타르코프 + 로그라이크 덱빌딩겜인데 걍 타르코프 요소 없애고 로그라이크 덱빌딩 게임이었으면 더 재밌었을듯 이게 대가리 박으면서 강한 보스몹을 쓰러뜨리기위해 하나하나 해금하면서 강해지는 로그라이크의 재미가 사라지고 좋은템 먹으면 탈출 용병 죽을까봐 탈출 위험도 애매해서 탈출만 하고있음 그래도 새로운 게임장르에대한 도전은 높게 평가함
おすすめするかしないか悩ましいラインなのですが、マイナスと思う要素が多いのでしないにしました。 先に言うと値段なりには楽しめると思います。以下、主にマイナスと思う要素について。 ゲーム内容はおおむね持ち帰り/持ち込みを主眼としたSlay the spireという理解でいいかと思います。 持ち帰ったものは再度持ち込み可能で、しかしダンジョン内で敗北すると全ロストといったもの。 持ち込むにも持ち帰るにも容量制限があります。これは最初非常に少ないのですが、容量を増やすアイテムが複数あり、それらを集めることで緩和されます。が、この要素が全ロスト仕様と致命的に嚙み合ってなく、持ち込むにも持ち帰るにも容量が重要なので大量に抱えた容量アイテムを全て失うことで、またそれらの集め直しを余儀なくされます。全ロストそのものは特に問題視しませんが、インフラアイテムの集め直しはかなり苦痛になります。 なお、ダンジョンクリアごとに通貨のようなものを取得することができ、一度入手したものは作成することも可能なのですが上記インフラアイテムは他の物と比較して基本的に相当高額です。このことから重要性が分かっている上でそれを集めることを強要する作りがストレスを加速させます。 持ち帰ったものの用途も再度持ち込むだけなので、上記容量問題とも相まって基本的に大半が死蔵するだけのものになります。売却などで通貨を作り出せれば高価なインフラアイテム作成も緩和できたのではと思います。 さて、持ち込みについてですが強力な組み合わせを見つけてそれを持ち込む、のはいいのですがカードプールが見えてくると普通に無限ループが作れます。毎回初期デッキ+持ち込みという形になるのですがそれらを削除する手段は複数あるためすぐにデッキが完成します。また、少々余計な要素があっても問題ないくらいのループが組めるので実際にはすぐに1ターンキルを繰り返す状態になります。難易度「とても簡単」を上記手法でクリアした後、選択できる最上級難易度「悪夢」にそのまま挑みましたが作業は何も変わりませんでした。ここまででそれをあからさまに咎めるような敵(タ〇ムイーター)は基本いないと思われます。より上位のアセンションもあるようですが、体験的に苦痛が勝ってきたためここまでとしました。
내 귀여운 빙룡이
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