
Alter the terrain to change your fate. In this roguelite tower defense game, the board expands every turn. Use cards to reshape paths and defend your castle.
Modeled estimate, not a reported figure. How we estimate →
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Orrin's Chessboard is a tower defense game that combines dynamic paths, resource management, and roguelike progression. The board expands dynamically each round, constantly presenting new challenges. Gather materials from resource tiles, upgrade defensive towers to stop the monsters, choose one of three roguelike upgrades, and remember — every building you place will change the enemies’ path. Can you withstand wave after wave of monsters and protect your small castle?
100+ three-choice roguelike upgrades
20+ levels, 20+ hours of gameplay
Multiple upgrade paths for towers, different resource requirements, route reshaping, and deep strategic choices
High replayability with near-infinite run possibilities
As the game progresses, different roguelike upgrades become available to choose from, opening up a wide range of strategic possibilities.
Each round you can purchase cards from the shop, bringing a form of controlled randomness. With limited information in front of you, observation and decision-making are key — every move shapes the battlefield.
The board tiles change every round, creating countless possibilities. Can you adapt, use every terrain and resource wisely, and withstand endless waves of enemies?
Board generation is influenced by natural terrain, offering various strategic choices. Some special tiles provide unique effects — for example:
Portal: Instantly teleports monsters, potentially shifting the tide of battle.
Enemy Altar: Heals monsters, forcing you to rethink your route.
Smart placement will showcase your tactical intelligence.
A wide variety of monsters appear, progressing from easy to challenging and testing your defenses. In response, you can build many types of towers, from the Archer Tower to the Crystal Tower, each with its own strategic value.
Resources are the core of strategy. Building and upgrading towers requires materials, and purchasing cards requires gold. Everything is interconnected — you must gather, deploy, and manage efficiently to establish a functioning system on the board.
The game features four themes: Classic Forest, Autumn, Desert, and Ice & Snow. Each theme brings a unique visual style and board generation pattern. Across many chapters and levels — can you clear them all and earn every star on the hardest difficulty?
The stylized visuals create immersion, with each theme offering its own atmosphere. Plan, think, and break through — and enjoy the pure satisfaction of victory through strategy.
Dynamic board generation
Changing pathways
Tower upgrades
Combat scenes
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, German, Spanish - Spain, Russian, Japanese, Traditional Chinese, Korean
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 在《奥林的棋盘》中,每一局游戏都像在解开一道动态的战略谜题。游戏最迷人的设计在于那个不断生长的棋盘——每一步地形扩展都带来新的变数,而玩家手中的卡牌则成为驾驭这种不确定性的利器。这种动态路线机制让传统塔防的静态布阵转变为充满创造性的空间重构。 资源管理环节同样精彩。采集、建造、升级之间的平衡需要精细谋划,而三大资源体系的相互制约又避免了玩法单一化。随着游戏推进,上百种肉鸽升级选项为策略构建提供了近乎无限的可能,每次选择都意味着走向不同的通关路径。 游戏中的策略深度不仅体现在防御塔的多样升级路线上,更在于建筑与地形的巧妙互动。传送门、敌方祭坛等特殊格子的设计,要求玩家不能固守一成不变的策略,而需要随时根据棋盘变化调整布局。这种持续的动态决策过程,既考验临场反应,又 reward 玩家的创造性思维。 虽然游戏存在一定难度曲线,但每一次失败都伴随着新的策略启发。四大主题关卡各自独特的视觉风格和机制,更为游戏增添了持久吸引力。《奥林的棋盘》用精致的策略深度和丰富的可重玩性,为塔防爱好者带来了一场充满智慧的冒险。
玩法挺好,美术风格也基本对我胃口,核心的动态路线规划给局内成长运营带来了不少可变性和挑战,蛮不错的小众精品。 就是目前都还是开荒阶段,我玩了2个多小时还是有不少内容没有完全体验和了解,关于游戏的更多机制和技巧仍有待玩家开发。 个别小缺点是UI和动画有待打磨,界面交互逻辑仍需优化。 还有,能不能不要搞什么困难难度+一个怪不漏才能三星啊,只玩普通难度只配两星,强制无伤通关说是,这样那个拿满星数的成就有点过分了,实际上因为局内的怪物路线往往到中后期才完全固定,中间很容易出现状况而且发生任何状况都是有可能直接崩盘(对于现在的三星条件来说漏只小怪和崩盘没区别)的,如鄙人刚刚边聊天边打,玩了40分钟PlanA第三关困难,最后一波漏俩怪直接剩两颗星。 个人觉得太严格了建议参考下KR的成就设置,我虽然不讨厌有难度但是讨厌要让我反复投入不少时间去凹的游戏环节。 玩家游戏理解的成长曲线比不上和关卡的难度曲线,初见打困难基本是要凹下开局和前几波的,有概率一开始的规划就出问题。 好吧但是总的来说玩法还是值得这个价的,20块钱可以玩到一款玩进去最少10h(应该有这体量吧,好像比这还多点,要凹全成就得更久一点)的有优质玩法的游戏那我觉得还是挺值的。有难度,有新意,勤更新,多补缺,这个先给个好评先。
