
open your eyes from the ancient temple and embark on this adventure! Embark on an RPG adventure in a dark-themed sandbox world. Explore vast lands, collect all kinds of cards, craft diverse combinations, and make pivotal choices—seeking lost truths and redemption in the chaos and danger.
Modeled estimate, not a reported figure. How we estimate →
About
BLEND DECKBUILDING WITH STORY-DRIVEN CHOICES
The depth of card strategy? The immersion of role-playing? The weight of fateful choices?
No need to choose—here, you can have it all.

AWAKEN IN AN ANCIENT TEMPLE AND BEGIN YOUR QUEST
The hero, long asleep in the ancient temple, has reached the day of departure!
Collect scattered cards across the Duchy of Reinhart, build your own deck to grow stronger, gather the whispers along your journey to unlock the story, and set off on an adventure to uncover the lost truth and redemption hidden within Moon Crown!
TRAVERSE CASTLES, WILDERNESS, AND FORGOTTEN DUNGEONS
Traverse castles, wilderness, villages, cities, cathedrals, and dungeons—each place bears the mark of lost memories
Trigger encounters in exploration, rewrite the story, and unlock forgotten inheritances
The world is not only for you to walk through. It awaits your intervention in the course of its fate
FORGE A CUSTOM DECK AND SHAPE YOUR OWN PLAYSTYLE
Hundreds of cards with distinct effects—mix and match freely, with no fixed templates
Class-exclusive cards: define your combat style and unleash unique combos
Universal combo cards: cover weaknesses, break class boundaries, and build limitless possibilities
Melee mage, high-defense hunter, agile berserker… if you can imagine it, you can build it
UNLOCK 40+ DISTINCT CLASSES AND BUILD WITHOUT LIMITS
Start from five base classes and step onto the path to godhood across the Reinhart continent—
Barbarian, Elemental Master, Demolition Maniac… define your own way with over 40 advanced classes!
There are no standard answers here—only your one-of-a-kind playstyle
MASTER MULTI-LAYER TACTICAL COMBAT WITH SKILLFUL MOVEMENT
Part-breaking system: target weak points, shatter armor, and turn the tide in an instant
Movement-based combat: positioning, dodging, terrain kills, spacing and kiting—execution is strategy
Use factions against each other: win with wit rather than brute strength
UNRAVEL THE LOST TRUTH BEHIND REINHART’S SHADOW WAR
The crown and the church wage a shadow war; divine grace and curses coexist; magic clashes with steel; chaos and order spiral in a cycle…
And the ordinary people swept up by the torrent—your choices will become their only light. But remember:
Not every fate can be saved, just as not every darkness longs to be illuminated…

【Open your eyes in the ancient temple—add to your wishlist! Let’s adventure together】

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Korean
Engagement
Reviews
Themes across 253 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
如果你喜欢研究配装和Build,这游戏可以玩。 职业、卡牌和装备之间可以组合,不同玩法思路差别还挺大的。 我现在玩的时间还不算特别长,所以不知道后期平衡怎么样,但目前至少已经能感觉到构筑空间。 目前来看不是那种每个人最后都玩同一套答案的纯流程游戏。
这游戏的地图设计是真的巧妙,有些地方看起来是死路,结果城墙那居然做个隐藏桥,不问的话压根想不到
希望能优化一下卡顿问题
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 253 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
中世界体验的感觉还是有的,之前看宣传片就被吸引到了,当时也沉迷于天国拯救
本来以为就是普通的卡牌RPG,实际玩下来地图探索比我预期重要很多。 游戏不是那种一路跟着箭头走的设计,很多地方需要自己观察和绕路,有时候走着走着会发现之前没注意到的岔路。喜欢这种自己探索地图感觉的人应该会比较喜欢。 卡牌战斗刚开始有点复杂,不过习惯以后还挺有意思的。不是单纯看数值出牌,位置也很重要。 目前玩下来感觉优点明显,缺点也有,希望后续EA继续优化。
酷似点击游戏单向关卡跑图设计,组卡乐趣少,组不了什么牌,更别提随进度解锁,一个职业只有一个单一玩法思路,没什么自成一派的说法,基础属性还要靠肝,需要跑路点击怪物,时间就是为了给设计跑时间无聊至极,没有收集感,收集的全是肝度,卡牌打法锁死了。这就是除了美术没有优点的点击游戏,剧情几乎没有学魂游推动游戏更无聊了。社区不是月之冕的成员没法发,直觉告诉我其实他们不想听意见,里面是什么情况,难道不是玩家吗?感觉也不用期待这游戏以后了
之前看别人反馈的木桩血量太少,我寻思多少呢,问了一下才知道是真的少,不过现在血量增加了上限,制作还是很听劝的
市面上比较少有的卡牌魂系,职业多样、技能树、卡牌库确实用心了,玩起来有点停不下来。 每张图可探索的点超级多,隐藏区域、捷径、小路都需要耐心探图!
作为玩过杀戮尖塔、尖塔类游戏的人,一开始对这个战斗系统有点疑惑。 实际玩下来发现它不是传统卡牌构筑那套纯粹站桩算伤害,因为有地图位置、敌人攻击范围和部位这些东西。你有时候要考虑这回合是输出还是移动,站在哪里也会影响下一回合。 我觉得这种尝试还是挺新鲜的。 当然构筑深度能不能继续加强还要看后续版本,不过目前这个价格我觉得可以推荐。
我觉得作者出武器大师肯定是希望我们配一下别的武器
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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