
ON&OFF is a turn-based strategy game where you manipulate pieces on a grid to trigger explosive chain reactions. Toggle pieces ON to attack, defend, and heal. Read the enemy's telegraphed intents, unleash powerful skills, and master the board to survive!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
A turn-based deckbuilding roguelike where you place magical cards on a grid and connect signals.
In a typical deckbuilder, cards disappear after being used once. This game is different — cards remain on the board, switching between ON and OFF states, and activate their effects each time they turn back ON from OFF.
If you reactivate the same defense card twice, its defense is applied twice. If you reactivate the same attack card five times, it becomes a five-hit attack.
The true power of your deck is not just how many cards you have, but where you place them and how you turn them back ON.
When a card turns ON from OFF, it activates its effect and sends signals to nearby cards in the direction of its arrows. A card that receives a signal switches between ON and OFF. Among those cards, only cards that turn ON from OFF activate their effects again and continue sending the next signal.
Turning on just one card in front of you is not enough. Place your cards so that the signal flows from one card to the next, then to the next again, expanding a single activation into a powerful chain. You can create short, reliable chains, or design massive flows that cross the entire board.
Having powerful cards is not enough.
What matters is reusing the effects you need from the cards you have already placed. Reactivate attack cards to stack up damage, trigger defense cards again to block incoming attacks, or prepare the board for your next chain.
Gain new cards as you fight, and build a deck with cards that work well together.
You can move the board in many different ways: a deck that repeatedly awakens one key card, a chain deck that activates many cards at once, or a deck that builds up cost and unleashes it all at once. Through choices that change with every run, complete your own chain structure.

Reusable Cards — Cards do not disappear after being used once. They remain on the board, and whenever a signal turns them back ON from OFF, they activate the same effect again.
Signal Chain Design — The path of a signal changes depending on each card’s position and direction. With a single placement, complete a massive chain that crosses the entire board.
Effects That Activate When Turned ON — When a card switches from OFF to ON, it activates its unique effect, such as attack, defense, or draw. Which cards you turn back ON, and how many times you do it, determines the outcome of battle.
Reusing the Effects You Need — What matters is not creating new effects, but bringing out the effects you need from cards you have already placed. Reactivate attack cards to stack up damage, or trigger defense cards again to block incoming attacks.
Build Your Own Chain Deck — Gain new cards through battles and build your deck. Move the board in many different ways, such as a deck that repeatedly activates a key card, a chain deck that triggers many cards at once, or a board-building deck that prepares a major activation for the next turn.
Genres
Stats
Languages: English, Korean, Japanese, Simplified Chinese, Traditional Chinese, German
Engagement
Reviews
Themes across 119 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
除了连锁状态外和普通卡牌肉鸽别无二致,抓牌删牌,攻击格挡,该有的内容都不会落下,但是显然,连锁状态才是游戏的核心。 玩家打出的所有牌都会有ON&OFF两个状态,以及充能箭头,以此来改变箭头方向卡牌的状态。值得注意的是这并非电路的联通,而是类似非门的设计。在MC里两个非门就能形成脉冲,本作也同理。游戏一开始的新手教程就点出一个典型的长脉冲回路,这就是本作的核心,让你的卡牌循环起来。 卡牌循环的方式并不少,其中最为直观的就是新手教程那样,把箭头对着摆,然后连成回路,但是问题在于,一回合只能存3张牌,构造这样一个回路并不容易,并且造价不菲,需要不少双箭头卡,并且构造出来以后几乎无法保存到下回合(虽然能成功循环一次就差不多赢了)。所以丸子在游戏中找到了更为简单,无脑的小循环,那就是抽卡,有一张基础卡是激活后抽一张牌,非常常见且便宜,作为启动再合适不过,然后使用类似流动之书,无限之书这样抽卡就切状态的,无限之书更是自带“+1马”,基本3,4张牌就可以做到小循环,到时候随便找个输出端运转就可以毁天灭地/。
두서없이 적습니다. 덱빌딩+로그라이트 게임인데요. HP가 깍일 전투가 많은반면에 상점이나 휴식은 너무 적어요. 어렵습니다. 전투 한번 하고나면 카드 숫자가 늘어나는데요 덱의 카드 숫자가 늘어날수록 원하는/필요한 카드가 손에 나오지 않을 가능성이 높아지죠. 그런데 카드를 제거 하기엔 돈이 턱없이 부족하고, 줄일 수 있는 기회조차도 적어요. 휴식할 수 있는 곳에서 휴식(체력 올리기)하거나 혹은 카드 강화를 할 수 있는데 체력이 부족한 이 게임에서 휴식이랑 카드강화 둘 중 하나 고르라고 하면 카드 강화를 하지 말라는 뜻인가요? on/off라는 참신한 기능이 있습니다만 이걸 제대로 사용하는건 생각보다 복잡합니다. 쓰기 어렵습니다. 난이도가 꽤 있네요. 대사창/설명창에서 "노란색 >" 버튼을 누르지 않아도 해당 창을 끄거나 다음창으로 진행할 수 있게 해주세요. 지금은 대사창/설명창이 뜰 때마다 "노란색 >" 을 눌러야 다음으로 진행 할 수 있습니다. 상점 Re Roll 하게 해주세요. 매번 달라지는 로그라이트 게임인데 리 롤 없으면 진짜로 "운에 따라" 게임이 좌우 됩니다. 끝으로 메인메뉴의 기능을 1번의 클릭으로는 사용할 수 없게 만든 이유가 뭐죠? 플레이어를 메인메뉴에 좀 더 오래 붙잡아 두고 싶어서 그런건가요? 개발사들이 안하는 것은 안하는 이유가 있습니다. 이상입니다.
