
Relief is a deckbuilding roguelike featuring a post-Journey to the West urban legend setting! In a bizarre world of corrupted deities, harness overpowered tech to enhance your deck and forge custom affixes onto your cards. Combine over 1,000 cards and 300 artifacts to create your ultimate OP build!
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About
Relief is a deckbuilding roguelike set in a post–Journey to the West world. As the awakened heir of the Green Bull Demon (Azure Ox), you'll fight alongside five unique spirits, collect cards and artifacts, and craft powerful builds to carve out your own legend.

Each features its own cards and brings a distinct combat style to the fight.
Lu Wei: Transforms troublesome status cards into cards with random special modifiers.
Cui Beibei: Summons all manner of lovely feline spirits with a variety of abilities to aid in battle.
Chechi Rocket Team: Seamlessly switch between the tiger, deer, and goat captains to adapt your strategy mid-battle.
A.Lian: Features a unique Tribute card fusion mechanic. Cards with Blessing gain additional effects when placed at the far left or right of your hand.
Mrs.Luo: Wields three elemental forces that combine into devastating chain reactions and intricate builds.


The Roc presents a choice midway through each of the first three acts, each powerful enough to alter your strategy and deck direction. Play it safe with reliable boosts, or go all-in on high-risk, high-reward effects to create game-breaking builds with the potential to steamroll everything in your path.
Roc's Aid Powers (24 total):
Rebuild: Remove every card from your deck. Gain that many choices.
Glass Cannon: You have only 10% Max HP and gain only 10% of any Max HP increases, but deal 250% damage.
Less is More: Card removal costs 50 less gold. +1 card removal at the Black Market.
... ...

Complete quests from the Roc to earn Incense, then offer it at shrines to grant your cards random powerful affixes (12 total). The right affix can turn even the most unremarkable card into a force to be reckoned with, while strong cards can become downright broken, unlocking wild new build paths.
Blessings (14 total):
Combo: Play all copies of this card in your hand and draw pile.
Overdraw: Play this card for free. At the start of the next X turns, lose 1 Energy (X = its cost).
... ...

Over 1,000 cards and 300 artifacts: Character-specific cards, general cards, and Black Market options combine with a massive pool of artifacts to create near-endless build variety! No two runs ever feel the same.
Unique 14-day cycle: The game unfolds across five acts, built around a repeating 14-day cycle. While in town, strengthen your build at the Shop, Hot Springs, and Shrine, then venture beyond its gates to explore the unknown. Plan your days wisely and work your way toward the final boss.
Curious encounters: Over 50 random events steeped in Chinese folklore and urban legends await. Will you accept an offering in a dim, shadowy corner, or awaken something... unknown? Every choice shapes what comes next.
If you enjoy roguelike deckbuilders, deep strategy, and game-breaking synergistic combos, or if you love any of the following titles:
Slay the Spire | Monster Train | Griftlands | Inscryption | Chrono Ark
...then you will definitely love Relief! Step into a post-Journey to the West urban legend world, and experience the same highly addictive card battles, insane card modifiers, and limitless deckbuilding possibilities!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
It's not a bad game. But after my first run, I'm not really motivated to do another one. Still contemplating a refund. The game feels rough and unpolished, has taken some questionable design decisions and overall needs more time in the oven.