独游作者不易,支持下。 建议升级资源建筑的消耗尽量避免使用该建筑自身生产的资源,比如可以用金币代替。这是因为资源不够才要升级资源建筑,现在还要花掉关联资源,就感觉非常卡手。
Overall, I recommend it. It has unique gameplay (automatic territory expansion, and sometimes you can manually expand the map by tile, which can provide new routes for enemies). But there are some issues, and I hope the developers will read this and take it into account in updates, because it (especially the suggestion in point 6) will significantly improve the game: 1. Few relics (in the Russian localization, this is the "Collections" section, where you can buy items useful in any game using currency earned by completing a level (difficulty and not taking damage)). Only 4 relics for the entire game is not enough. 2. Expanding the map often leads to a new path that you're not prepared for at all, because you placed towers in a different place. Towers and other structures can be sold, but this is not a solution, because it won't give you the opportunity to place the same tower; all structures are purchased with cards, and the number of cards you can open is limited each turn. I'll outline a solution to this problem in point 6. 3. Portals don't work! Portals (which move enemies to another portal, there are always 0 or 2 of them per level) only work in the first level in which they appear, and nowhere else. So they For these to work, the enemies need to have only one path—through the portal. If you block the bypass, the enemies won't go through the portal, but will instead destroy the structures blocking the path. This is unfortunate. 4. Cards are often given that are not needed at the moment (they are revealed randomly). For example, "remove road" or "collect resources" cards are rarely useful—buildings rarely need to remove the enemy's path; and removing resources yields little, compared to gathering resources for 10+ turns. Or they give out mining buildings that have no place to place—these resources are no longer on the map. I'll outline a possible solution to this problem in point 6. 5. The randomness seems unbalanced and too strong, or some levels are designed that way. For example, there are only two crystal sources per level. It's good that new resource sources sometimes open up as territories expand. 6. Unsuitable cards accumulate in your hand like dead weight, simply useless cards. Provide a way to remove them from your hand, usefully. I suggest the following [b]additional mechanic[/b] ⚡ : At the end of each turn, you are given 2 special resources, which can be sent conditionally as Energy. Removing a card from the deck gives 1 energy, and selling a building on the map also gives 1 energy. For 3 energy, you can place a rampart on the map—a building that only serves to block enemy routes and provides no other positive or negative benefits. This is sorely needed. For 4 energy, you can reveal a card (i.e., it gives 1 reveal point). For 5 energy, you can copy a card in your hand—a copy of the card will be added. For 6 energy, you can get resources—5 each of oil and crystals, 10 each of stone and wood, and 20 gold. For 7 energy, you can remove a tile from the map—except for the one where monsters are currently running. 7. Poor localization, at least in Russian. It's awkward and unclear in places. By the way, do the beneficial effects that are given at the beginning of special turns (and when monsters are also strengthened) work as intended? For example, there are effects that give a % chance that a shot will be successful. increased rate of fire, it is not clear how one shot can be faster than the next or the previous one?
