
Customize your army and control the battlefield in this challenging turn-based tactics game with roguelike progression!
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Languages: English**languages with full audio support
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Surprisingly good. Also surprisingly easy? I'm up to three consecutive runs now without actually having ever lost. It seems like there are too many combinations that are a bit too strong right now, and its a bit too easy just to fall into the habit of building one unkillable monster, or cycling ranged units with haste to kill whatever you need to kill. I'm going to keep playing though, hoping for an ascension mechanic at some point, because as it stands the game doesn't have much in the way of teeth for any roguelike veterans.
[b] Summary & Positives [/b] Quinterra has a really strong underlying mechanic set, loosely reminiscent of a faster-paced Faeria. Whilst highly comparable to a card based roguelite (like Slay the Spire or Monster Train), it's not really fair to lump it into that genre. The combat map is composed of tiles, each of which produce different 'colours'. Each turn, you pick a tile up which lets you produce a new type of unit (a bit like setting up a building to produce a unit for you in a strategy game) for that battle, with some limits. Over time, you can sequence your tile collection in a way that lets you pick up more 'colours' to use, both to get a wider variety of units to play with but also to give yourself a variety of options to augment and enhance those units more with added effects. The game is a lot more than that, but the underlying mechanic set lets you field an army of units that shift around depending on your needs and your available resources and how you tune your army and augments (almost like your 'deck') outside of battle. In each battle, even familiar units can be played with different augments depending on the circumstance, leading to a nice variety of gameplay from each combat to the next (which is where the comparison to a card-based roguelite can come from). The units themselves have great variety, and there's a lot of strategic depth in the game. On top of that, the developers are extremely active with community engagement, a must-have for any Early Access title. With all of that said, it's an easy recommendation... but with a caveat. [b] Caveats [/b] The game is still in its early stages. Whilst from battle-to-battle there's a decent amount of variety, there's still an absolute minimum of any kind of progression between runs. Furthermore, players experienced with the genre will probably find it (in its current state, as I write this review) [i]very easy[/i], and may be able to identify card interactions that quickly trivialize the difficulty of even the final boss. If you're looking for a new roguelite to sink dozens of hours into... this probably isn't for you yet, at this stage of Early Access. If you're looking for a creative new spin on the tactics/turn based/cardgame genre that rewards proactive strategy and provides deep 'deckbuilding' opportunities? This might be right up your alley.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Фэнтезийная пошаговая тактика с призывом существ и с элементами рогалика. Глобальная цель-завоевать пять земель, расположенных на островах. Цель на поле-собрать стихийный элемент, подходящий для вызова нашего существа, расположить призываемого на гексе в зависимости от текущей ситуации на поле. Можем ставить постройки для усиления маны или других полезностей. На каждую карту дается свое задание, как, например, уничтожить босса, или собрать определенное количество очков для победы. На глобальной карте есть магазины, где можно докупить снаряжения, всяческие "таверны" для найма существ. Также присутствует неплохой туториал для ознакомления с основами игры. Любопытный проект не с новой идеей, но интересной реализацией. Немного геймплея для ознакомления https://youtu.be/nduXATxXGsU Найди свое инди https://store.steampowered.com/curator/37645702-Unknown-indie/
I just completed my first run, decided to skip straight to imps after failing my lycan expedition and I can say it's got some really interesting design choices. The way that the areas have different starting colors forces you to not lean your army too heavily into some color choices. Very interesting mana system. I also really found the drafting system an interesting idea. It was hard to understand at first but once I recognized how strong I could make my nukers with spell power crystals I was zooming through the battles. The combats in some cases kind of felt like puzzles I had to work through. I would like to see some different type of battle modes, some battles felt a little repetitive and like they took forever. I'll be keeping a close eye on this one as it develops.
Best rogue lite hex based turn based strategy deck builder with armadillos I've ever played!
Even though this is an abandonned early access game, it also is one of the more polished and complete ones as it launched into early access as a nearly feature complete game and during ea more content, polish, qol and reworks have been done! Sure this game has alot more potential but i do believe on sale its definately worth it if you look for something similar to Faeria but with its own ideas. A real shame this game never took off but it really is not bad - at all!
So far, the game plays pretty well for being in early access. It's quite addictive and has aspects of rogue lites, while also being a tactics/strategy based game. The card system, while not "unique" to this game has an interesting spin through the gem mechanic. Overall the game-play is pretty fun, and once you start to understand the game mechanics it can be quite rewarding. The equipment system lends itself to gearing for specific mechanic/fights which is interesting in itself. There is a (somewhat) limited selection of cards but the developers appear to be active and it seems there is room for growth. The cards are all their own art and some are very unique. I haven't encountered too many bugs which is somewhat rare for early access games nowadays. The difficulty level seems to be in an okay place - making it not too difficult to win a game as long as you are able to draft a good set of cards and equipment. With that being said, don't expect to win every expedition. Overall i'd recommend this game and look forward to see it's continued growth!
Fantastic game. I love the combination of tile destruction and enemy summoning. Also it'S really cool how combats can have different goals. 1 minute overview: https://www.youtube.com/watch?v=b14fwbgJrB0
A wonderful mix of card & board games, nicely digitalize in a nice art package.
It's fine, but a little clunky for a grid tactics rogue like. It could have used some more polish, but was clearly abandoned in early access. Just a lesson not to give money to developers who haven't released any finished games.
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.
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