Did you like Slay The Spire? Well if you did, i have great news. They made Slay The Spire 2. Play that instead. The game is budget slay the spire, plain and simple. some kinda neat Ideas, some even pretty fun ones. but very quickly you realize it is JUST slay the spire. to the point where the ghost girls "summoned ghosts" are quite literally functionally identical defect Orbs. but i dont want to be only negative. it has potential and if the devs continue to develop and work on polish it might eventually become a decent sidegrade to slay the spire. but for now, just play Slay The Spire 2
被封面吸引来的,只能说看着这封面能不心动的也是神人了……进游戏后感觉跟心里预期有差距,不过至少是能玩的水平吧。总体上就是仿着尖塔来的,相似度高达80%,画面有一丢丢乱,不过UI信息展示还是挺到位的,除了不太清爽,倒也能称得上美观。 玩法方面有让我感到惊讶,毕竟这年头「尖塔like」连起来可以绕地球两圈,本作却在模式上少见地进行了创新,摈弃了传统三幕式结构,而是用「日流程+大循环+大本营+地图点位选择」进行替代——说人话就是把地图套了个日常管理的皮,但是外出战斗后能回城补给,卡组构筑性更强。 游戏还加入了「贪/嗔/痴」的buff管理设计,虽然这种强行上debuff的做法不一定能讨玩家欢心,不过我觉得至少是跟叙事主题相吻合的,这也让玩家在日常决策中更加注意三位数值的管理,从而避免负面buff的产生,总之是给游戏的决策带来更多思考量。 难能可贵的是游戏在世界观上还比较有特色,套用了西游的母题,但进行了都市魔改,跟游戏的核心玩法衔接在一起也比较自然,在主题上做的比较统一,为数不多在肉鸽卡牌里做出了叙事性的——哪怕是尖塔本身,玩家其实也只能通过一些碎片信息来补足叙事,这还是在2代里被进一步完善的结果。 总体来说我觉得是款非常有想法的国产游戏吧,美中不足的是卡牌BD还有待加强,虽然1000+卡面听上去很美好,但是卡牌之间的连携可以继续强化下,进一步提高游戏的爽感。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
[h1]重改西游故事,再度打上天庭![/h1] 《释厄传》是一款类尖塔玩法的卡牌构筑游戏,玩家将扮演青牛精的后代在唐僧和金翅大鹏以及一众女妖怪们的帮助下,在全新的灵幻都市赛博世界里面重改西游路。每个女妖怪都能跟大鹏给的奇妙加成组成一个非常强力的流派卡组,游戏上手难度较低,比较适合喜欢简单低压卡牌构筑游戏的爱好者们上手。类尖塔玩法,卡牌构筑,都市西游后传,比较推荐喜欢这类游戏的爱好者们入坑。 故事开始,唐僧变成了比较经典的赛博都市谜语人的形象(也算是唐僧比较经典的一个后传魔改形象了),然后在唐僧的指引下玩家扮演的青牛之子就跟着同样被唐僧拐过来的女妖怪们一起并肩冒险战斗了,故事最后就是经典的打上天庭。(这故事其实也蛮适合类尖塔游戏来着) 游戏在玩法方面主要为类杀戮尖塔的机制,各种卡组还有基础牌面设计都能看出尖塔的影子。然后本作又在这方面有所创新,在路线机制方面加入时间机制(部分事件不会消耗时间,部分事件消耗完时间以后进下一天的线路。)这个设计蛮不错的。 同时游戏里面大鹏的双刃刀选择在正面和负面效果设计还算平衡,没有出现那种极端坑的双刃刀。 不过唯一比较折磨的就是烧香机制了,这个有点类似于随机附魔(比较看运气),不过附魔没附到你想要的还能通过烧香再覆盖掉。(不过希望这个烧香机制以后可以有个新手提示,不然很多新手小白会以为这个烧香是可以叠附魔的,然后把自己的好附魔给覆盖掉。) 攻略小贴士:推荐烧香尽量去赌镜像,这个给核心牌附上以后输出嘎嘎猛。 总的来说本作作为一款非常经典的重改西游的类尖塔游戏,本作在剧情塑造方面进步空间很大。然后在游戏性方面本作还算不错,游戏性方面可以给到70分的评价。综上所述本作目前比较推荐喜欢这类类尖塔游戏的爱好者们入坑。 [quote]关注「[url=https://store.steampowered.com/curator/45580968] 月の赏 [/url]」[/quote] [u][b] 月揽千游,一赏知味 [/b][/u]
有些时间点击了一天没过去,有些时间点击了一天就过去了,右上角一个时间和这个有关系吗?一个时间多少时间有说明吗? 节奏脱节,玩的不爽。召唤小鬼那个,我好不容易在最左边召唤一个鬼王,再丢出一张牌,随机召唤两个,把我鬼王给替换了。明明还有两个坑没占,你替换鬼王搞毛线。你要做的是有压力的过程要玩家玩的爽,不是乱来。 进入游戏人物主界面就这一张图,闯关的任务入口界面也就一张图,40多块钱的游戏要不你去对比下?太简陋了,太敷衍了。 你那个赌博机。难道不能随着关卡难度升级,中100概率增大吗,要么多设置几个50 80 120等等档位? 抽100次1次30都没有,太离谱了 事件地图做的太糙了,要不你抄一下 路线图形式的吧。
Only problems i had was ui scaling in fullscreen on ultrawide being way off and unplayable, which caused me to play windowed on 1/3 my screen, The settings has no fullscreen settings for resolution or aspect ratio which kinda ruined it for me. I had 0 crashes the only performance issue i had was game freezing for second when starting a battle. Game was pretty fun after getting used to ui, The forced dialogue is pretty annoying each run. Edit: Ultrawide scaling was partially fixed, With the black bars on the side which feels and looks way better then playing it windowed. The forced dialogue was also adressed with a setting to turn it off. I bought the game day one and im very happy that my problems got adressed within day.
