
A fusion of deckbuilding, monster-hunting, and roguelite progression all its own. Hunt strange beasts, win tug-of-war duels, craft a unique deck, and evolve your strategy at Northwind!
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About
Pick your mercenary, choose your hunt, and plan your route. Craft powerful cards in the Northwind Outpost, defeat formidable bosses, earn Legacy Points, and unlock new outpost services. Face fiercer foes and raise the Hazard Level in this forbidden land.
Engage in Tug-of-War duels with every enemy instead of dealing direct damage. When attack becomes the best defense, build up your attack power and overpower foes to strike.

When removing cards is no longer the only way to refine your deck. The rewards you earn from battle become resources for card crafting at the Northwind Outpost. Infuse your cards with new abilities using gems, forge duplicates, smelt Mana cards to unlock stronger abilities, and merge similar cards to create even more powerful versions. Experience the thrill of discovering new combos and crafting the perfect one!
Expand Northwind Outpost services using Legacy Points earned from defeating bosses. Each upgrade unlocks new strategic options. The more you play, the more your strategy evolves.

Discover powerful bosses and dangerous monsters as your Hazard Level rises. It’s not just you who grows stronger—the threats in this frozen land evolve too.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Thai, Japanese, Simplified Chinese
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
局内成长多,卡面很好看,机制不错,尤其压制关键词很有意思,装备系统可拆卸有额外效果,BGM是不是可以加强下,没啥卡牌特效加点呗,可惜了这么好的卡面美术,有自己的东西,爽快,很有潜力的卡牌游戏,期待完整体。 补记:这游戏要改进的地方还是挺多的,除了bgm 特效问题,还有第二个角色bd比较难凑爽不来,还有最大的问题,怪物种类机制太少了,希望多加点,本身游戏并不便宜,首发体量太少
Great game. In around 9 runs, I haven't run into any balance issues like a couple of negative reviews had referenced. I constantly feel like each run is challenging, yet beatable, starting with the very first run. The game might feel extra hard for people who aren't good at managing mana in Magic the Gathering; I was a pro player in Magic years ago, so it may be that I have an affinity for this game that some people won't have, but for me it feels perfect. I love the innovations in this game vs Slay the Spire clones. I like the combat clash instead of block/attack cards. I love the leveling up idea and implementation. I love what you can do at each Outpost. I pretty much always feel like the gold/bones/scales resources are tight, which means meaningful decisions.
Early-game? Extremely punishing. Mid-game? Exhausting? Late-game? Keep hitting 'Abandon Run' until decent cards help you start *Early-game, if at all. Overall? Serial lack of balance where mid-tier enemies with maybe just ONE ability, along with one minor minion tagging along with them splits your initial deck-load between offsetting **MASSIVE** enemy damage, getting your resources **STOLEN** as a rinky-dink enemy ability so you can't afford anything in town or random inexpensive events (you read that right, even cheap stuff will drain you, again choices between survival and no money), or as aforementioned constantly hitting 'Abandon Run'. "Balance as we go" patching means dying 10,000 times before the developer thinks static enemy passives that wipe runs (and not just one type of enemy, each enemy has a particular angle i.e. less draws per turn, clogging your hand-draw with random cards, disabling hand-loads from status conditions, enemies gaining flat x-damage per turn before multiplicatively and arbitrarily gaining INSANE amounts of damage) is worth "patching". This game thinks it's the Dark Souls of Rogue-likes/lites, but it's not. It's a passion project where the developing party thought, "Here, let me throw the textbook at you along with the mountain of crap and call it 'challenging.'" You will die, again and again, and the developer will "patch out" powerful, or even plainly basic and helpful, player tactics instead of taking a serious look at the fact that enemy design is seriously a hindrance to player entry, and player retention. Worth 19.99? If you want to scream and shout and burn it all down. Buy it when it's deeply discounted. More so than it was before now.
