
A sudoku-inspired strategy roguelike where you build a team of animal sailors and guide your ark through perilous seas. Master tactical placement, face unpredictable encounters, and battle deadly foes as you chart a course through this reimagined world of Noah's Ark.
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About
Noah's Dilemma is a crew-building strategy roguelike set in a reinvented mythology of Noah's Ark inspired by Magical Realism, featuring unique placement-centric gameplay inspired by sudoku and autochess.
A successful run typically takes around 2 to 5 hours to complete, with 5 to 10 attempts expected before beating the game for the first time.

Embark on a journey to gather animals who will also serve as your sailors. Harness their abilities, ignite synergies, and turn your ark into a swift vessel.
Sail through a procedurally generated map, venturing to untamed islands filled with hidden treasures, hot springs, altars, villages, and more.
The Coral-Born are hostile creatures that emerged after the Great Flood. Command your animal crew to defend the ark from their relentless assaults.
Each of the Four Seas is ruled by a formidable boss. Defeat them all, bring every animal onboard to the promised land, and claim your title as the conqueror of the Four Seas.
After victory, unlock 2 new playable characters, face 6 tougher quests, and activate a 10-level challenge mode designed for veteran players.
Noah’s Dilemma emphasizes gameplay first, presenting its story in a minimalist style. Still, every element in the game is carefully crafted to fit into a rich, coherent world, leaving room for lore-seekers to uncover its deeper mysteries.
Four sea areas to conquer, each with its own traits and governing boss.
Three playable characters, each with their own strengths and weaknesses.
50+ creatures, ranging from familiar mammals to deep-sea inhabitants.
50+ encounters and events randomly woven into your adventure.
50+ animal natures and abnormalities to trigger risks and thrills.
50+ animal effects with abundant variations and synergies.
150+ items and relics designed for strategic play.
1 core mission, 6 extra quests and a 10-level challenge mode.
A fresh and engaging 10-hour experience for all players, with many more hours for those looking to complete the game and master every detail.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
You should try this game even if you are a bit afraid of the "sudoku" description. It did take some getting used to at first, but once you got the hang of it, the game became less about solving the puzzle-y grid but more about risk and resource management. That being said, the dual-purpose grid-based gameplay ruleset is pretty elegantly designed that arranging rooms easily puts me in the flow. The art style is so cursed and strangely funny to look at - I love it. Been a fan of the developer since Booth, glad to see him making new stuff after 5 years!
You're able to get so many synergistic items and dudes making you feel overpowered, and yet it's still that perfect level of difficulty where every encounter is still tense and fun as hell.
