
Indies' Lies 2: Fire Seed is a top-down 2D roguelite tactics game. Command three heroes in chess-like battles, forging legends through terrain strategy, skill combos, and ever-evolving rogue builds on a dynamic battlefield.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 9 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Indies' Lies 2: Fire Seed is a top-down 2D tactical Roguelite where you command a trio of heroes, forging legends on an ever-shifting battlefield. This fusion of hardcore strategy and deep Roguelite progression delivers a relentless cycle: tactical planning → explosive power spikes → cathartic enemy annihilation.
As the sequel to the classic Roguelike card game Indies’ Lie, this installment continues the saga: Under the shadow of the evil god Indies, the Lady of Death awakens warriors across time. Lead your faction through procedurally generated battles and confront divine tyranny on the volatile continent of Meka!
▍Dynamic Squad Building
Assemble a 3-member squad from mechanically diverse characters, each with exclusive Kindling abilities, equipment, relics, and battlefield roles. Melee charges, ranged snipes, crowd control—every team composition unlocks endless tactical possibilities.
▍Unpredictable Roguelite Challenges
Each expedition features randomized maps, enemies, and events—elite ambushes, sudden disasters, cryptic altars. Unlock hundreds of equipment and Kindling combos to craft earth-shattering synergies. Will you focus on single-target nukes or AoE domination? The choice defines your playstyle.
▍Tactical Chessboard Warfare
Terrain as Weapon: Split enemy forces with obstacles, bait bosses into attacking their own minions.
Skill Synergy Chains: Qili’s position-resetting combos, Diego’s counter-trap ambushes, Daniel’s status-spreading explosions—every action breeds lethal potential.
Dynamic Threat Priorities: Execute healers first? Interrupt charging elites? Every turn demands life-or-death decisions.
▍Freeform Build System
Mix 112 tactical components: 12 hero-exclusive relics × 9 game-breaking equipment × 7 high-risk Burning Kindling effects. Craft builds like Blink Crit, Counter Tank, or Toxin Overload—your creativity is the ultimate weapon.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
總而言之是遊戲性還不錯的戰棋類遊戲,其他玩家講到的局外成長不好的部分,我覺得是還好 但這遊戲最嚴重的問題是平衡太差,必須要把資源全部灌到其中一個角色才能贏,然後那一個角色唯一解就是最一開始的法師丹尼爾,剩下兩個沒有拿裝備的小夥伴就只能拿來過度前期關卡或是後期拉怪坦王。 第三層王無論哪隻都是會出海量的爪牙,尤其迦納還會有無傷盾,其他刺客或戰士腳短又沒範圍技能,根本沒辦法在後期清怪。 打到最後只要道具有買到稻草人幫忙坦怪,剩下就看丹尼爾一個人表演。這不是說丹尼爾太強,而是其他腳色太沒用,在打高難度的時候不值得投入資源。(甚至我在打難度0的時候,資源全部投入給羅漢,但遇到尾王是迦納也一樣沒救)
失败的续作,如果不是第一部有点意思,根本就不会买。
《因狄斯的谎言2》是一款由Fun Square Games开发的俯视角2D肉鸽战棋游戏。 [h3]白白点赞:[/h3] 1.九大角色组成三人小队,打法众多,立绘也不止于"大"。 2.角色培养维度广,局外成长丰富,能刷的东西很多。 3.颠覆前作玩法,勇于创新。 4.上手简单,玩法直接。 5.战斗支持2倍加速,节省玩家时间。 6.棋盘上的角色/怪物会有微小动作,阴影也很细节。 7.遗物+武器+火种+技能+地形等多变量提升策略空间。 [h3]白白开喷:[/h3] 1.战关偏多,靠事件和武器店避战也较难,玩久了会累。 2.怪物种类有限,连着刷容易审美疲劳。 3.角色解锁效率低,相当考验耐性。 4.UI质感手游风偏重。 [h3]新手攻略:[/h3] 1.初期资源建议优先培养坦克角色迭戈,能抗能打能反伤,强度逆天! 2.看着拉跨的火种,装上等过期变余烬/结晶可以补充成长资源。 3.有草蹲草,多10%闪避能降低不少血量消耗。 4.战斗没操作好,火速按Esc回到过去(♫至少不再让你离我而去♫)。 5.治疗选项每次冷却完记得点,全队能多加2点血上限。 6.拿到武器和火种要专门装给角色才会生效。 7.角色阵亡了要选择性复活(大伙自求多福咯),省下金币用来堆火种和遗物。
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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, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Fun game! It’s a little bit too easy, but there are a lot of broken combos. For the price, it’s a really good game. I really enjoyed it. If you’re looking for a good and chill roguelite, go for it!
