
Phantom Rose 2 is a roguelike deckbuilding game. Fight and collect powerful cards as Aria, trying to survive in her cherished school that’s being ravaged by evil creatures.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional 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
Based swag game revolving around massacring Phantom with cards. Please more lore bread crumbs please.
[h1] 华丽的美少女肉鸽卡牌 [/h1] [h2] 前言[/h2] 《蔷薇的夜宴2蓝玉石》是一部美术十分优秀的肉鸽卡牌游戏,搭配上它不错的剧情和玩法,给我留下了很不错的印象。在游戏中玩家扮演失忆的美少女亚莉亚,在一所充斥着幽灵的学院中探索求生,在会说话的白猫陪伴下,逐步找回丢失的记忆,了解事件背后的真相。 [h2] 游戏玩法 [/h2] 在游戏玩法上,本作并没有采用回合制抽卡战斗和费用的设计,而是采用了基于冷却时间和共四格出牌的位置玩法。在战斗时敌人会在1234四格位置先占据两个位置并显示意图,玩家需要根据敌方接下来的行动选择自己拥有的未进入冷却的两张卡牌放入剩余位置,随后按1234的顺序进入结算。比如敌人在2号和4号位分别放置了防御和攻击卡,玩家就可以在一号位和三号位放置攻击和防御卡。进入结算后会按顺序进行玩家的攻击,敌人的防御,玩家的防御,敌人的攻击四个指令。玩家所有的卡牌使用后会进入冷却,冷却回合数等于卡牌的等级,一般情况下高等级卡虽然有着强力的效果但同时CD也很长。这种游戏设计简化了很多传统卡牌肉鸽打牌时需要的计算量,将游戏的策略重心转移到卡牌选择、CD管理和位置应对上。 [h2] 华丽的美术[/h2] 美术是本作的一大优势。哥特风格下的角色各个都立绘精美,从主角到NPC甚至敌人都是高质量的美少女。外加游戏中丰富的外观系统提供了大量可更换的皮肤和武器,且游戏的剧情演出水准不错,有着多个结局,各个结局也是跌宕起伏,多有反转。 [h2] 其他的一些不足方面[/h2] 然而,游戏也存在一些缺点。比如因为采取了冷却时间和每回合只有4个空位的战斗玩法导致游戏的玩法天花板受到限制,策略深度在后期略显不足,再加上游戏内无论是玩家还是敌人都只能拥有一个一个增益/减益状态(身上的新状态会覆盖旧状态),导致流派构建受限,套路相对固定。而且不同职业(指法师与战士)的游戏体验非常不平衡战士玩起来就是战斗爽,法师就没有这种体验,而且在高难度下战士要明显优于法师。在游戏解锁高难度后,一局游戏要顶着几十个debuff游玩,而一但开局发牌没给好牌就有可能在第一层直接暴毙。且高难度的敌人主要依赖数值提升而非新机制,玩久了容易枯燥。在主线通关后,继续玩下去的动力会明显下降。 [h2] 总结[/h2] 总体而言,《蔷薇的夜宴2 蓝玉石》凭借其独特的CD战斗机制、精美的哥特美术、引人入胜的悬疑剧情在卡牌肉鸽游戏中给我留下了独特且深刻的印象。尽管游戏中存在后期策略深度有限、高难度数值膨胀等问题,但它仍是一款瑕不掩瑜的优秀作品,特别适合喜爱美少女的二次元卡牌肉鸽的玩家。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪[/hr]
Phantom Rose 2: Sapphire is a refined and deeply strategic roguelike deckbuilder that builds confidently on the foundations of the original while carving out a strong identity of its own. Developed by makaroll and published by PLAYISM, the game places players in the role of Aria, a magic academy student navigating a school overrun by mysterious Phantoms. Rather than leaning on heavy exposition, the game uses its setting as an atmospheric backdrop, allowing the player’s repeated runs, encounters, and failures to gradually reveal a world caught between routine student life and creeping supernatural danger. What immediately sets Phantom Rose 2: Sapphire apart from other deckbuilders is its rejection of traditional card draw randomness. Instead of drawing cards from a shuffled deck, every card is always available, governed by a cooldown system that determines when it can be used again. This single design decision fundamentally reshapes how combat feels. Success depends far less on luck and far more on sequencing, timing, and long-term planning. Each turn becomes a tactical puzzle where the order of actions matters just as much as the actions themselves, rewarding players who think several moves ahead and understand how their deck functions as a complete system rather than a collection of powerful individual cards. Combat unfolds in a turn-based structure where enemy intentions are clearly telegraphed, giving players the information needed to plan defensively or aggressively. This transparency pairs beautifully with the cooldown system, encouraging deliberate decision-making rather than reactive play. Cards interact through synergies, conditional effects, and positional advantages, especially as tougher enemies and bosses introduce multi-phase encounters that test endurance and adaptability. Battles often feel closer to solving a complex board game scenario than simply overpowering foes, and victories are satisfying because they stem from understanding mechanics rather than exploiting chance. Deck construction is supported by a robust and varied card pool, with hundreds of cards gradually unlocked through play. Different classes dramatically alter how the game is approached, with each one introducing unique mechanics and strategic priorities. Switching classes does not simply change numbers or animations; it forces a complete rethink of how cooldowns, resources, and enemy pressure are managed. This variety ensures that repeated runs remain fresh, as strategies that feel dominant in one class may be ineffective or even dangerous in another. Progression follows a roguelike structure that respects the player’s time. Runs are self-contained, but each attempt contributes