
A Groundbreaking Roguelike Creature Collector. Niknaks, is a deceptively DEEP turn based RPG. Recruit, collect and upgrade a team of ancient relics, in this unique HIGH-OCTANE PVP/PVE adventure!
Modeled estimate, not a reported figure. How we estimate →
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About
Hey! Do you love relics? Yeah I thought so... We LOVE relics. NikNaks are relics that can fight!
NikNaks are effective both ON and OFF the field!

•Select your GOD at the start of each run
•Reorder your hand to cheat out crazy effects
•Draft Niknaks that synergize well with one another to build the best team.
•Stack niknaks together to create powerhouse builds
•After each battle get a chance to draft new teammates, and other upgrades!
•Multiple zones, each with its own theme, rewards, and enemies.

No AI was used in creating this game.
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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**languages with full audio support
Reviews
Updated after 150 hours. Even in just the first hour of gameplay, this game looks polished, and there's loads of cool features. At its core, it's a deckbuilder where you get to improve your cards as the game goes on. In a single fight that lasts a few rounds, your basic guys can go from dealing under 10 damage, to well over 100. The mechanics of the starting cards ensure a lot of progression in a short amount of time, and this feels very fun. The help system is nice and useful, and the tutorial does what it needs to do. The ascension system is fun and well thought out. It lets you spend mana to get 'global' benefits instead of 'local' - eg, one of the starting guys has a bonus, when it attacks, give another random NikNak +3 Attack. This gives one of the unplayed cards in your hand +3 Attack. If I ascend it, then after I use ANY of my cards to attack, a random card gets the +3 Attack bonus. I like the graphics and the music. The whole game feels great right on launch day. Highly recommended for anyone who enjoys deck building! After six hours: I'm having a lot of fun with this game. I've won a few times, and been obliterated several times. The numbers really do get high, and sometimes you can win, and sometimes you can't. I really like how you can lose a few battles and keep going. I like how different some of the NikNaks, spells and artifacts are. There's a lot of valid deck builds. Choosing a bigger hand, more mana and more spirit are all valid choices. Definitely a smartly designed game! Current thoughts: I'd like some more options to be unlocked after playing. I think I've only had one so far. Some of them feel really far away, so some more would be nice. eg, there's an unlock after beating the game, and beating it on what I believe is the third difficulty never, but nothing for defeating it on the second difficulty level. After 150 hours: The developer is very responsive on the Discord server, and breaking the game is really fun! The game is being updated and improved frequently. Can't ask for anything else :)
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Concurrent players on Steam, sampled daily since tracking started.
The game is enjoyable but with one major flaw. PVP being a forced part of the run is a detriment to the experience. A roguelike inherently has vastly differently powered runs. Being put against random other players will always mean you have a chance to just get destroyed no matter what.
This is one of those games that, at first glance, looks like nonsense but runs like a perfectly oiled machine. All the mechanics work together, the visuals are very stylish and original, perfectly matching the originality of the game itself. It's definitely a game for me, but I don't know if it's for everyone. People complain about the difficulty level of games these days, but for me, that's mainly a plus. What I love about this game is that, due to the randomness, there's no meta. This game is all about creativity and utilizing existing resources; every game is different and interesting. This game is climbing higher and higher in my ranking of all-time card games. I recommend it to card and board game enthusiasts who enjoy a mental challenge. If you are looking for originality and challenge in a game, you will definitely find them here.
