
Welcome again, wandering soul. Will this be the time of your success? Watch your steps as you advance in this roguelike-deck builder and engage in auto-battler card encounters of increasing difficulty. Get stronger in each battle, rise from the ashes, and break free from endless reincarnation!
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About
Looper Tactics is a captivating strategy card-based RPG, blending elements of deck-building games, classic card battles, and auto-battler. You will traverse a board-style map, continuously assembling and strengthening your deck through battles, events, and treasure hunts — all while uncovering the truth hidden in this fantastical world.

During your journey in Looper Tactics, you’re free to explore the map however you like. Advance or retreat. Decide which tiles to explore next and get ready before engaging in the ultimate battle that awaits you on each level! How you progress in the game is your mere decision.
Just remember, as you advance on the map, the enemies will get stronger, but you’ll also encounter new allies and creatures to enhance your deck.

As a deck-building card game, Looper Tactics gameplay is inspired by Hearthstone, Artifact, and Hearthstone Battlegrounds’ mechanics, all while adding strategic and roguelite elements. In the game, you collect resources through battles, events, and treasure hunts, strengthening your deck in preparation for the ultimate boss challenge.

Minions belong to different races - Demons, Elves, Mechs, Elementals and Dragons - and have two distinct forms to choose from.

Each race has unique mechanics and combining it with different units and spells can lead to multiple combat styles. Choose the one that suits your strategy.


Engaging in battles will allow you to enhance your minion’s attributes by using abilities, attacks or spells. These changes are permanent and will help you until the end of your adventure.
Plan carefully as even the lowest-tier minion can become a formidable force after countless battles.

Confront every battle as a new opportunity. Your strategy during these auto-battle confrontations won’t only affect the current challenge but also future encounters.
Each movement is a new opportunity. Think of your next step as a fundamental part of your whole strategy, as different tiles will allow you to gain blessings, trade cards or engage in battles of increasing difficulty.
Grow stronger as your hero and companions' attributes improve based on your fighting style and choices on the map.

It all began when the ancient empire dared to play God. They constructed a whole world within a container, creating synthetic souls to inhabit it. But as they watched their creations grow, fear crept in. The only solution to prevent these creations from leading to the world’s ruin was to seal them away and keep them on an endless cycle of reincarnation. A fate the synthetic souls would endure for all eternity.
The empire believed they had done enough, but as time passed, doubts began to arise. Would the cycle of reincarnation be enough to keep the world safe? Only time will tell…
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English, Japanese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
游戏的玩法能看得出来受酒馆战棋的影响很大,但也不是照搬,也是融入了其他元素的 ,至少最开始下来体验还不错。 但是游戏的问题很明显,首先是基础体验的问题,视角只能WASD移动而不能拖动,这个就比较难受,毕竟很多游戏的地图是可以拖的,然后便是对战外有快捷键但是不多,做选择或者确定必须鼠标点击而无法用空格或者1这种基础按键,虽然花不了多少时间,但是依旧让人觉得多此一举。游戏中还加入了时间系统,导致走到一半突然就一天结束了被硬控,然后还没法快捷键确认,显得拖沓。对战中也是如此,玩法术多的卡组虽然有二倍速也还是得硬生生看动画,特别拖时间,就导致玩下来无论局内局外都很漫长。 最要紧的还是构筑深度的问题,卡牌数量实在太少了即使有第二形态依旧不够,更别提还要专门解锁,很多卡就没啥存在感,有些build我找了一圈就没看到几张看得上的,玩下来就感觉套路没多少,更别提格子少送不掉还会卡格子。然后成长也有问题,游戏的特色便是能通过各种各样方式成长,就导致直接变成一个比数值的游戏,最后不如养个大爹直接秒,但数字大一轮秒带来的爽感衰退的很快,我后面一直秒一直秒,完全无法感受到卡牌的联动与构筑的乐趣了。 归根结底还是卡太少了,其实玩第二关的时候就感觉大部分是老面孔了,新面孔也有很多不适配套路的,感觉一眼就能望到头,数值爆炸配上迷宫走格子和新一天的硬控,实在是太无聊没有玩下去的理由了,直接选择投降。
The UI is clunky. The progression feels forced. Seems unbalanced. Too much unskippable dialog. All-in-all, a pretty bizarre experience.
很好的一款……游戏,em,我不太清楚如何对它分类。 首先是战斗。卡牌游戏?只是一层皮。自走棋?又只摘取了其中的部分机制。硬要说的话,我能想到的与它最像的大概是炉石的酒馆战棋模式。相似度70%是有的,但其实也还有很大差别。大概就是有一个相同的架子的感觉。 其次是运营。是roguelike么?乍一看挺像的,但其实完全不是。地图,剧情,点位等都是固定的。线性模式?主线关卡的独立性又很高,并且贯穿始终的运营内容极少,资源和局外养成的设计也完全是按照roguelike搞的。 这些还好,最令人无语的还是这个游戏读取存档后中途结束不仅不会删存档,还会给你所有在这个过程中获取的资源。所以资源获取极为简单。反复读档捡捡捡然后结算就行了。这也让我有一种感觉,这大概就是作者的一个随心之作,所以很多细节都没有较真。归根结底,它的分类就是独立游戏。 独立游戏ma,有趣就足够了。
It's definitely good. The game deserves a positive review. The card battle mechanics are exciting and well done. What bothers me: you traverse endless areas/rooms one after the other. It's easy to lose track of where you are. An overview map is missing.
有卡 有中文 有成就
可以出个无尽模式
Very fun, happy I got it and played it, finding all of the hidden pieces got frustrating deeper in the progression for me.
爽
策略程度太低了,不过剧情很吸引我......就很尴尬
优点: -当你觉得不够强的时候,可以在副本里慢慢刷,不需要强制打boss。 -有存档功能,让你就算一时间大意输了也能重来。 -全成就简单,没有故意让你刷的这种东西,多玩几遍基本都出来了。 缺点: -谜语人太多,很多地方的引导做得不是很好,玩起来一头雾水。 -地图很绕,有些地方的宝物或buff需要你提前跑过去才能触发,但是一开始又比较绕。 -游戏中没有返回菜单选项,要么继续打要么直接退出游戏。 特点: -不同于其他卡牌游戏,每轮弃牌堆的牌会返回卡组,用完了就去到墓地,在牌组没抽空之前不能在墓地抽卡,而在墓地抽卡又需要额外扣生命值,那就限制了无限的打法,当然你也可以无视扣血的风险继续抽,高风险才有高收益。 -游戏可以根据不同的卡之间联动来堆高数值,然后可以让你变得比boss还要强大,这也是叠叠乐的乐趣了,可惜高难度下套路固定了,能玩的套路比较少,目前我玩的最爽的就是空气巫师+漂浮魔+龙息的套路。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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