Сложный, с оригинальной системой накапливания мощи и маны карточный рогалик. Множество возможностей для усиления персонажа, способностей и карт; как то экипировка, слияние карт, различные баффы, одноразовые перки и далее по списку. Разные по механикам персонажи. Играется увлекательно, визуально выглядит также достойно. Пробежка https://youtu.be/3irJm031Xn8
《北风之境 Northwind》属于那种较为“慢热”的肉鸽卡牌爬塔游戏,游戏的玩法和UI什么的看着都和《杀戮尖塔》差不多,但画面更精美,也有着自己的特色系统,用来作为平时无聊突然想玩肉鸽卡牌,又不想玩那些快腻歪了的经典游戏的时候的代餐就很不错。 游戏的卡牌分成行动卡(包含攻击或能量类型)、技能卡、装备卡。游戏的战斗依然围绕“攻防比拼”展开,但却是独树一帜的采用了“回合结束后再统一结算”的方式,这种迟后结算方式让卡组构筑、能量累积和装备取舍变得比一般卡牌游戏更讲究节奏,越玩越能摸到那种越堆越爽的感觉。另外一个特色的地方是游戏把传统的“防御”几乎抹掉了,只保留临时防御,因此回合里要不要打、要不要存能量,就成了核心决策。 这种战斗不是比谁更肉,而是比谁的数值在这一轮的“交锋”里更硬气的战斗模式,在游戏前期会因为我们有着其他卡牌游戏的经验而有点别扭,但随着游戏推进和对玩法理解加深,再加上局外成长、遗物和特性,能构筑BD流派的增多,会变得越来越有意思,那种碾压对面、直接把差值打到敌人脸上的快感会比逐步打死的胜利更具爽感。 游戏目前还在EA抢先体验阶段,可选的角色较少,另外出牌还需要确认的操作也让战斗有那么点不够流畅,战斗转场动画也过于频繁,这些都是对游戏体验有那么一点不好的,希望后面制作组能有更好的完善和优化。 整体而言,《北风之境》的“ 慢热”注定了它是一款需要时间琢磨的卡牌肉鸽,它更加适合那些有耐心和喜欢策略的卡牌玩家,只有对游戏的战斗机制和卡牌理解度达到一定程度,才能体验到游戏的优点和爽感,目前就是属于未来可期的类型吧! [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]
Quite a good game, good mix of slay the spire, monster train, and mana system from MTG. Still quite unbalanced in my opinion, as it doesn't quite deliver the subtle stats and combo slay the spire has miracly achieved. I feel quite overpowered most of the time, I blow some absolutely huge amounts of dmg some runs, some others I'm just some random peasant, there's no in between. I mean the curve of power can be exponential while the curve of enemies is more linear and so there's always a gap. Animations are way to slow and no mods workshop as for now to correct that. I want to throw my cards like i'm triggering a gatling gun please. Some mechanics are very original and well thoughts. Overall it's worth the try, has potential, but has room for a lot of improvement. PS : might is overpowered
Has quickly become on of my favorite games. In a sea of deckbuilding roguelikes, this one has managed to stand out. Not only because of its amazing art style, but also because unlike others that just use different keywords, this game has a unique mechanic that can change up gameplay from other deckbuilders. The game feels like someone was inspired by Monster Hunter, but also wanted to make a TCG. The game actually sometimes feels more like a card game than a deckbuilder at times. I have almost 10 hours of playtime here, but during its extensive demo and beta period, I also logged in almost 400hrs. Thats how much I played this game, and have been loving it. It also helps that the game has run fantastically on my Steam Deck, so Ive been playing it in my spare time, even when Im not at my PC. For some it may be a little hard, but its truly unique and I couldnt recommend it enough.
A bit of a slower paced card based roguelike. Decent meta progression and theres some really broken combos to make, which is always the best part of these games.
游戏玩法还行,肉鸽爬塔。说一下问题:1、优化差,不能快速操作,操作一快必卡死,主机风扇疯狂转,一点不像个小游戏,堪比黑神话。没有快捷键,我手点都不敢点快。2、数值不够平衡,距离尖塔的精妙的数值还差很远。但是我认为这是玩法导致的,由于取消了格挡,改用对攻的玩法,导致游戏维度较窄,游戏体感更像是孤星猎人,不像尖塔。3、费用机制,导致无法玩大卡组,大卡组太怕鬼抽,反而是小卡组更好用,而且是相当好用。抽不到费升不了级,升不了级数值太低,数值太低费用越少,想要数值就去升级,死循环。这点和骰死地牢很像。玩了一把就找到了公式化套路,第二把不熟练又开了一把,第三把轻轻松松养数值,一回合启动,就差个“壁垒”了。
I played this game in Tokyo Game Show 2025 and reached the first town, I had a very great time! The game is quite intuitive at least for someone who have played a few deckbuilders before. There are many different mechanics that makes the game interesting to me like keeping mana between turns / leveling. Merging cards is also very fun to see it reminds me of the mycologist in Inscryption. Overall the game was very fun and really scratch the Slay the Spire itch! Looking forward to controller + steam deck support!
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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