
A tightly focused, streamlined turn-based roguelike RPG you can finish in 2–3 hours. Challenge the short but razor-sharp journey to slay 8 corrupted queens.
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About
Queen Slayer is a tightly focused, streamlined turn-based roguelike RPG you can complete in 2–3 hours.
Build a party of 4 from 15 unique mercenaries and take on 8 corrupted queens in intense boss battles.
No grinding, no filler—every fight is a boss fight.

Game Features
Short and intense combat loop – complete the game in just 2–3 hours
Boss-focused structure – every battle leads straight to one of the 8 corrupted queens
15 mercenaries, 4-slot party – encourages different strategies every run
Growth & choice – simple but meaningful progression system
Achieve 100% completion in a single session
→ All achievements tied to defeating 8 queens can be completed in one playthrough

A different choice, a new journey every time
Even within a short playtime, the variety of mercenary combinations and strategic shifts offer fresh combat experiences every run.
Quick to finish, but always tempting to restart for another challenge.
The world has been consumed by corrupted queens.
Covered in poison, ice, blood, and iron, each queen overwhelms with her own distinct style and visual identity.
In this dark and intense fantasy, every turn and every decision reshapes the battlefield.

Queen Slayer offers a small yet meaningful challenge.
Explore the charm of turn-based combat and dark fantasy, and discover your own unique strategy.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Italian, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
加入我的鉴赏家 http://steamcommunity.com/groups/tuanziyahaha/ 获得第一手的评测消息和免费游戏Key哦 首先你很难说这个游戏不好玩。暗黑地牢的底子就让游戏很上头,同时难度没有暗黑地牢那么变态,可以通过反复刷低级地牢升级解锁特性让后期地牢的难度大大降低。游戏也提供了丰富的职业让我们选择,每个职业又有三个专精,非常适合研究职业技能组合。 但同时你也很难说这个游戏现在适合购买。缺乏指引,甚至连最基本的技能内图标的介绍都很少(状态有,但是那个红色的点到底是干啥的,技能使用次数,是否要使用前置技能才能释放,这些都缺少)。基本不存在的教程让你需要花大量时间探索,同时职业之间存在明显的压制,平衡性相对不太平衡。 不过我认可制作组想做的东西,但现阶段确实是半成品,甚至是基础框架,需要后续大量的更新来完善。暂时给个好评,期待后续发展! B站视频 稍后补充
장점: 다키스트 던전풍 배경과 시스템 1. 용병들마다 3가지 길이 있어서 키우는 맛은 있어보임 단점: 직관성을 어따 팔아먹었는지 모를 불편함 1. 아이콘은 보이는데 마을에서는 확인을 못함 무슨 효과인지 확인할려면 던전에 가서 몬스터를 때리고 마우스 대봐야 효과가 보임. 2. 기본적으로 UI가 불편함 상대방 내성정보는 오밀조밀하게 모여있어서 차라지 스킬에 달려있는 디버프 공격을 상대한테 대봐서 나오는 확률로 보는 편이 더 효율적임 3. 마을에서 할 수 있는게 별로없음, 끽해봐야 용병영입, 정화, 아이템 능력치 돌리기가 끝. 총평 : 기대는 할만한데 지금 할만한 상태인지는 모르겠음 좀더 해봐야 할듯
An interesting turn based roguelite, Queenslayer hasn’t blown me away so far aside from the aesthetics which I really like But it’s a solid game, admittedly with some glitches. It does feel like enemy hp pools are a bit bloated. It might be more fun if there was bigger swings in damage as there are in Darkest Dungeon. ( which I Don’t feel like the game resembles much despite that criticism) If health was lower and fights weren’t so dragged out this would be more fun. It’s still enjoyable though but I did get a bit bored at times Hopefully the game continues to improve
各种卡死,你只能退,退出就算失败,再进就是新一天。各种不平衡,总之快跑
This isn't Darkest Dungeon. Once you get that out of your head and enjoy the game for what it is, there's a really nice experience to be found here. Short runs (~20 mins) and overall short game, but pretty fun for its price. Plus some great artwork
