
In the universe billions of years later, life no longer exists. The adventurer Kamus travels to the unknown star realm as a hope to break the deadlock, exploring the ultimate destiny of the soul through battle and conquest.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Innovative fusion of automatic combat and Trading Card Games! Become the adventurer Kamus and travel through several unknown star worlds. Summon monsters from other worlds to assist you on your conquest journey through highly liberalized decks!
Game features:
·Extremely high degree of freedom deck construction: Before embarking on an adventure, you can choose and edit unique decks, and continuously acquire new cards during the adventure, dynamically adjusting decks to adapt to complex and ever-changing combat environments.
·Instant automatic combat: During the time freeze period, all units on the field are unable to move, and multiple effects can be achieved using cards. You need to choose the right time to freeze your time in order to maximize your advantage.
·Rich and diverse items: During the adventure, you can obtain various items, all of which play a very important role. Choose appropriate item combinations and combine them with decks to achieve maximum profits.
· Free exploration: Move freely in the mesh map without being bound by the direction of travel. But note that the difficulty of the game will continue to increase as the number of action rounds increases!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, French*, Italian*, German*, Spanish - Spain*, Japanese*, Korean*, Portuguese - Brazil**languages with full audio support
Engagement
Hours played at review time, across 26 reviews with recorded playtime.
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 自走棋与卡牌肉鸽的巧妙融合,潜力尚未完全释放。期待制作组的后续更新。 游戏最突出的特点是“时隙”系统,它允许玩家在自动战斗中随时暂停时间,打出随从或法术牌,这种类似《冥狱战术》但更具弹性的设计,为战局增添了策略深度。 游戏提供了高度自由的卡组构筑空间和丰富的种族羁绊(如植物、机械等),配合网状地图探索,策略维度相当丰富。玩家可以通过局外养成强化卡组,体验持续成长的乐趣。 然而,目前版本也暴露了一些亟待优化的问题。数值平衡性不足,例如植物族凭借强大的群体伤害和控制能力,配合共鸣带来的回复效果,过于强势,导致其他种族体验不佳。部分操作体验略显蹩脚,例如卡牌释放逻辑为点击后再拖动,不如直接拖动流畅;地图探索时,走回头路不仅会累积增加难度的步数,且无法一键直达,较为繁琐。此外,时隙期间抽牌数量过少且缺乏自动洗牌机制,一定程度上影响了战斗节奏。
This game is a roguelite, meaning each run begins on a randomly generated map filled with various events and encounters. While the map may feature multiple types of events, the main focus of the game is combat. Players are often faced with standard battles, challenge elite enemies, or take on a formidable boss to conclude their run. Each battle’s difficulty is indicated by a star rating. Aside from battles, the only other type of event you will encounter is a random event or the shop. In these shops, you have the option to purchase new cards to expand your deck or select an artifact that grants specific passive bonuses, enhancing your abilities or providing long-term advantages. Although the map allows movement to the left or right in order to reach as many events as possible, there is a circle that gradually pushes you toward the center. If you get caught outside this safe zone, your run ends prematurely. Combat in this game is card-based. At the start of a battle, you draw five cards from your deck and use them to place units on the battlefield. Each card has an energy cost, and since your energy pool is limited, you must make careful decisions about whether to deploy multiple inexpensive units or a single, more powerful one. Once you hit the “start” button, your units, along with enemy units, automatically engage in combat. You can let the fight play out on its own, but energy regenerates after a few seconds, allowing you to pause and deploy additional cards. Your hand can hold up to five cards at a time, with any empty slots automatically replenished from your deck. You also have the option to withdraw units from the battlefield, reclaiming their energy for other uses. Beyond standard units, the game features action cards that introduce tactical depth. These include shields, special attacks, and conditional cards that activate only under specific circumstances. Players are allowed to pause the battle three times per encounter, but you’re limited by the number of cards. If you already played them during a battle, they won’t show up again. After each battle, you earn coins, select a new card from a random set of three, and choose a perk to enhance one of your cards. These perks take effect whenever the chosen card is played. Often, winning a battle also grants the opportunity to acquire artifacts that enhance gameplay in various ways. For example, increasing your maximum energy, allowing more units on the battlefield, or reducing the time it takes for energy to regenerate. A unique feature of the game is that units you place at the start of a battle carry over into future encounters. This means you don’t need to deploy the same units repeatedly in each fight, though units placed mid-battle do not carry over. Additionally, if a unit dies during combat but you still win, it will be restored for the next battle. Strategic depth is further enhanced through unit merging. Placing three identical units together will combine them into a more powerful version. Units can merge up to level 3, but only with other units of the same level, so a level 1 unit cannot merge with a level 2 unit. Merging is a crucial tactic because it not only strengthens your army but also frees up space to deploy additional units. Eventually, every run will end either in victory or defeat, returning you to the main menu. Regardless of the outcome, you earn resources that can improve your odds in subsequent runs. Permanent upgrades, such as increased energy capacity or faster energy regeneration, are available but limited to prevent the game from becoming unbalanced. A highly recommended option is to invest in booster packs. Each pack contains five random cards that you can add to your starting deck. While you can customize your deck, there is a limit to how many copies of a single card you can include, preventing strategies that rely on repeating the same powerful card excessively. And that’s all you need to know. The game is still in early access, so there will be more upgrades and modes, but the current state already paints the whole picture. The game doesn’t do anything new and just wants a little piece of a saturated market, but it plays fine and runs are fast.