have been enjoyin the game. seems like there are a decent amount of builds that can be viable. this game does a good job of scratching the "make numbers BIG" itch. id say its worth your shmeckles
《NikNaks》是一款小体量但又有点想法的肉鸽“牌组构筑”游戏,游戏系统看着挺简单,但却是别出心栽的用“天平”系统来决胜负,让常规的比伤害比血量的战斗变成了比效率比节奏的方式,让战斗更为有趣。卡牌用各种拟人化的物品来替代,也增添了不少收集乐趣。不过游戏没有中文,英文和我这么差的小伙伴玩起来可能会比较郁闷,希望制作组后面更新和优化的时候能进行汉化吧! 游戏里我们要构筑的不是卡牌,而是各种各样的拟人化物品,什么甜甜圈、西红柿、仙人掌什么的应有尽有,他们都各自有各自的攻击力、行动点等属性,并且还有各自独特的效果。战斗的时候在“天平”系统的影响下,我们不能一味的只看伤害,更多的还是需要靠堆叠触发、连段之类的,这样才能让“天平”更加倾向我们。这种不一样的战斗方式,对我们长期以来习惯的BD构筑习惯还是有些区别的,想要适应需要一定的时间。每次战斗之后会有升级选项,我们可以选择合适的“物品”进行升级,提升他们等级和各种属性,方便更好的进行后续的挑战。 整体来说,《NikNaks》虽然画面和游戏界面都不咋的,体量也不大,各种地图事件也有限,价格也不算低,然后还没有中文!但怎么也算是一款有自己特色的小体量肉鸽游戏,如果要买还是等骨折吧,那样无聊的时候可以尝试一下的。 [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]
Very good concept, but so far, I can’t recommend the game. It’s fun for a few rounds, but after that it loses its spice. To make it short and helpful lets provide the biggest pain points currently: 1. Fix the UI. Make it simple. You don’t need to “Wishlist” it if you bought it and I want a simple option to go to the main menu or restart or end the run with a simple click. 2. There are not enough NikNaks that are usable from the start and not enough that provide enough value for the cost. I feel like NikNaks who cost 4+ are kind of worthless and often, not usable even in endgame builds where you have mana. You would rather cycle through low-cost minions and buff them or stack debuffs/buffs. 3. There is ONE unlock… a new character who has a nice gimmick that you have one spell cast where the game begins, meaning its 99% the same as the starter character. This game needs a LOT of unlocks in terms of really unique character that maybe has a range of special NikNaks and also unlock general NikNaks. The current count of minion is like around 20 at best. That’s to low. 4. There is only one map and there is no real gimmick. It’s a classic board, I get that but please implement special gimmicks in new maps. 5. PvP battles are boring AF and pure RNG if you win or lose. The idea is nice, but in the end you will auto win with the Golden heart (spell that cleanses your debuffs), against around 70% of the players who mainly play burn or burn builds. 6. Please male thorns and armor more important or valuable. To build and use them is clunky and the payoff is just bad. 7. Have more infusion options with spells, to have more freedom in building your NikNaks. 8. Rework the “health” stat. Currently it only decides how much initial damage you take or have extra. Very boring and I would like some interaction in the round with them HP changes, but you fill up the HP after every battle, making some berserker gameplay viable. 9. Have more engaging battle music. I turned the music off because of how repetitive it is. It is in early access and has GIGANTIC potential, but currently very basic. Big hopes for the future!
Great idea, and lots of fun. Excited to see this continue to develop.
Карточный (ли) рогалик в коллабе с настолкой, коллекционированием существ, асинхронным PvP, забавной мультяшной графикой и очень замысловатым геймплеем, где голову сломаешь, пока разберешься-фантазия создателей явно не страдала от безделья. Тут у нас и кидание кубиков при передвижении на поле, и бои как в карточных баттлерах, и собирание существ с разнообразными перками, и куча реликвий. Цена по скидке смешная, так что попробовать точно стоит.
The game is still clearly at an early stage of its life, but there are strong bones here. It's already managed to scratch that "Slay the Spire" itch I get every now and then to just build broken builds and watch big numbers get bigger. I am REALLY looking forward to seeing how it will grow and improve. The gameplay has two sides: the board you move through to buy upgrades for your deck and character and the fights themselves. The board gives you a plethora of choices at every turn, so much so that you feel like you're breaking the game with how much and how fast you can power up your strategy. That impression, however, quickly goes away once you realize that the fights also scale up very fast, making for an already surprisingly balanced progression. Some deckbuilding choices do however tend to feel forced, seeing how certain spells and NikNaks are very underpowered compared to their alternatives, an issue that can surely disappear as the game gets polished more. On the side of the fights, there are also some interesting ideas. The ascension mechanic - where you spend a limited resource to permanently gain the passive ability of a NikNak - feels surprisingly flexible. The fact that it doesn't expend your Niknaks and that buffs to their ability also affect their ascension gives fights a lot more strategic depth. Spells only being cast at the end of your turn also has some interesting implications, especially during exhibition fights, where you might decide to concede a turn to set up a win later. Most spells do however tend to fall off pretty hard as the run progresses, some way to upgrade them or some extra scaling might mitigate that. While the game is already quite fun, there are definitely some mechanics that are not fully implemented yet and need some more work. For instance, Niknaks that have "on attack" effects do not gain any benefit from getting the ability to attack multiple times in a row. Another example I found when I was using a strategy based on drawing my cards, was that having multiple discard/draw effects trigger in succession at the end of a turn would only count towards those "on draw" effects once. Until issues like these are resolved, you may find your builds don't work quite the way you expect them to. Lastly, the UI is serviceable but definitely needs some more work. Currently the myriad of interlocking mechanics can be quite confusing and difficult to track due to poor feedback on certain game actions. This, combined with those previously mentioned issues can sometimes make it hard to track what's going on during fights, even after having learnt the game.
Seems to be pretty good
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