
400+ gems, 40+ combos & relics offer endless builds! Collect elemental gems, fuse them strategically, and counter unique enemy mechanics to forge world-shattering combat styles.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, French, German, Spanish - Spain, Russian, Japanese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America, Korean
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
其实意外的还有点意思,但有一个核心问题就是,在枯燥的刷宝石的过程中,我们玩家究竟能体验到什么。 以现在的内容量来说,甚至可以说我们的BD要走的路几乎都是那一条,强化和选择没什么余地,就是刷脸出石头升级?
《晶石战记》是一款一打开一局就要我们面对各种各样宝石几个小时的背包管理策略肉鸽冒险游戏。 游戏里我们的冒险过程全程就是将各种宝石进行合成,升级宝石等级,再将它们组合成各种宝石套装,以提升角色的各种属性,来面对各种各样的敌人。 游戏里的宝石多种多样,有等级区别、有等阶区别、还有不同的属性区别,同款宝石合成进阶的时候会自动以数值更好的为底子,因此进阶合成的时候并不需要考虑太多。数百种种宝石从低级到高级有几十个套装组合,不同的套装组合又有不同的战斗效果,将不同的套装组合搭配又能有不同的战斗效果,随着冒险过程的推进,我们能选择6种套装进行搭配,再加上组合石之类的搭配,主打的就是一个根本停不下来。 《晶石战记》除了有局内的天赋树之外,还有局外的“炼石坊”科技树,要把局内局外俩种天赋都升满也是需要一定的时间成本的。千万不要看局内天赋就那么寥寥几个就小看了,它的作用可比局外那些个科技树大多了,许多有趣的功能和便捷的功能都在这里,建议优先集中资源把那个“每次刷新出更为高级的宝石”的天赋点出来,能对背包压力有极大缓解,也能大大的减少合成压力,性价比最高! 游戏的玩法虽然简单,难度也不高,但每一局的游戏时间还是需要挺多的,基本一打开没有个三五个小时一局完不了,但是游戏又很有吸引力,打开了很容易就迷失在各种宝石合成的取舍下,碎片时间游玩可能不大行,空闲下来的时候来上一局会是最好的选择! [quote]欢迎关注我们的鉴赏家:[url= https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url= https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
宝石融进融合石后就无法使用精炼石一类的进行强化,一颗宝石要全部培养完成用的时间又非常久,不放进融合石里面有非常的占格式,如果可优化一下,宝石放进融合石后也可以进行强化一类的操作,或者可以拆出来继续培养就好了。
5 hours to beat easy..
Legends of Gems presents itself as a deceptively simple fantasy strategy game, but beneath its modest exterior lies a surprisingly intricate system built around elemental gems, tactical experimentation, and roguelike progression. Frosta Studio constructs a world threatened by abyssal forces, but rather than telling that story through lengthy cutscenes or scripted drama, it uses the setting as a thematic frame for its mechanical core: collecting, fusing, and arranging magical gems to build a combat style that evolves with each encounter. The narrative remains minimal, serving more as atmosphere than driving force, yet it effectively contextualizes why the player is endlessly gathering relics of power and facing down monstrous foes across a variety of encounters. The heart of the experience lies in the gem system, which functions like a vast toolbox rather than a traditional gear progression. Each run showers the player with elemental gems—fire, frost, lightning, and many others—and these can be fused, rearranged, or discarded to create builds that emphasize burst damage, layered effects, control mechanics, or specialized interactions. The sheer volume of available gems and relics allows for a wide range of experimentation, and players are encouraged to try unconventional combinations simply to see how they behave. Because the game does not punish failure with harsh resets, experimentation becomes part of the intended loop rather than a risk. This fosters a sense of creativity often missing in more rigid roguelike designs, letting players approach each run as a fresh tactical puzzle where the solution might emerge from unexpected synergies. Combat reinforces this experimental mindset. Each enemy type introduces mechanics that can disrupt or challenge specific builds: some may consume gems, others may retaliate with reflected damage, and still others may evolve mid-battle or impose unusual conditions that require a shift in tactics. These encounters prevent the game from settling into a predictable rhythm, forcing players to rethink strategies as new threats appear. Even when the core loop remains structurally simple—engage, collect loot, modify your build—the variety of enemy behaviors helps sustain interest over repeated runs. This sense of adaptation and discovery becomes a major part of the game’s appeal, as every encounter has the potential to reveal strengths or weaknesses in your current loadout. However, the same depth that makes the gem system appealing can also become overwhelming, particularly for new players. With a large catalog of gems, relics, and possible fusions, the interface can feel dense, and not all mechanics are communicated with clarity. Some effects lack detailed explanations or visual feedback, leading players to question whether their builds are functioning as intended. As a result, a portion of the learning curve is spent deciphering the game’s internal logic rather than mastering strategy outright. While this trial-and-error process suits players who enjoy unraveling complex systems, it may frustrate those who prefer more explicit guidance or streamlined interfaces. In terms of presentation, Legends of Gems clearly displays its indie origins. Its visuals, while functional, do not strive for spectacle, and its narrative elements remain minimal. The focus is undeniably on mechanics rather than storytelling or cinematic polish. For some players, this restraint works in the game’s favor, allowing them to focus entirely on strategy and customization without distraction. Others may find the lack of world-building, character development, or aesthetic flourish leaves the overall experience feeling utilitarian. The game succeeds in conveying its fantasy premise through tone and structure, but it does not pursue emotional depth or narrative investment. Balance and pacing also occasionally reveal rough edges. Certain gem combinations or relic synergies feel far stronger than others, encouraging reliance on specific “meta” builds that overshadow the broader range of possibilities. Conversely, some enemy types may disproportionately punish experimental loadouts, nudging players back toward safer, proven strategies. While this is not unusual in games with large customization systems, it does slightly diminish the sense of freedom that the gem system initially promises. Even so, the core loop remains satisfying enough that players who enjoy tinkering and optimizing will likely continue refining their builds until they uncover new and effective approaches. Ultimately, Legends of Gems offers a compelling mechanical sandbox for players who enjoy constructing and deconstructing strategies through experimentation. Its depth comes not from narrative ambition or audiovisual flourish but from the interplay of elemental gems and the creativity they allow. The game thrives when approached as a flexible, replayable puzzle—one where success emerges from careful planning, adaptation, and a willingness to test unconventional ideas. While its limited presentation, occasional clarity issues, and uneven balance may deter those looking for a polished or story-rich experience, it provides substantial satisfaction to players drawn to tactical freedom and iterative build-crafting. In its best moments, it captures the feeling of unlocking hidden potential within a complex system and turning raw components into a cohesive battle plan, rewarding patience, curiosity, and strategic imagination. Rating: 8/10
The core gameplay revolves around gathering stats and effects via buying gems and adjusting your board as the difficulty increases. For the asking price, this is an easy recommend for people who enough playing around RNG and seeing big numbers.