刚打完几小时《奥林的棋盘》,算是近期玩到的挺对胃口的塔防游戏。 和那些固定路线摆塔的老款不一样,这款的棋盘是动态的,每回合都会随机刷新新格子,没有什么能照搬的通关套路,只能根据当下的地形临时调整防线。有时候前一步刚布好的建筑物,下一秒就因为新格子的出现,得重新规划敌人的行进路线,这种临场琢磨的感觉还挺有意思的。 防御塔的选择和搭配也有讲究,不是单纯堆等级就行。同一种基础塔能走出不同的升级分支,有的偏AOE爆发,有的偏持续控制,再加上能解锁的陷阱、支援类卡牌,战术的灵活性很高。我玩的时候前期靠弓箭塔加法师塔稳扎稳打,后期解锁了迫击炮、电磁炮,就换成了有超高伤害的打法,狠狠收菜,不同战术切换的体验很顺畅。 地图里的特殊地形也算是个小亮点,传送门能突然改变敌人的路径,回血祭坛虽然是能给敌人续航的点,但可以被玩家作为突破重点,这些变数让每一局的体验都不太一样,不会玩几局就觉得腻。 作为一款小型的独立游戏,它的完成度已经挺高了,操作流畅,画风也清爽,没有什么多余的花哨设计。如果有后续更新的话,我还挺想试试更多主题的地图和新的建筑类型的。
很有创意的游戏,从demo版关注到现在,目前游戏的完整度已经比较高了。作者为正式版添加了肉鸽元素,实际效果很不错,提高了塔防玩法的策略性和随机性。游戏的底子还是很不错了,困难三星的难度很有挑战性,适合喜欢挑战自己的玩家,普通模式适合新玩家体验游戏机制,和摸索这个关卡的适宜策略。作者还增加了很多肉鸽游戏的局外成长机制,如果想挑战自己的话可以选择不解锁,想玩的爽直接无脑解锁。作者的塔防系列中,我认为最让我着迷的就是怪物时时刻刻都可能进家,这带给我很强的紧张感(这也是TA游戏一直以来的特色)。希望未来会推出更多关卡,肉鸽元素的平衡还需要时间的调整,最最最最最希望的就是,作者能不能出个无尽模式啊,我什么都会做的!!!!
这游戏跟我以前玩的塔防完全不是一个路子。 上来我直接选困难,毕竟也玩过一堆war3的TD图了,刚开始我上来就抽输出塔卡牌,嗯造塔,升满级了还是被怪冲烂老家,一度以为是数值、组合不对,结果越玩越发现,这游戏的核心在 “升塔、组合塔的类型、摆更合理的位置”这些传统策略之外,还有一层? 它最不一样的地方就是怪物的进攻路线是可以改的,大部分塔防都是固定死的怪物路线,你顶多在有限格子里腾挪,这游戏能自己造地块,更关键的是,能靠这些地块和挡路的建筑改变怪的进攻路线。我卡第四关3星很久,死活打不满3星,后来发现可以用建筑把怪的必经直线逼成了绕圈的弯路,压力爆减。 原来这游戏的核心是路线管理啊!有时候你费半天劲升一个冰冻减速塔,不如巧妙拦一下路,让怪多走一倍的路程。输出时间直接变相翻倍,这比单纯靠减速、靠高攻塔堆数值要高明多了。传统塔防那几套 —— 升塔、组合塔型、摆位置,在这游戏里只能算基础操作,真正的精髓是玩地形,玩路线,靠空间上的巧劲赢,而不是数值碾压。 肉鸽要素加得可以,有时候肉到一个恰到好处的buff,直接爽局。缺点也有,前期引导有点迷,我瞎玩了好久才摸透核心玩法,但一旦 get 到那个点,真的会上头。 总的来说,喜欢传统塔防的本身就值得一试,但如果你甚至还想玩点不一样的,讲究策略巧劲的,这游戏就非常值得一试。
Early days, but at this stage a very good mazing Tower Defense title - arguably, one of the best. Don't let the "Chess" part of the name put you off - it only refers to the underlying pattern of the play area, Really like how the play area gradually expands and links up. You have to reaaly think through the placement (albeit, like chess, you have to think a few moves ahead) of your towers and your card selections. Wouldn't mind a save feature as the levels get increasingly longer.