I played the game demo for 4 hours so I can say it's good. It's a deckbuilding auto battler, it has some weird sprites and mediocre controls, but it is really fun, and sometimes a good idea and execution are enough for a game to be good. It's sad that it doesn't get the attention it deserves.
现在比较新颖的玩法,自走棋斗电子蛐蛐闯关
A++ can't wait for updates and development
Kernel, developed and published by ArchZoDo, is an inventive indie title that ventures into the uncharted intersection between deck-building strategy, auto-battler mechanics, and roguelike exploration. It is a game built on the idea of fusing tactical planning with emergent combat, placing the player in the role of Kamus, a lone wanderer traversing mysterious star worlds in pursuit of the ultimate truth behind the destiny of souls. From the outset, Kernel establishes a melancholic sci-fi atmosphere, suggesting a universe where existence itself has reached an end and only through conflict, intellect, and evolution can meaning be rediscovered. This backdrop gives the game a philosophical undertone uncommon in its genre, elevating its structure beyond a mere strategy experience and into something with an almost metaphysical texture. The core gameplay in Kernel is centered around the careful construction of a card-based skill system that fuels the player’s progression. Players acquire skill cards, items, and summoned creatures as they advance through procedurally designed maps. Each run requires the player to build a deck that can withstand increasingly difficult challenges as enemies grow stronger with every round of exploration. The combat is described as “instant automatic,” but that term undersells the amount of tactical thought involved. The player has the ability to pause the flow of battle at specific moments, freezing time to unleash precise card effects or reposition resources, transforming what would normally be a passive experience into something far more engaging and cerebral. Every encounter becomes an opportunity to test synergy, timing, and adaptability. With over ninety cards, sixty monsters, and fifty unique items already implemented in its Early Access version, Kernel provides enough depth to allow experimentation and discovery even at this early stage of development. Beyond its combat mechanics, Kernel’s structure encourages free exploration through interconnected mesh maps rather than rigid linear paths. This open-ended design allows for strategic choice in route selection, risk-taking, and resource management. Yet, this freedom comes with a clever balancing mechanism—each action the player takes advances time, making enemies stronger and the world more perilous. This creates a constant tension between exploration and efficiency, where greed and curiosity must be weighed against survival and progression. It is this dynamic that gives Kernel its roguelike heartbeat, demanding that players constantly make meaningful trade-offs in pursuit of the unknown. Visually, the game embraces a clean, minimalist sci-fi aesthetic that prioritizes clarity over spectacle. Its presentation leans toward functionality, making it easier to focus on the mechanical complexity and flow of information that define the experience. The environments evoke a sense of cosmic isolation, enhanced by subdued colors and simple but evocative art direction. While it does not possess the lavish polish of big-budget productions, Kernel succeeds in creating a coherent and focused visual identity that complements its cerebral tone. The interface design, too, supports this clarity, ensuring that players can quickly interpret the various effects, modifiers, and interactions that drive each battle and decision. Because Kernel is still in Early Access, the developers have been transparent about its incomplete nature. The foundational systems are fully playable, but additional polish, narrative expansion, and balance tuning are still underway. ArchZoDo has indicated plans to expand the game over the next several months, adding new cards, monsters, and characters, as well as refining the progression curve and interface. This openness is encouraging, as it demonstrates a developer committed to building upon an already solid foundation. For players who value experimentation, iteration, and community-driven refinement, Kernel’s current state offers a unique opportunity to witness a creative system evolving in real time. What makes Kernel compelling is how it rewards strategic thinkers who enjoy both macro-level planning and micro-level adjustments. It captures the thrill of deck optimization, the unpredictability of roguelike discovery, and the satisfaction of building cohesive systems from chaos. The learning curve is engaging without being punishing, and every run feels like an experiment in tactical design. While the current content may not rival the expansiveness of genre giants, the depth of its mechanics and its willingness to experiment with hybrid design philosophies give it a distinctive voice. For those who find pleasure in understanding the subtle relationships between cards, timing, and resource flow, Kernel promises hours of thoughtful engagement. In essence, Kernel is a work of quiet ambition—an introspective journey disguised as a strategy game. It may not yet be a fully realized masterpiece, but it carries the spark of one. Its fusion of deck-building, auto-battling, and exploration systems creates a uniquely meditative yet strategic experience, one that challenges the player to think as much as to act. As the game continues to grow and refine itself through Early Access, it stands poised to become an important entry in the evolving landscape of indie strategy games—one that dares to ask what lies at the core of both conflict and consciousness. Rating: 7/10
核心玩法很爽快,期待更完善的版本!