Нормально можно позалипать. Хороший русский перевод, а не как у других китайцев: полируйте нефритовый стержень, нассыте в коробку. 3-4 катки можно сыграть, потом думаю надоесть. Есть разные персонажи со своими бонусами.
你们制作的自己玩么?20%属性提高,你知道到了第20关这是路边一条么?怪一回合提升的属性远高于这个,我看着这些怪仿佛见到了越打越富的俄军
先说结论:目前阶段就是一坨好看的石,强烈不推荐,但看着在价格和更新比较勤的份上打个未来可期。 作为rogue来说单局时间太长,作为刷子游戏内容太少。一旦操作失误一下几个小时白打心态爆炸,打通关后直到有大内容更新前也会觉得没什么再打一遍的必要…… 数值目前来说完全崩坏,前期套装没什么效果,中期没钱凑,后期爆炸只剩数值没效果什么事,无脑堆经济堆数值能推大部分关卡,实际玩起来套路相当固定化。 大后期无限宝石还各种bug,难刷就算了,放进融合石后重复检测和永恒套就不认了。 虽然一直在新增内容,但是一个背包管理游戏,东西越加越多整理背包的垃圾时间也越来越重,新东西互相之间也缺乏配合。 本来还算个爽油,后来改了经济获取和刷新限制导致容易寸止爽不起来了。 感觉需要一波比较彻底的大改解决整体节奏问题,希望制作组能改到点子上吧,解决核心问题了再改好评。
整体还是偏推荐的,瑕不掩瑜,对得起这个价格。 玩的角色是弓箭手,走物理流的,一共打了三把,一把普通,一把困难5buff,一把困难全buff,打完正好全成就。 先说一下套路吧,前期有啥拿啥,哪个数值高就买哪个,不用特意买融合石,前期晶石很珍贵,并且融合石只能吃神话级别的石头,前期等你升到神话,数值早都被淘汰了。 如果遇到带诅咒的,并且属性是加攻击强化的(比如2级的黑曜石,还不占套装格子)一定要拿,强化起来之后就是后期数值的保证(我第二把困难5buff把黑曜石强化到+50,数值简直看不懂,毕竟是指数成长)。 第一个节点是8~9级,解锁狂热和龙晶套装,这两个是套路核心之一,狂热负责提供攻击次数(尤其是有诅咒buff的情况下),龙晶提供该套路的核心机制,过量吸血转盾,保证存活。 第二个节点是13级,解锁魔龙和君主套装,这两个套装是过渡套装,不需要重点培养。魔龙套装本身属性优秀,有攻击强化和侵蚀,独特石提供吸血和80暴击,很契合该套路,君主进一步提供护盾量,保证生存。 第三个节点是16级,解锁恶魔套装,这个套装理论上也是核心之一,可以给怪物上易伤debuff,很契合弓箭手的高攻击次数(但实际上后期数值溢出,一刀就秒了),并且属性也不错,可以一直拿到终局。 第四个节点是28级,解锁神龙和深渊套装,这两个套装是套路的绝对核心,也是后期数值的保证。神龙提供一定几率造成20倍暴击伤害,深渊提供2倍的攻击次数加成,十分契合该套路。 到这个节点之后,就可以慢慢刷石头,不断培养石头了。整个套路所需要的套装都集齐了。 同时晶石要在41级的时候攒够7.5k,在天赋树左边解锁第一个无限圆盘。如果你能顺利打通40级,其实剩下的41~50是比较枯燥的,主要过程就是买无限圆盘碎片123,凑齐6颗无限宝石,给这些宝石升级,并且期间买够11个现实碎片,合成出永恒之数,来配合无限宝石达到数值爆炸。 屏蔽优先把元素属性套装的屏蔽了,毕竟走物理流根本用不上。 至于晶石的话,前期晶石优先升级套装格子,宝石槽位,商店格子,晶石获取量。打到中期的话优先解锁右上角的技能,560晶石,开局一刀斩,清怪不错。中期就是把左边点满就好,加快发育速度。后期存晶石点出第一个无限圆盘之后就随便点了,不建议通过天赋点出后两个无限圆盘,太贵了,而且其实商店本身就能刷出很多无限圆盘。 最后看到评论区有个不推荐的原因竟然是简单难度卡第20关吗,那个初始技能是20%属性加成的角色脑测确实不是很强,但优点就是啥套路都能玩,卡20关建议找自己的原因。你要是说困难全buff卡20关我确实信,因为我第三把有两关差点死了(疑似是因为有反伤buff且吸血不够,打怪过程中把自己反伤反死了)
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