[h1]奥林的棋盘[/h1] 在玩之前,我脑子里有个想法,奥林是谁?? 直到我体验下来,说实话,还是不知道奥林是谁。 但是,深刻的感受到了动态棋盘和传统塔防的结合,游戏有趣且深邃。 [h2]塔防部分[/h2] 游戏分为四大关卡——绿色森林、沙漠、秋天、冰天雪地。 每一大关,又包含不同小关,玩家需要在每一小关中,至少获得一颗星,才可以通关。 在游戏初期,难度尚可,玩家仅需要修建弓箭塔,修建矿场等设施,就可以轻松通关。 随着游戏的发展,难度逐步升级,虽说每一关卡可选择简单、一般、困难。 但是,我觉得,还是有一点难度的。 比如说:过程中,棋盘会动态增加,地图不断扩大,出怪的路线也会增多。 玩家不仅要面对初始阶段的单条出怪路线,还有面对不断新增的多条路线。 同时,在游戏中,玩家的所有设施分为三大类。 第一类属于攻击类,如前期的弓箭塔(可升级成3级弓箭塔或者3级弩箭塔),魔法塔(寒冰/烈火),迫击炮、水晶塔等等。 第二类属于资源类,比如矿场、伐木场、小木屋以及图书塔、石油塔、升级伐木场等等。 第三类属于地形类,比如一块地块(自行加一块),消除地块(消除后可在地块上按章设备)。 每回合有五次机会可以翻卡,花费金币购买相关设施。 过程中,每几回合会对怪物进行一次升级,并给玩家一次升级机会。 比如:增强箭塔的魔法伤害和真实伤害2.0;增强箭塔的物理伤害1.0;所有塔的攻速加8%,高个子塔攻速+40% 增加寒冰/烈火伤害,或是一些额外资源。 同时,游戏内会有一些非常有趣的设定,比如传送门,将怪物传送至另一地块,直接死亡。 整体体验下来,《奥林的棋盘》作为一款肉鸽类塔防游戏,每局多重选择及可以改变的地形设定。 让整个游戏充满机遇与挑战,多变的玩法和神秘的下一次选择。 如何做到资源管理及塔防布置,让这个看似体量不大的游戏,充满挑战。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
[h1] 塔防与肉鸽碰撞出什么火花呢? [/h1] 说起塔防题材与Roguelike的结合,市面上早已屡见不鲜。而《奥林的棋盘》却给出了一个更具颠覆性的答案:游戏玩法不仅仅是在固定路线上你我手中卡牌的排列组合,而是将整个战场本身塑造成了一片动态变化的棋盘战场,更多的是战场地形、怪物进攻路线的实时变动。 [h2] 大道至简 [/h2] 刚打开游戏,第一眼看到的是国际象棋风格的界面、画质粗糙,就一堆颜色深浅相间的格子组成的,当然粗糙了([spoiler] 这不废话? [/spoiler])。游玩下来画风看似简单,却恰好呼应了棋局般的策略感。 加入游戏,与其他塔防游戏的玩法类似,敌人从据点出发,沿棋盘路线进攻,而你需要部署建筑进行防御。但这款游戏不同的是伴随关卡回合的推进,棋盘会随机在地图边缘、空隙中生成,地图板块不断地延伸,自由拼接。导致敌人的行进路线都可能会完全不同,这样玩起来既有经典塔防的爽快,又因为棋盘不断变化,策略始终新鲜,特别上头。 [h2] 资源与建筑 [/h2] 资源,则是游戏中又一核心机制,建筑需要从商店购买卡牌,购买卡牌的金币在棋盘上金矿通过建筑挖取,而建造和升级卡牌相对应的建筑都需要材料。资源之间完成关联链条,需要你进行合理分配,这一过程又伴随棋盘不断变化,进行实时调整。 更绝的是,游戏巧妙地将资源点嵌入了棋盘本身的动态变化中,资源点可能随机出现以此形成阻碍敌人前进的障碍,又可能因建筑采集资源变成敌人攻击目标,从而另辟蹊径打通进攻路线。这使得游戏运营不再是后台的数值计算,而是前线的空间争夺。玩家需要资源采集与防御两大需求中追求平衡,利用有限的资源在有限的格子搭配合适的卡牌构建出属于你的防线。 [h2] 游戏体验 [/h2] 在游戏早期,我总是因为自己的资源分配和浪费商店抽卡点数导致防线崩溃,还好有保底资源兜底以及简单漏一两只怪不影响3星等这些人性化机制,这点必须给好评。四个主题地图会根据主题变动细节(如木头资源的树林、仙人掌、落叶林),但在游玩过程中并没有什么太大感觉,毕竟建模都这么粗糙小细节你也不好吹不是? 游戏首发20块,整体体验下来内容大概有10~15小时,价格方面见仁见智。缺点不少,音效差劲、UI图标重复,还有些UI图片丢失。不过整体瑕不掩瑜,游戏作为肉鸽塔防的创新十分惊艳,体验下来也相当不错。 [h2] 总结 [/h2] 《奥林的棋盘》不仅仅是一款合格的肉鸽塔防,更通过棋盘这一设计,将策略从塔防本身提升到了路线、资源的管理,在同类作品中树立了独特的标杆,属于令人眼前一亮的精品小游戏。 [quote]欢迎前来关注「 [url=https://steamcommunity.com/groups/steam_bldywl_collection/curation]买了等于玩了收藏会」 [/url] [u][b]收藏心头好游戏,买过就算体验。[/b][/u][/quote]
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