Milyarlarca yıl sonra, evrende yaşam artık yok. Maceracı Kamus, çıkmazı aşmak için bilinmeyen yıldız alemine seyahat eder ve savaş ve fetih yoluyla ruhun nihai kaderini keşfeder. ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜ ⬜⬜⬜⬛⬜⬜⬜⬜⬛⬜⬜⬜ ⬜⬜⬛⬛⬛⬛⬛⬛⬛⬛⬜⬜ ⬜⬛⬛⬜⬛⬛⬛⬛🟡⬛⬛⬜ ⬜⬛⬜➕⬜⬛⬛🔵▪️▪️▪️▪️🔴⬛⬜ ⬜⬛⬛⬜⬛⬛⬛⬛🟢⬛⬛⬜ ⬜⬛⬛⬛🔘⬛⬛🔘⬛⬛⬛⬜ ⬜⬛⬛⬛⬜⬜⬜⬜⬛⬛⬛⬜ ⬜⬜⬛⬜⬜⬜⬜⬜⬜⬛⬜⬜ ⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜⬜
[h1] 全新科幻风自走棋你玩过吗? [/h1] [hr][/hr] [h3] 前言 [/h3] 初见本作,真的让人眼前一亮。它把自走棋和卡牌肉鸽巧妙地揉在一起,玩起来特别上头。要知道,这年头缝合怪是多了,但缝的好的却是少之又少。 本作带给我的直观感受就是很难,并且非常缺乏新手引导,几乎是上来就让你开打,一切机制都在游戏里自己学,我刚玩那会,甚至没搞懂游戏玩法,第一关就连着死了好几次。 [h3] 游戏玩法 [/h3] 本作的游戏玩法是肉鸽化的自走棋,玩家需要在一局局的战斗后选择自己的构筑,搭配出一支战无不胜的队伍,同时辅以卡牌效果,让场上与场外发生联动,从而更准确地锁定胜局。 [h3] 游玩感受 [/h3] 美术方面,像素风挺精致的,细节也不错。但有些界面比如抽卡画面就显得有点简陋,主界面的3D效果与整体美术风格特别太搭,比较出戏。 [h3] 综合体验 [/h3] 总的来说,《心核Kernel》是款很有潜力的游戏,玩法新颖,系统全面。虽然现在还有些平衡性和操作上的小问题,但看本作正处于EA阶段,相信这些问题都会慢慢解决,并且制作组也会带来更多新内容,扩充游戏可玩性。如果你喜欢自走棋或者卡牌构筑,这款游戏值得一试,综合下来非常非常推荐购入体验!!! [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
游戏特色是可以冻结时间,想想千钧一发之际,时间暂停!此时运筹帷幄规划战局实现丝血翻盘别提多嗨皮了。游戏还有开放世界元素,如何前进都交在玩家手中,虽然自由但是不能无头苍蝇式的乱撞,至于为何,卖个关子咯。在卡组构建方面,可以随时调整,以应对不同战况,总体中规中矩;当然战力不只是依赖构建,还有各样道具物品,以使战果达到最佳化,帮助咱们叱诧星宇。 需要成就,请关心下成就党,嘿嘿。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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