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Hours played at review time, across 119 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
⠄⠄⠄⢀⠄⠄⢀⠠⢂⣵⣾⠃⠄⠄⠄⠄⠄⠄⠄⠄⠄⢀⠂⠄ ⡀⠄⠈⢀⡠⡌⣴⣾⣿⡿⠃⠄⠄⠄⠄⠄⠄⠄⠄⢀⣤⡎⠄⠄ ⠁⠄⢀⣠⣤⣤⣤⣈⠈⠄⠄⠄⠄⠄⠄⠄⠠⢊⢄⣽⡟⠄⠄⠄ ⠆⢰⠋⠄⠄⠄⠙⢿⣿⣦⡄⠄⣣⣤⣶⣯⣤⡔⣿⡟⡀⠄⠄⠄ ⣷⣷⣀⢔⠄⠄⠤⣼⣿⣿⣿⢀⢩⣽⣿⣿⣿⣿⣟⡄⠄⠄⠄⠄ ⣿⣿⣿⣷⣦⣲⣾⣿⣿⣿⡿⢸⣾⣿⣿⣿⣿⣿⣿⣿⣷⣶⣄⣀ ⣿⣿⣿⣿⣿⣿⣾⣿⣻⣿⣧⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡿⠛⣋⣍⡈⠙ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠁⡀⣀⣿⡇⣀ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢀⣠⣾⣿⡴⠋ ⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⠏⠄⠄
A very satisfying roguelike. The mechanics are simple but complex enough to keep your brain active the whole way.
Cute and funny peak
不排斥隨機組卡牌 可以花時間找如何在遊戲架構下找到loop ========== 不怕被雷攻略的 小的雞婆說幾句 ========== 個人不負責推薦起始 魔力 > 抽牌 > 隨機 > 法術 (我不會說抽牌還沒找到怎麼loop) (魔力我確定最少4張可以loop) 建議開場洗核心牌的箭頭是上下、單上、單下 方便配防禦牌 進而到可以loop ========== 多關心防禦都會比較穩 穩了再看自己怎樣輸出比較順 最無腦就是撐防撐到可以loop( 不要亂拿攻擊牌 小心卡死手牌 你心愛的攻擊連段還沒出來 就被對面耗死了 奧術打擊是有抽牌 但需要小心卡魔力下不了核心 防禦 >>>>>> 攻擊 上下 >>>>>> 單上、單下 > 左右 > 單左、單右 能配到防禦牌就是穩 (也就是建議無腦刪攻擊牌) 冰河之流、冰河激流 抽牌又補防,強 上下的話,超強 冰盾留場補防也不錯 ========== 魔力loop 魔力之書(單上、單下)、魔力匯聚(上下)、冥想(上下)、任意(單下、單上) 按照順序互相用箭頭互指 任意就選盾吧 直直排就好 4個有例外loop失敗 我懶得算 想穩就改5個 多ㄧ個任意即可 ========== 剛下、從反變正,的時候 觸發效果且翻轉箭頭指向方塊 由正變反是不會發生任何事的 詠唱類 只要觸發之後 不論哪個方塊翻轉都會進行詠唱 不管翻正翻反 商店只要有錢就能做事 你可以一次刪一堆牌 但營火只能做一件事 第三BOSS會拆場地 要是核心陣地太大會比較容易出事 開場40攻 HP不要小於40都有希望 (扣最大血量換東西超賺)
┌──→ㅤ ←──┐ ↓ㅤㅤㅤㅤㅤㅤ ㅤ↓ ↑ㅤㅤㅤㅤㅤㅤㅤ ↑ └──→ ㅤ ←──┘
非常有创新的卡牌游戏,把地铁线式的棋盘与杀戮尖塔式的卡牌相结合,产生了一种新的游戏机制。同时,慷慨的费用是我最喜欢的(笑)。另外就是建议尽早上色)
독특하고 재밌음. 지능이 낮은 본인같은 사람에겐 조금 어려울 수 있다. (퍽퍽)
you can headpat the shopkeeper
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Where this game's players are, estimated from review languages.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $2.1M | 4.6K | 84% | $24.99 | |
| $1.1M | 1.7K | 75% | $22.99 | |
| $89.8K | 212 | 81% | $7.64 |