
Re:Night is a strategy game that blends turn based tactics with roguelike deckbuilding. In each run, build your deck, plan your tactics, and experiment with countless 3-character team combinations. Journey to a mysterious town, break the endless cycle of night, and bring dawn back to the world.
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About
Re:Night is a strategy game that combines turn-based tactical combat with roguelike deckbuilding. Build your deck over the course of each run while navigating battlefields filled with tactical possibilities. Any combination of three characters can create more than 20 unique builds, and the interaction between multiple strategic systems delivers deep, rewarding, and highly replayable combat.
Travel to a mysterious town, break the endless cycle of night with your own hands, and restore dawn to the world.
Tactical combat introduces strategic mechanics such as frontline and backline positioning, flanking, blocking, and protecting allies. Combined with elemental counters, equipment, and item effects, these systems create countless opportunities for powerful combinations.
Command three characters simultaneously in every battle, each with a distinct role. Whether focusing on burst damage, battlefield control, healing, or environmental interactions, careful coordination and party synergy are the keys to victory.
Fire, Water, and Grass form a cyclical elemental counter system. Exploit elemental advantages to unleash devastating critical hits and deal massive damage.
Coordinate your three characters to trigger elemental critical hits while positioning them to deny your enemies the same advantage. Every move requires careful planning, but victory also depends on adapting to an ever-changing battlefield.
Every character features unique talents and an exclusive pool of character-specific cards. Combine more than 300 cards with over 200 pieces of equipment and items to create more than 20 distinct builds for any three-character party.
Become an unstoppable brawler, a demolition expert, or a relentless lancer. Even the stone walls of the battlefield can become powerful weapons. In Re:Night, your imagination is your greatest strength.


Undo your last action, rewind to the start of the current turn, or even restart the battle from the very beginning at any time. Never let a single mistake ruin your adventure, and face unfamiliar enemies with the freedom to explore different strategies.
Study enemy behavior, experiment with different positioning, card sequences, and elemental combinations, then use each rewind to test new ideas, refine your strategy, and discover your own path to victory.
Every run offers a fresh adventure, with diverse maps, random events, challenging battles, and unexpected encounters waiting to be discovered.
Begin your journey beside the stream outside the town, venture through the dangers hidden within the village, and ultimately ascend to a castle shrouded in mystery. With every adventure, you'll unlock new content, playable characters, and even greater challenges to overcome.


Each character has their own memory fragments, known as Chrono Shards. Collect them to unlock hidden cards and equipment, expanding your tactical options with every discovery.
Gather every Chrono Shard to uncover the truth behind the endless cycle of night.

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese
Engagement
Reviews
Themes across 169 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
12小时体验下来感觉是值得推荐的,在尖塔&陷阵之志的基础之上首先是做出了一些自己的特色:元素暴击,3人连携bd等 然后数值方面还是比较克制的,敌我双方都避免了数字急剧膨胀 另外反馈一个目前大的设计问题: 问号(随机事件)的收益期望太差,而且里面参杂了不少无论如何都负面收益 的事件,这方面设计太失败了 目前最明显的问题是美术风格太像劣质页游了,很容易让关注卖相的人一秒放弃
虽然是战旗+卡牌爬塔 缝出来的,但是两边的爽点都没学到,我甚至觉得是缺点都学到了——既要看build成型,又要看抓牌胡,牌本身的强度(比如施法距离大多是1,棋盘又小)、化学反应和运转因为三色克制的独特机制搞得很便秘,陷阵之志那种地形杀在这个游戏里也不存在,怪物血又多导致很难杀,总之玩的不爽,策略选择也说不上有多深,美术在我看来不是多大的扣分点
The concept of blending with card gameplay and tactical RPG is incredible, especially three charater squad mechanics.