I rewrote this review, which originally listed some obvious issues, after the developer responded and quickly pushed out a patch addressing them. If you see the developer response, it's referring to those. [h1]Verdict[/h1] I recommend this game to anyone who enjoys card games and the process of discovering new systems/combos (so long as they're not put off by the art and content warning, so I won't be recommending this to anyone I personally know...). I believe there's enough there to enjoy enough for long enough to justify the price (at least on sale - I got it for $12). If you were only interested in buying one roguelite deck builder and playing it for hundreds of hours, I'd probably recommend Slay the Spire (STS) instead if you hadn't already played it, but I found this fun even though I've already spent hundreds of hours across STS and its sequel. [h1] Wait, how is it fun even when you've already played STS?[/h1] This game has a different take on act progression. Acts are divided into 14 days. On each day, you can pick any one thing that passes time, regardless of location on the map. The shop is always available, with goods refreshing each day. Resting or card upgrades are also always available, but only up to a certain number of times per act (2 by default). There's also an enchanting system / periodic mission (for enchantment currency) that can be kinda fun when it works out. One example is a buff that plays all other copies of that card when the enchanted card is played ("synergy"). Another gives a 0-cost copy when played. Additionally, the characters all feel distinct from STS characters, even if there are similarities. I find it a lot of fun to get to know a new character's kit and discover synergies or cool combos. [h1] More on the characters[/h1] [h2]The fox idol[/h2] I spent most of my time playing the fox idol, failing most of my runs after the first, because I really liked the kit. There are two main themes: [olist] [*] Status creation and transformation [*] Kin cards (cards created by other cards, with certain powers ("abilities" in this game) that grant bonuses to them) [/olist] Even though status creation and synergy is not a new concept (ironclad in STS1 and defect in STS2 both have it), it still feels distinct from those precedents. Probably because automatically transforming up to 2 statuses per draw (though sometimes it doesn't transform them, for reasons I haven't figured out) is distinct from having to exhaust them using other cards and the cards they transform into have other synergies. Certain kin cards give energy when drawn or played and others give you card draw when playing kin cards, so you can imagine the neuron activation for random BS go. Of course, you're not shoehorned into that even with that character. My first run where I was successful revolved around a card that gave stacks of permanent block each turn (think metallicize and plating from STS) and an enchantment that gave me a free 0 cost copy of it. I could outscale just about anything during that run. [h2]Green mage lady[/h2] I've only used her a few times, but one of those runs was successful with a pseudo-infinite revolving around an artifact that gave a free 0-cost card when exhausting a card. The first mid-act reward gave me the chance to re-draft my deck completely, so I built a deck that completely tailored to that artifact. The 0-cost card pool contained: [olist] [*] A card to exchange the costs of the highest cost card and lowest cost card in my hand for that turn. I used this to play my expensive abilities (which in turn gave me cost reduction via another artifact). [*] A card to recover 2 energy when energy is at 0 [*] A card that exhaust and shuffles the discard and draw piles, then draws a few cards [*] A card that tutors any other card from your draw pile [*] A card that does damage and then increases its own cost and returns to hand [/olist] Now, you might be thinking that sounds horrifically unbalanced, and you might be right. But even as strong as that was, the final boss proved a bit dicey. It had too much hp for me to finish in one turn with my pseudo-infinite and I actually ran out of self-exhausting cards. It then debuffed me to lose hp for every card I played (bypassing block), meaning that it was a difficult race against time from there. She has other interesting mechanics like different elemental types on spells, where heat and frost consume each other, but I haven't successfully built around those cards yet. [h2] Ghost cat lady [/h2] Unfortunately, this character is one where I think the balancing could use work. She has two main archetypes: [olist] [*] Summon (creates ghosts, which are similar in many ways to defect orbs in STS) [*] Backlash cards