Une version un peu cheap de Darkest Dungeon I & II. Une équipe de 4 mercenaires qui explorent un "donjon" avec une sorte de faux choix de voie à choisir. Les mercenaires peuvent choisir une spécialisation et gagner des talents en montant de niveau (nv 6 max) Pas de placement qui détermine la possibilité d'utiliser une attaque ou favoriser une stratégie défense/attaque. Pas d'inventaire ni de trésors mais des reliques permanentes et temporaires pour améliorer le mercenaire. Je ne trouve pas qu'il y ait de synergie entre les compétences des mercenaires de l'équipe, chacun semble voué à bosser seul sans de mise en place d'un plan d'attaque (peut être après avoir débloqué plus de compétences ou de personnages je ne sais pas...) Il semble y avoir pas mal de personnages différents donc ce n'est pas si mal mais je n'ai pas eu envie de pousser l'expérience au delà des 2h. Je dirais que si ce jeu n'avait pas été un pompage partiel et rhabillé de Darkest Dungeon, il vaudrait le coût de s'y attarder un peu, surtout qu'il n'est pas vendu cher! C'est plus un Mouais qu'un pouce rouge mais rien qui n'apporte de nouveautés donc je ne recommanderais pas.
更新後玩了一下 原本我的成形的AOE隊沒了,然後記錄重來卻很多角色鎖住,我這遊戲也玩了好幾60個小時又要重來玩一次我真的無力感滿滿,至少依過的劇情給解開角色吧?不是阿甚麼獎勵都沒給然後叫你重新遊玩...前面除了弓箭手其餘根本是joker team
不推荐。 这是个数值灾难。 讲一个简单的:我方流血或者腐蚀是-2血3回合,而敌方腐蚀是-6血3回合。而敌方最低血量怪物和我方正常英雄相同(18血左右) 而大多数英雄正常平A是5-8?这个数值算一算都过不了第一个女王。 现在是连续打6轮怪物,打完一轮提供一个遗物(特性)和1-2个装备。那么为什么每一轮直接没有自动回血?整个游戏的续航明显不平衡。怪物只需要前仆后继耗死一个人,然后就会恶性循环全线崩溃(因为有个眩晕条存在,被围殴就是死) 如果需要快节奏,那就应该四个英雄每人一个遗物,一轮之后有个休息恢复才对。同时要把局外英雄培养(我看已经删掉了)加回局内才对。不然欠缺的数值如何补充? 从某种角度来说,确实挺绝望的,数值比不过,也没有成长,所谓遗物也没有稀有度区分,更没有强力的一锤定音的东西。 肉鸽游戏最终是要做成爽游才对,即使是暗黑地牢,成型了也只是偶有概率翻车。 作者真需要重新考虑一下这个游戏到底要做成什么样的。
Das Game gibt mir echt ein leichtes Darkest-Dungeon-Feeling. Ich bin nun beim letzten Boss. Was mich aber stört, ist, dass auf der Shopseite Sachen stehen, die es ingame gar nicht gibt. Zum Beispiel: ‚Start your journey to defeat the boss. Take risks, aim for greater rewards or choose a safer route.‘ Ähm… naja… kommt das noch? Oder wurde das rausgenommen? Das Turn-Based-RPG macht aber Spaß, ist sehr übersichtlich, also Daumen hoch! :D
整体设计都很不错,值得一玩。以下来自机器翻译The following is from machine translation The overall design is very good and worth playing with. After all, the game is still in the "early access" stage, so I would like to take the liberty of offering some more opinions: The randomness of the character's inherent characteristics is too strong, and the proportion of values is too large. I would rather weaken them and instead increase the character's basic attributes to avoid situations where the health of frontline tanks is lower than that of rear support. Perhaps it is also possible to showcase some characteristics to players when choosing a lineup, in order to avoid rigid gameplay ideas Adding a small amount of external help, it can be very uncomfortable to get stuck in the early and middle stages. In the later stages, when you have found a suitable method but still lose to dodge and critical hit focus, it would be even better to have some additional help (such as exchanging