属于超出预期玩起来过瘾紧张加刺激的那种 之前Demo版就玩了一段,当时印象就挺好,尤其是这个战斗,玩起来比看起来有趣多了,而且确实有策略游戏的动脑快感,紧张刺激,时间压力也是个狠东西。当时那个版本被🌊干翻好几次,但也因此有了航行机制的基本理解 这次印象尚存,就直接跳过教程开玩了,也没在航海这件事上太翻车[spoiler]但还是传统功夫的[祖传回合数到了]的原因先初见翻船了一次33[/spoiler] 之后则一鼓作气前三章还挺顺 [spoiler]不过也有那种岛捡到了好几个动物,但先去商店花钱去了,结果把钱花没了愣是没那几块钱开房间的钱的情况.... 每当这时也是会非常希望有其他风险兑换资源的保险机制呢——其实卖出物品机制就是个还不错的,毕竟总体上属于赔本的[/spoiler] 但玩到紫毒海被最后的大海怪吸死拉! 其实是时间到了还差10滴血,也感慨苟打法感觉在这一战还是不太行,应该前面多拉长它猛攻它才是...[spoiler]然而麻烦的是前面几回合却又没办法知道[/spoiler] 这期间还发觉小胖猪有点意思,正好最大受伤不超过5,所以挺适合拿来喂它的哈哈?不过发现时候也已经晚了,最后两回合了(好在我准备了足够多的盾牌...)[spoiler]然而起先我还以为这里是跟《极暗地牢》某boss那段似的,会搞一波惨痛感拉满的永久击杀来着....🔪 所以盾牌用之前也心里没底不知道能不能防住,所以拿了个最“弱”的喂了[/spoiler] https://steamcommunity.com/sharedfiles/filedetails/?id=3482755477 而且我有💎战旗,前面其实不应该太怕死动物 但前期还是想尽量保,加上盾牌帮助,导致前大半局全员在线,但似乎这也导致了它一方面每次能不少吸血,一方面中毒不好躲又搞得很混乱很慌 结果后面不得不死了一两只之后,反而大家有了“羁绊护甲“的保护更威猛善战了,wc有戏剧性了... 只不过毒还是太恶心了,玩了半天才发现好像护甲防不住?而且计算规则也比较迷,总是困惑于到底是是剩余回合数还是毒力,又或者说二者之间是什么关系(似乎有的毒我1滴有的又是4滴?).... [spoiler]哦对了,我方本轮红色的受伤害值的来源要是也能像毒和护甲那样显示来源就好了,我经常因为这些四处对半天。精计算的游戏这些辅助tooltip感觉还是不怕多的,越多越明白,包括像是加护甲是来自我遗物效果这点,这种来源也可以考虑注明——毕竟遗物效果容易被遗忘,我起初还以为bug了呢....[/spoiler] 所以说到这,boss战的部分玩的时候也是感觉到局部设计有点属于隐形知识门槛的意思了,也不清楚是故意的还是单纯的信息传达开发完成度的问题[spoiler]我个人会喜欢初见也能凭运气+悟性去摸索出足够可应对性的那种新挑战,只是也不确定这种是否对于鼓励重玩的rougelike设计来说是复杂的或者是不宜于兼容的[/spoiler] [spoiler]就比如这个boss的第一波的受击机会,初见玩就还蛮容易被浪费掉;另外像是【吞噬】的原理、包括脖子伸过来会把同类撞飞的落点、初见酒海的酒罐子生成和它们的介绍预告....这些点虽然在体验上确实提供了惊喜感,但策略布局上就会很麻烦,毕竟回合数中的机会就是生命..... [/spoiler] 现在打了三个boss也能明显感觉boss战的设计的还挺有那种打破性的,是能让我觉得有想法的那种好设计 相对的,动物格子能力和相关机制的战|海两通用的这种通用性则是巧妙地,联通性地,能提供相关惊喜的[spoiler]比如饿了的动物场上也会干同伴orz...战场上喝的东倒西歪的酒蒙子回船上干活时也受了影响... [/spoiler]这些能感觉到对管理难度是有增加的,但这种带来的拟真感和设计一致性也确实是有风味的,似乎是让战斗的实感和严肃感大幅度提高的,很有趣的存在 https://steamcommunity.com/sharedfiles/filedetails/?id=3482754954 总之,还是很精彩和高密度的rougelike体验 这次玩感觉除了美中不足的一些ui信息传达上的小缺点[spoiler]比如除了上面提到的boss战的,还有多出现在角色卡上的,如看不到原始sp、一些sp加成/sp最大化传播等机制不知道是作用前的还是作用后的;还有像是[复制]的仅一次有效性、什么是随机特效、特效具体指的是卡上的哪行字....[/spoiler] https://steamcommunity.com/sharedfiles/filedetails/?id=3482755221 其他方面都还是感觉挺扎实的。
the Noah's Ark roguelike nobody asked for but needed
This is a super well-balanced roguelike game, if you're into this kind of thing, you really shouldn't miss it. I was lucky to get into the playtest and thought I’d just check it out before getting back to work... but ended up playing it all night over the holidays without even noticing. Come play it! (shouting loudly
+ unique art style + fun and well designed gameplay loop + comfy ui and music + god tier hentai crab - slightly unsatisfying replayablity at its current state, still worth the price tho (would love to see more bosses) recommended for those who enjoy strategy/roguelike games and wanna try something fresh over the weekend
内测的时候就玩到了,见证了这款游戏的一步步变好。 在无数次死于敌人和海浪后,我也总结了一点小技巧: 1.船不能太慢,在海上拖太久动物状态会越来越差;也不能太快,这样捞不到什么贝壳。 2.培养动物时尽量集中在几个比较强的动物,毕竟战斗时能攻击到敌人的格子有限。 3.战斗时尽量将动物往数字小的格子放,这样能够先手攻击。 4.善用鞭子,鞭子很强 5.打第一个BOSS时尽量在它招小怪之前至少打死一只触手,会好打很多。 6.第二个BOSS不要一上来就放大范围的动物和刺客,注意留酒 剩下的地图我要再玩玩,希望大家都能体会到诺亚的快乐!
玩法很有趣,画风挺符合“困境”的感觉的,动物长得有的呆呆的,有的瘦瘦的,很想把他们都带走,澄净海的BOSS死而复生的时候真的挺绝望的,我带着我的动物走了这么远容易吗?后面解锁了诺亚可以上场战斗还蛮好的,可以保护我的动物。许愿一下后面能继续更新。
节奏过于拖沓了……一巡的时间超过1.5h已经不太能接受了,现在甚至远超于此。有意义的决策点也不多,自走棋环节让人感觉很墨迹,没什么体系成型的快乐。
ノアの箱舟をテーマにした戦略ローグライクゲームで、独自のパズル的(数独的な)配置システムが特徴になる作品です。絵柄は結構人を選びますが、自分は好きです。動物NPCのBGMも意外と耳に残ります。 動物ごとに異なる能力や性質があり、それらをうまく配置してシナジーを引き出すことが航海の鍵。その一方、戦闘では配置と移動の最適化パズルが頭をフル回転させてくれて、考え抜いた結果がハマる瞬間は爽快です。 簡単と通常の二種類の難易度が選べます。通常の難易度は決して優しくありませんが、その分達成感があり、試行錯誤しながら自分なりの戦術を見つける過程が本当に楽しい。クリアしなくても新しいノア(キャラクター)が解放されるので、気づけば何度もプレイしてしまう中毒性があります。 戦略性の高いゲームが好きな方や、パズル的な要素を楽しみたい方には特におすすめです。
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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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