如果你玩过第一部《因狄斯的谎言》,那这部续作可能会给你一种"换了壳的新游戏"的感觉。从卡牌肉鸽彻底转向战棋, 第二代最大的改变就是玩法框架,告别了随意抽卡,转向更加硬核的战棋系统。游戏让你组建一支3人小队,在9×9的网格地图上与敌人进行回合制对战。冒险的路线都是透明的,你能安排自己接下来的行程制定计划! 战斗不复杂,难的是怎么最大效率的打。玩家拥有行动力限制,决定了你能规避多少伤害或造成多少威胁。在攻击前你可以随意调整位置,这让玩家有机会去试错和优化。配合地形中的障碍物和特殊区域,大大增加了策略性! 游戏目前有9个角色可以搭配阵容,虽然数量不算特别多,但还是各色鲜明。战士当T、法师远程爆发、刺客灵活输出。每个角色有专属的初始遗物和技能,同时可以通过装备和其他遗物进行组合。 游戏的局外系统丰富,酒馆、教堂、行会、先知小屋,每个建筑都需要不同资源升级。9个角色的解锁条件比较难,特别是后期角色需要的资源量特别多。为了解决角色频繁刷或者一味挑战高难度的话会有点枯燥。 《因狄斯的谎言2》将战棋和肉鸽的融合很有趣,有着优秀的上限和策略成功后的爽感,缺点是肝度高、平衡性待加强、角色解锁门槛过高。如果你喜欢策略深度和自由构筑,是个相当不错的作品。 [quote]关注:「[url=https://store.steampowered.com/curator/45549554/]慕之安鉴赏组」[/url],慕赏游韵,安品游情[/quote] [u][b]“慕之安鉴赏组”静候同路人。[/b][/u]
《因狄斯的谎言2:燃烧的火种》是一款回合制肉鸽战棋游戏。玩家在冒险开始时选择一个职业的英雄来开局,在冒险中还能再招募两个英雄作为同伴,三人小组最好是在职业上能够互补,有人当肉盾抗揍,有人在后排输出,这样才能在战斗中游刃有余。 类似于很多肉鸽爬塔游戏,在本作,玩家也是在树状路线图的章节地图中进行冒险,除了战斗还有商店(消耗金币购买道具)、篝火(回血或者复活本次冒险中阵亡的友方英雄)等多种类型的事件。 战斗是回合制的,玩家操作的阶段又分为移动英雄和使用技能,玩法是比较传统的。英雄的强度主要依靠武器(主动技能)、火种(时效性的BUFF,一个英雄最多同时带俩)、遗物(能持续本次冒险的被动增益道具)这三方面来提升,此三者若能巧妙搭配,自然会发挥出异乎寻常的效果,而这就是本作的肉鸽与策略的精华所在。 这款游戏虽然上手门槛不高,但是策略深度不容小觑,玩起来还是颇具难度的,一个英雄面对好几个敌人的围剿那是家常便饭,所以在走位的时候需要英雄之间相互配合,以及尽可能地利用战场环境,比如肉盾英雄卡住窄口保护脆皮后排。 喜欢回合制战棋类游戏的玩家可以试试本作,策略性还不错,而且肉鸽机制让每一次冒险都有随机性,所以这个游戏还是比较耐玩的。 [quote] 我的游戏真的有那么好玩吗? 关注[url=https://store.steampowered.com/curator/34823631/]“我的游戏不可能那么好玩!”鉴赏家[/url],这是你从未体验过的船新版本~ [/quote]
《因狄斯的谎言2:燃烧的火种》一改前作的Rogue卡牌玩法,转为了肉鸽回合制战旗设计。游戏在玩法框架上确实做出了丰富性:保留了三人小队冒险、爬塔分支地图、以及构筑养成系统。但现阶段较差的数值设计和肝度较高的局外成长让游戏体验有些缺乏正反馈。 游戏的核心战斗框架还算可圈可点。斜向俯视角的战棋战场清晰直观,移动与攻击顺序可调、地形互动(草丛闪避、沼泽中毒)等设计,提供了合格的策略深度。构筑系统融合了遗物(被动道具)、火种(时效性Buff/局外资源)、装备(主动技能) 三大要素,搭配差异化有特色的各角色设计,尤其是在教学阶段,我能感受到制作组对角色技能组设计的一些POI,理论上能组合出不少流派的有趣打法。局内的Roguelike旅程也继承了类似《杀戮尖塔》的分支地图,并细分为遗物战、金币战等,方便玩家规划路线。 就目前版本来说,游戏体验存在一些糟心的地方。尤其表现在数值方面,局外养成所需资源(余烬、结晶、种子)的获取量相对较少,且局内怪物数值强度较高。局内获得的资源很难一平衡三个角色的养成,只能优先将一位角色数值堆上去,导致角色联动性较差。当然,用CE修改本身倒是也不难,只不过为了让游戏可玩性更高,建议优先调整下各项的数值。
游戏还行~挺好玩的~就是为啥我的血玫瑰通关后没有解锁?要怎么才能解锁她请问?
尼罗河2差不多,还不错
事件收益很低,基本是负面 遗物加成也不高(有个绿色遗物+1攻击力-3移动,天才设计),但是怪的攻击力和血量涨得很快 明明是战棋类游戏,却连开局调整站位的功能都没有,策略性有待提高 完全没有让人想继续玩下去的动力
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Players by region
Where this game's players are, estimated from review languages.
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