failed game progress for items that increase health limits, reset random talent features, and restart battles) I hope there is more maneuverability in my character talent, but now there is only one line that feels too bland Critical hits from enemies have no controllable countermeasures except for talents such as' Injury Protection ', and dodging is no exception. Even though the probability is only 10%, dodging three times in a row will definitely make people's mentality collapse (perhaps some boring talents can be adjusted to' the next 'hit after losing attack' or short-term damage, critical hit reduction, etc.) The randomness of speed in combat is too high. Once there is a slow attack in the first round and a fast attack in the second round, it is easy to cause a collapse. [Discovered bug: After selecting multiple [speed] features and equipment in a certain fire spell, the speed becomes 309 (1200%), but it still cannot stabilize the lead after the first round.]... Compared to the previous levels, the boss is too weak. It often takes 4 or 5 rounds, and the fastest one can be killed in just 3 rounds. It feels like all three people can easily defeat it (perhaps you can increase the summoning of monsters in boss battles to avoid AOE skills becoming mere decorations in the end) Heroes' talents cannot be browsed in the lineup selection interface, which is somewhat inconvenient. The corner markers for checking character skills and backgrounds are not prominent enough. I only discovered this after completing the level... There is also a lack of introduction in the mechanism description, such as various progress bar slots. I only figured out the general effect in chapters five and six I almost used the AOE lineup throughout the entire process, and after understanding the skill combinations, the game became much simpler (the idea is to quickly inflict damage to shorten the number of combat turns, and then control the skill to obtain recovery time, thus maintaining a good health state. The gameplay of hitting one by one can easily lead to exhaustion of healing skills) The post production lineup and bonus points include Shield Guard (talent at will), Fire Technique (left line), Ice Technique (left/center) (strong with dodging equipment and luck support), and Butcher (center) 毕竟还在抢先体验,哪我就冒昧多提些意见: 角色自带的特性随机性太强,且数值占比太大,我更希望削弱它们,转而增加角色的基础属性,避免前线坦克的血量比后排辅助还少的情况出现。也许还可以在选择阵容时展示一部分特性给玩家,从而避免呆板的玩法思路 增加少量的局外帮助,前中期卡关了会非常难受,后期在已经找到合适的方法却仍然败于闪避与暴击集火时,能有些额外帮助就再好不过了(譬如失败的游戏进度能换取一些增加生命值上限、重新随机天赋特性、重开战斗的物品) 敌人的暴击除了受伤保护天赋外,完全没有可控的反制办法,闪避也是如此,明明眼看只有10%却连续3次闪避的画面多次出现绝对会让人心态崩溃的(也许可以调整一些无趣天赋改为【攻击丢失后下次必中】什么的,又或者短期的伤害、暴击减免等等) 战斗内速度的随机性过大,一旦出现第一回合慢速第二回合快速的敌法连动攻势,很容易就会造成崩盘【发现的bug:某次火法选取多个【速度】特性的装备和特性后,速度变成了309(1200%),但除第一回合之后仍不能稳定先手。。】 boss相较于前面的关卡过于弱小了,感觉3个人都能轻松战胜(也许可以增加boss战的小怪召唤,免得aoe技能在终局完全沦为摆设) 英雄的天赋不能在阵容选择界面浏览,有些不方便。查看角色技能和背景的角标也不够显眼,我是在通关后才发现的。。。 机制描述方面也有些欠缺介绍了,譬如各种进度条槽位,我在第五、六章时才弄清楚大致效果 我几乎全程采用aoe阵容,了解技能搭配之后游戏就变得简单许多(思路是快速的伤害倾泻缩短战斗回合数,然后通过控制技能获取回复时间,从而保持良好的生命状态。逐个击破的玩法容易导致治疗技能次数耗尽) 后期阵容和加点是盾卫【天赋随意】、火法【左线】、冰法【左/中(有闪避装备和运气支持下很强)】、屠夫【中】
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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