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Hours played at review time, across 169 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]小而巧快樂打牌戰棋爬塔[/h1] 易學難精的元素戰棋,無須格擋僅要走位擋刀、躲招,近身和脫戰是一大課題。戰鬥結束就會補滿血,因此僅要專心創造傷害Combo最大化,也能放心利用自傷流派創造優勢。 請先看討論區的爭議,自行判斷是否購買。 [hr][/hr] 美術性 [list] [*]Q版美術風格,立繪、卡面、裝備圖示精緻 [*]評論稱這是AI繪圖,但沒有在Steam頁面中揭示。如果為真,似乎不值得推薦未來的作品 [*]戰鬥音樂偏激昂,我喜歡第二章地圖背景音樂的古典風格 [*]Steam頁面中的遊戲特色文案,特別為正體中文使用者設計橫幅,但「無限回溯,盡情嘗試」沒有更改到 [*]裝備「精靈的指引」可以不按路線前進,但地圖Icon仍然只有原路徑的下一節點有跳動動畫,其實仍可以選擇其他節點,僅是動畫沒有正常顯示 [/list] 故事性 [list] [*]主線劇情聚焦農夫、獵人、刺客輪迴的故事,另外三人戲份偏少 [*]評論稱文本為AI生成,卻沒有在Steam頁面中揭示。如果為真,難怪劇情呈現上完全沒有記憶點,真結局更是糟糕 [*]提供新輪次三選一手牌的黑衣人,會隨上次表現給予不同的評價。問題是,初次遊玩的玩家會被罵上次連第一關Boss都沒有碰到;若上次失敗,這次卻不選任何手牌也會被數落一番。已經很衰拿不到好牌,是鼓勵玩家放棄,直接重刷首抽的貼心機制 [*]製作組有利用細節說故事,兩段式事件連動、角色專屬裝備、關卡對話(提示)豐富了爬塔原本枯燥的殺戮之旅 [*]隨著遭遇做出不同選擇,三位英雄會在地圖中簡短閒聊,讓事件和主線不會有強烈切割感 [*]英雄個人關卡有設計起源故事,使角色更為立體 [*]正體中文翻譯大部分是直譯,沒有修正簡體中文用語,讓很多詞彙不好理解。部分卡片、對白翻譯不全,多少影響閱讀性 [*]我只是正常遊玩卻莫名其妙進入真結局,而我所寫的評論比起真結局的劇情還要好,這我可以肯定。如此趕時間、不顧形象的爆料大會,雖然還是比博燃,卻看得好痛苦,好想要支持教育部推廣國語文教育,提升人類已經逐漸淡薄的文學素養 [/list] 遊戲性 [list] [*]討論區提到開發商可能和因狄斯2代團隊有關連,表示遊戲已死不再更新。請自行斟酌考量 [*]無限悔棋與元素爆擊讓戰鬥易學難精,隨時可以調整策略的回溯機制對玩家非常善良 [*]三元素克制機制鼓勵隊伍搭配而不是單人戰神,利用有限出牌數創造連段Combo是樂趣之一 [*]三位英雄的專屬卡牌混在同一手牌,構築時需注意平衡、連動性[*]無格擋卡設計,僅要走位便能避開多數攻擊,這讓移動力相關裝備幾乎是必選的長期優勢 [*]英雄個人關卡難度不高,製作組會在故事中提示,同時也有[url=https://store.steampowered.com/news/app/2372240/view/707779551921438771]輪迴之盤攻略[/url];但一輪遊戲後太容易升級,升級後新增的卡牌還來不及學習,就會汙染抽卡池,反而是玩家要減緩攻略速度,根本不用農 [*]無局外成長機制,僅有擴充卡池和裝備池 [*]資訊介面完整,可視化移動範圍、攻擊範圍、傷害預測等減少戰鬥中繁瑣計算 [*]戰鬥獎勵兩次卡牌三選一,選擇相較其他類Rogue牌組遊戲多上很多。