to a growing understanding of card interactions, enemy patterns, and optimal deck sizes. Permanent unlocks expand future options without trivializing difficulty, preserving the tension that makes each decision meaningful. Additional modes, such as challenge-focused encounters and customizable rule sets, further extend replayability, allowing players to fine-tune the experience to their preferred level of difficulty and experimentation. Visually, Phantom Rose 2: Sapphire adopts a clean, anime-inspired art style that balances charm with an undercurrent of unease. Character designs are expressive without being overly ornate, and environments evoke a familiar school setting subtly distorted by supernatural elements. The soundtrack reinforces this mood, blending calm melodies with more ominous tones during combat, creating an atmosphere that supports both strategic focus and emotional immersion. While the presentation is not flashy, it is cohesive and purposeful, ensuring that visuals never distract from gameplay clarity. Narratively, the game takes a restrained approach, allowing story elements to surface organically through events, character interactions, and environmental details encountered during runs. Rather than delivering a single linear plot, it presents fragments that slowly build a larger picture of the academy and the forces threatening it. This approach complements the roguelike structure well, making repeated playthroughs feel like different perspectives on the same unfolding mystery rather than simple retries. Ultimately, Phantom Rose 2: Sapphire excels because it trusts its core systems and its players. It offers depth without overwhelming complexity, challenge without unfairness, and replayability without artificial padding. For fans of deckbuilding roguelikes who value strategy, consistency, and meaningful choice over randomness, it stands as one of the more thoughtfully designed entries in the genre. Its mechanics reward patience and planning, making each successful run feel earned, and its systems are strong enough to support dozens of hours of experimentation without losing their appeal. Rating: 8/10
Wish they kept working on this game to add some more variety/content because it's a really fun time killer. There's a huge amount of unlockables and multiple stages of difficulty/gamemodes you can play with but I wish there was more specifically in card types. I also wish I could view the story images and export them like how you can do with some other images and skins you unlock. Story seems all over the place and ends on a cliffhanger sooooo it is what it is. SURELYYYY a third game will get it all. There is a "premium currency" that people talk about but you can earn it easily through playing so I just view it as another thing for progression or if you want to spend just to support the dev.
아트와 분위기는 매우 훌륭합니다. 전투는 취향 맞는 분은 재밌게 할 수 있을거 같지만, 호불호가 많이 갈릴거 같네요. 카드게임 보다는 턴 관리하는 퍼즐게임에 가깝습니다.
쥰내 재밌는데 2만원 돈값하는 게임은 아님 찾아보니까 모바일에서 무료인거 확인하고 바로 환불때려버림 대신 광고나오는데 광고제거 7천원이라 살만함 2만원이나 주고 살 바엔 접근성 좋고 무료로 할 수 있는 폰으로 하는게 낫다
An interesting spin on the rougelite deckbuilding games Also a lethal amount of cosmetics, which all roguelikes should have. Let me have more maidknight games, the Slay the Spire mods get that.
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《蔷薇的夜宴2 蓝宝石》是一款美少女肉鸽卡牌游戏 ,同时也是《蔷薇的夜宴》系列第二部,由 makaroll 开发,PLAYISM 发行。游戏中你将扮演一个可爱的短发少女亚莉亚,在诡异的校园中存活下来,你将遇到各种哥特美少女,是敌是友,还仍未知。 [h1]卡牌组合决定战术策略[/h1] 游戏的核心玩法极具创新性,出牌位置是一个四个牌库,玩家和敌人一次只能出两张牌,并且不需要抽牌。战斗采用回合制(但是是角色和怪物在一回合内同时出招的回合制),卡牌策略与出招顺序相结合。出牌阶段是游戏策略性表现的精华,玩家需要在众多卡牌中做出抉择,是格挡防守等待下次进攻,还是攻杀组合直接击溃敌人。在面对不同情况下,不同的卡组配合会发出出乎意料的作用。玩家需要根据敌人的意图和手中现有的牌做出最合理的判断,尽可能减少血量损失,为接下来的爬塔做准备,极其考验玩家的策略战术。 [h1]丰富的爬塔玩法[/h1] 游戏路线包括随机事件、宝物、商店等,随机事件中可以获得道具和饰品;商店可以购买道具;游戏中还有独特的拯救人质环节,打败怪物,救出妹子,妹子会给你奖励。休息处可以删牌或者恢复血量。作为一个肉鸽 爬塔游戏,前进的方向和策略的抉择非常重要,这将决定你能不能登顶。 [h1]奇异亮丽的哥特美术[/h1] 黑暗哥特的美术风格是本作的亮点之一。游戏中的环境色调大多采用阴暗色调如蓝紫色,配合技能组合、攻击方式等明亮特效形成了撞色的效果,在视觉体验上反差感明显,容易给人留下记忆点。 此外本作的人物形象也非常吸睛,蓝发、黄发的哥特风少女,与形色各异的怪物:女鬼幽灵、玩具熊融合在一起,勾勒出一个奇异童话的世界。随着游戏的进行,当攒够足够的币时,可以为女主更换服装,为游戏增添了不少新鲜感与乐趣。 [h1]结语[/h1] 本作不仅是一款卡牌游戏,故事模式剧情的质量也拿得出手,此外还有另外几种模式等等玩家解锁,适合喜欢卡牌策略与二次元风游戏的玩家入手。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
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