where they're typically stronger than other cards at the same cost, but do self-damage as well [/olist] Unfortunately, the deck starts with one self-exhausting summon card and no other way to summon. If you get offered abilities or skills that rely on summons, but don't get any summon cards early or in the shop, you're completely out of luck. They're also a bit weaker than defect orbs in STS since they apply at the start of your turn (though you have more ways to "command" them to do things immediately). The starter relic that can restore up to 6 hp per combat can be nice once you get enough ways to summon, but it feels very weak early due to the above and proportionally much weaker than the fox lady's, for example. Having it summon once at the start of combat would probably go a long way (making command and evolution usable even without drawing the one starter summon card), especially if it triggered the hp recovery itself (making it easier to pick the backlash cards early). Maybe I just haven't given this character enough of a shot and the weak early game is compensated for somehow, but it felt rough enough that I lost my motivation to play her more. [h2]Rich lady [/h2] Her kit reminds me a little bit of some mechanics from Magic the Gathering, but not any other characters from this game or STS. She starts with an "idol" card (thankfully with retain) that can consume "tribute" cards to become stronger. Feeding it one card increases the damage, another makes it deal that damage in AOE, and a third changes the cost from 1 to X and does the damage X times. I haven't played her beyond my one or two failed runs. I haven't seen whether there are any idol cards beyond the starter one - maybe I just didn't come across one, maybe there are more that can be unlocked for play using the rogue"lite" aspect of this game, or maybe there just aren't any - but it was fun and I do intend to spend some more time with her before I move on from this game. [h1]Room for improvement[/h1] The enchantment system I mentioned earlier can be fun when it works out well, but it has too much variance to be worth playing around in my opinion. For instance, quests to beat an enemy without playing skills often result in taking a ton of damage (depending on your character and deck, at least), but all you get is an essence that might fail. Even if it succeeds, you don't know which of the many enchantments the card will get. Some might be useless to you while others might be amazing. I don't think that letting players control the enchantment is the right move, as it might homogenize runs and make certain things too strong, but it would be good if it felt like it was worth actively engaging with. There are also a ton of unique buffs and debuffs to keep track of and it can be a bit overwhelming compared to a game like STS, where each enemy typically only has one unique buff/debuff beyond the basics. I don't necessarily mind the complexity, but it can be very easy to miss an effect caused by an enemy. [h1]tl;dr[/h1] For ~$10, the game offers enough to be worth a shot. I'd like to see it refined and iterated on, but you could buy it today and have fun binging it for a bit before moving on.
不好玩---------真心不好玩,别买浪费钱。(我就是后悔没听劝)
[h1]《释厄传》:很有想法的西游奇兵冒险[/h1] 首先感到十分荣幸——我在本次的深圳核聚变游戏展的Taptap独立游戏区体验到了这款游戏,也跟开发亲切交流了一阵子,本作对我也是印象足够深刻。当然咯,从游戏本身素质上也是挺不错,对于Rogue+卡牌爱好的玩家而言也是相当容易上手(毕竟战斗界面的UI还是蛮像的),当然咯,这次的世界就置身于后西游都市怪谈啦,具有很浓烈的神怪和西游要素,甚至还有逆天的科技要素,也是想法很多啦。 [h2]适合中国宝宝体质的奇兵[/h2] 都讲到是鬼怪啦,所以说这次主角是觉醒的青牛精后裔什么的也很正常啦,当然咯,成长道路自然还是需要有人拉一把(有各种各样的魂灵,具备不同的风格,可以理解为职业机制——召唤小鬼作战、“上贡”卡牌融合玩法、负面状态卡牌什么的都好丰富),所以说赚取卡牌和法宝,然后构筑自己的流派也是常规操作,卡牌也是有攻击、技能以及功能牌的分别,当然也有类似于遗物的法宝机制,以及大鹏也可以带我们获取Buff什么的,可以说成长道路可以提升的地方十分丰富,玩家可以探索和Build发挥的空间是很大的,玩法可以参考尖塔奇兵,但是游戏的风格还是很有西游的感觉,值得一试。 [h2]西游就是要有西游的感觉——或许不止[/h2] 没错啦,虽然说玩法体验还是蛮熟悉的,但是本作还是很有自己的东西的,首先这个作品做到了神怪世界和类似赛博世界的结合,你可以遇到各种各样的精怪,以及贪嗔痴的要素,当然你也可能在某个房间玩老虎机,或者是去黑市进行交易什么的,还有土地庙什么的都是拥有的,也算是眼前一亮;当然刚刚提到的贪嗔痴具体而言也是BUFF的一种情况,如果状态过满就可能产生负面效果,所以也需要玩家在游戏过程中多加斟酌,策略性也是有的;在本作中玩家也可以根据自己需要选择先做什么,你可以选择随机事件,或者是挑战领主什么的,有意思的就是每一幕是给出天数的时间限制(14天的时间内可以自由探索规划事件开展),而非是树杈样式的推进,每一幕结束后也可以获得强力效果的选择,可以说爽感是有的啦——这个的确很有想法。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
Good game with multiple characters with multiple ways to play but getting rid of cards is expensive and some of the late game bosses screw you over for playing certain ways and the greed, hatred, ignorance meters punish you to much for how hard they are to manage especially sense they change what bosses you fight so if you want to play some way but the game does not give you ways to decrease the meters you can end up fighting a boss that goes really against your play style.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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