但常選的英雄卡似乎有權重加成,導致稀缺元素越來越難以取得 [*]介面設計繁瑣,玩家要跳回卡組、先看完另一組三選一再決定選擇,點擊次數一旦增加就會很煩躁且疲乏,最後乾脆跳過不選。即使決定放棄獎勵,也還是必須進入選擇介面點擊放棄,重複兩次,加上道具再重複乙次,是非常奇怪且不順暢的設計 [*]卡牌升級幅度因為元素爆擊會得到大量加成,部分卡牌升級較保守,必須累積元素量後才能一舉收割;其他原本傷害高的強卡透過少量卡牌也能擊殺,穩定性更勝低傷卡牌,讓功能性卡牌誘因不足 [*]無屬性、炸彈、路障流派,傷害偏低、無法爆擊、需要布陣、高耗牌、誤傷隊友、無法穩定創造傷害,難有發揮空間;即使在英雄個人關卡中可以看到這些機制能發揮無與倫比的宰制力,但真實的遊戲過程哪有那個時間處理地形和設陷阱 [*]本質上遊戲仍鼓勵早期擊殺、大刀流派,不及早擊殺就會被中毒、無限召喚物、無限累積的力量打爆。只要抓到大刀核心卡,圍繞其構築通通拒絕其他卡牌就能穩定獲勝 [*]後期隨抽卡池汙染,難以取得適合的傷害卡,若早期卡片被刪除後容易陷入每回合打不到10點傷害,連召喚物都無法解決的死棋困境,連無限悔棋都救不了你 [*]爬塔地圖升級、商店節點多,根本觀光勝地。刪除卡牌、事件(兩段式事件,影響成就、提供更佳裝備等)反而需要規劃。後期容易達到手牌全部升級、滿裝 [*]變換卡牌的節點僅提供卡牌二選一還無法放棄,變相成為詛咒。卡牌一旦混入自己不使用的流派卡就是破壞Combo [*]農夫「斬殺」卡牌設計過於簡單暴力。生命比自己低的敵人,只要是生物,管你是小兵、菁英還是Boss,在兩格範圍內通通都被吸血致死並永久增加Hp,我還以為是Dio吃麵包。在前期取得後似乎不需要策略了,即使在高難度,適當培養也能秒殺棘手敵人,堪稱版本答案 [/list] [hr][/hr] 整體遊戲過程愉快,玩家可自行決定新卡牌的解鎖時機。難度可選、英雄組合多,可重複遊玩性佳,每次都可以圍繞不同策略,享受構築的樂趣。如果開發者利用AI輔助卻完全沒有主動揭示,那麼消費者也應該記得,這家開發商曾經隱匿此資訊。但我想他們只要換皮換名字繼續賺錢就好,資訊不對等就是這麼回事,這就是為何你應該先看評論和討論區。
組不出特定BD就打不贏 一下麻痺 一下灼燒 還卡走位 1局2小時 試兩次連退款都不行 只覺得被坑了
数值比较克制,没办法靠运气拿到高级遗物或者卡牌平推,全程挑战性都还是有的,目前玩了14小时把把都是2小时,消磨时间挺不错的。
个人评分:60/100 游戏完整,给个合格分,但我认为设计完全不合理。游戏的亮点和重点全在元素暴击上,用大量功夫叠元素叠属性,一点爽感都没有,你很难在回合内预期你能打多少输出,也很难提早感知怪物能打多少输出,有时稀里糊涂就被十几血秒了,计算起来巨麻烦,战棋也不是这样战棋的吧?
★4かな。 普通に面白いけど、あと一歩ハマり切らなかった。 まだ試してない構成あるから、今後化けるかも。
体验下来,整体完成度不错,期待后面继续更新内容
很久没有遇到一款能让人沉迷到不想停下的游戏了!六个角色能够衍生出超级多的套路,而且强度拉满,在熟悉配置之后,即使是遇到不同的Boss也可以尝试打打看。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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