
Build a powerful deck, cast spells on the fly, battle evolving enemies, find game-changing artifacts, make friends or make enemies, just make it to Eden.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
I got this game because it has a very clear, and dear, inspiration, Megaman BattleNetwork. At least combat/ deck building wise. While I did successfully finish a few runs (like 6 or 7), I felt that the rouguelite implementation was not for me. The speed of battle is just too fast from the get go (a lot of spells hit exactly 4 panels in front of you, so lining up the spell while dodging is a nightmare), and on tougher battles I cannot tell what is going on my screen. I won´t thumps down the game because it is not what I wanted it to be. It is still a solid game, with spell cocaine combinations and solid replayability. I hope more games with this type of real-time grid deck based battles are made.
过于挑人,门槛原因不推荐不精通动作/格斗游戏的玩家游玩-解锁完各角色低难度通关2局之后的感想,也是前期展现出的问题 系统较为完善,内容也充实但难度曲线从一开始就在天上飞,本质上是款横版高速动作游戏,带肉鸽、弹幕射击和卡组构建要素。高速不只是局内资源和攻防轮高速,要求的反应时间本身就很短,容错相当有限,而理论单位时间信息密度高于大部分同行,要求同时:根据我方构筑和双方综合状态思考大战术方向、背板招式并基于相对位置预判对手行动、读对手弹幕进行避弹、基于预判空隙为我方攻击瞄准进行事先位移、组合连招的前置条件miss后的变招、快速阅读手牌卡面信息和法力资源信息并进行出牌/弃牌决策、判断集火优先级、判断使用普通攻击/武器技能的穿插时间、关注护甲和建筑等友方临时资源的状态......除非你:精力溢出且高压复杂场景反应力200ms以内 还既是动作游戏高手 又是高速思考的即时策略高手 还渴望高难度长对局,不然大概率会投入巨大学习成本,并且在前期疲于挣扎试错,总体来说更接近于什么综合难度挑战项目而非娱乐游戏 但如果你同时精通并擅长高速动作如鬼泣,弹幕射击如东方,卡组构建如尖塔,即时策略如星际,复杂变化场景的快速反应如CS且不缺学习系统的时间,那会有很好的体验,但这个玩家画像的交集实在很小,可以说只要你犹豫了我就不推荐,伊甸这游戏本质超小众艺术品而非大众游戏
I absolutely love this game. Discovered it rather recently, and it became best game of a five-year for me. [spoiler]Fairly speaking, I don't invest into playing "big" games these years and stick mostly with roguelikes; anyway. [/spoiler] Everything I love in games is gathered here: ✓ Plenty of mechanics ✓ Replayability ✓ Potential for insane builds ✓ Action ✓ Postapocalyptic vibe ✓ Nice art ✓ Music The latter deserves a special mention. Soundtrack is really good, fell into my playlist for months, Thanks Steel Plus for this absolute masterpiece, I can't imagine OSFE without his soundtrack. The vibe is really well-conveyed, and somehow seems familiar (I'm not so much into Japanise games, maybe came from the real life somehow?) Really love the game for this feeling. It's a pity that the lore is scarce, but better this than adding story for the sake of the story. At some point (170h after) I had to force myself and take a break from the game, because it still was a nice way to exchange time for pleasure, but I didn't want to ruin sensation of the game by making it a habit. ------- People in comments complain that the game has steep learning curve, and I tend to disagree. It's fairly balanced unless one needs to beat final boss in their first run. I don't think I can relate myself to high-skilled gamers, a few platformers in my past and that's it. When I was thinking about buying this game, frankly speaking, I had little believe I can handle it. But it turned out to be manageable. Game is really forgiving to mistakes during the first few areas, providing lots of initial HP and ability to gain shield. You are free to pick spells that require little to no aim and that's a generally good strategy. You can face roll all attacks with complex patterns, and that is sometimes enough. You kill all the hostages, and rarely grab any chest. That's fine. The first time you beat the final boss would likely be a very lucky run. But then you get more consistent. At some point you find yourself striving for a higher challenge, and the game will satisfy this wish in multitude of ways: high risk high reward spells, or vice versa, some game-breaking spells to balance other difficult aspects; precise dodging, luck increase, hell passes, [spoiler], looped runs, shopkeeper[/spoiler]. There are tricky characters, and characters that pretty much trivialize the game, both are unlocked at later stages though. You just handle complex stuff as you go. And I guess what matters here is rather whether the game allures you to keep going, or it's just not worth the effort.
爱了,爱了。爽的一,就喜欢这种战斗爽的感觉。就是开爽的门槛有亿点高。
I rarely care about achievement hunting, but this game has the perfect blend of difficult and obvious room for self improvement, I just had to. Even after the fact, I still come back every so often to say hello to Seraph. amazing game.
didden bluden
Bom para passar o tempo
I love this game, a deeply challenging game with inspriration from megaman battle network. Its fun, thrilling and brutal but worth to try and play.
great game
덱 빌딩 게임이 아니라 덱 압축 게임임 얇은 덱 견제하는 장치가 없음 그냥 압축에 미침
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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
Languages: English, Simplified Chinese, Spanish - Spain, Korean, French, German, Japanese, Spanish - Latin America, Traditional Chinese, Turkish, Portuguese - Brazil, Russian +1 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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