
"Revelatio" is a turn-based strategy game that combines tile-based combat and elements of roguelike. Strategically summon and control units to claim victory. Stain the world with your darkness by corrupting various units, bosses and even NPCs.
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About
On the night when the crimson star embroidered the black sky, you were born as the primal darkness, the very first blasphemy. Inside a world full of holiness, you possess the power to corrupt light into darkness. Corrupt the divine forces opposing you, and construct your own dominion.
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'Revelatio' is a turn-based strategy game that combines tile-based combat and elements of roguelike. Strategically summon and control units to claim victory.
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The core of this game lies in the faith system, where enemies can be corrupted and converted into the player's units. Corrupt various units, NPCs and even the final boss of the game, and turn them into your faithful followers.
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You can bestow powerful traits called "stigmata" upon units you corrupted. Strategically combine units with different stigmata to build a powerful army.
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Revelatio features a wide variety of uniquely designed enemies. From warriors imbued with the power of the Holy Kingdom to massive bosses towering over the battlefield, eliminate the foes that stand in your way.
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After each game, players can choose one unit to register in the Divine Hall. Units in the Divine Hall can be summoned in subsequent games. Additionally, players can unlock new characters with unique skills and new stigmata at the sanctum using souls collected by defeating enemies.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean
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
[table] [tr] [th] [b]✔️ The Good [/b][/th] [/tr] [tr] [td] • [u]Innovative Faith System[/u]: *Revelatio* introduces a unique mechanic where players can corrupt and convert enemies into their own units, adding depth and strategic variety to gameplay. [/td] [/tr] [tr] [td] • [u]Challenging Roguelite Elements[/u]: The game's roguelite structure ensures that each playthrough offers new challenges and opportunities, enhancing replayability and keeping the experience fresh. [/td] [/tr] [tr] [td] • [u]Atmospheric Art Style[/u]: The dark, minimalist visuals effectively create an eerie and immersive atmosphere, complementing the game's theme of corruption and darkness. [/td] [/tr] [tr] [td] • [u]Strategic Depth[/u]: Tile-based combat combined with the ability to summon and control a variety of units requires thoughtful planning and adaptability in each encounter. [/td] [/tr] [tr] [td] • [u]Engaging Enemy Design[/u]: Players face a diverse array of enemies, from holy warriors to massive bosses, each presenting unique challenges that demand strategic approaches. [/td] [/tr] [tr] [td] • [u]Simple Narrative Premise[/u]: Embodying the primal darkness and corrupting a world of holiness offers a fresh and intriguing storyline that sets the game apart in the genre. [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3377049846 [table] [tr] [th] [b]❌ The Bad [/b][/th] [/tr] [tr] [td] • [u]Steep Learning Curve[/u]: The game's unique mechanics and strategic depth can be overwhelming for new players, potentially leading to a challenging onboarding experience. [/td] [/tr] [tr] [td] • [u]Limited Tutorials[/u]: A lack of comprehensive tutorials or guidance may leave players confused about certain game systems and strategies. [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3377049761 [table] [tr] [th] ⚠️The Ugly [/th] [/tr] [tr] [td] • [u]Balancing Issues[/u]: Certain units or abilities may feel overpowered or underwhelming, leading to imbalanced gameplay that could frustrate players seeking a fair challenge. [/td] [/tr] [tr] [td] • [u]Sparse Content Updates[/u]: Post-launch support and content updates have been limited, which may affect the game's longevity and player retention. [/td] [/tr] [/table] https://steamcommunity.com/sharedfiles/filedetails/?id=3377050021 [table] [tr] [th] [b] Current Price 💰[/b] [/th] [th] [b] Historical Low[/b] [/th] [th] [b] Worth the price?⛔️✅[/b] [/th] [/tr] [tr] [td] $10.99 [/td] [td] $8.79 [/td] [td] ✅ If you enjoy turn based games, its worth every penny regardless. [/td] [/tr] [/table] [hr][/hr] [h1]Overall Score: [/h1] [h3] 9/10 [/h3]
[h1]简介与背景[/h1] 【Revelatio】是由Guild Studio制作的一款回合制策略战旗游戏。 我们是最初的黑暗,在某天苏醒于这个世界之中,但这里充满了神圣的力量,与我们恰恰相克制,但主角怎会就此妥协,我们拥有将光明化为黑暗的力量,腐化反对的神圣力量,建立属于我们自己的统治王朝。 [h1]玩法与感受[/h1] 游戏中的剧情片段的演出效果不错,像古老的羊皮画卷一样,看起来古典高雅。战斗主要分为两个阶段,准备阶段可以召集部队或者是使用技能,战斗阶段各单位依据速度属性的高低轮流进行行动(这两个阶段莫名想起来游戏王了)。左下角是我们的法力值,召唤单位或释放技能都需要消耗,每次轮到自己的准备阶段时恢复30点,正下方偏左是我们可选择召唤的单位,其右侧则是可用的技能,两者中间夹杂的则是我们的生命点数,如果没有召唤出单位,敌人会直接对我们本体进行攻击,我们只有三次防御机会。首次布置单位时所需的法力值减半,单位所摆放的位置也有讲究,需要结合我们的战术与战斗的实际情况来综合考虑,战斗阶段也可操控单位进行移动,敌人贴脸的话也可跳过该阶段直接进攻。战斗胜利后会获得一些黑暗精华(打败强力单位一般也都会给),可以用来召唤更为强力的角色。 本作的战斗机制还不止如此,我们与敌人的血条前方都有一个菱形槽位,里面相当于信仰值,当我们消耗光了敌人的信仰值时,他们将加入我们的阵营,与我们并肩作战,反之则同理。我们无需打败敌人,将其归化过来也不失为一种方法,但也要随时注意阵营里的信仰值(机制有点像【秦时明月】里少羽玩的墨攻棋局,只不过那个是一次转化好几排),对此游戏还配备了“耻辱感”技能,利用好它可以轻松不少,同化后可以与队友进行换位,进而用强力角色对对面的后排造成爆炸输出,腐化后不同职业的敌人也有其专属的技能供我们来选择使用(什么ntr)。 闯关期间我们可能还会遇到一些事件,如对队伍单位进行升级,一般就是对其速度、攻击之类的基础属性进行升级,但毕竟是白嫖的,还是不错的。 [h1]结语[/h1] 本作综合体验算中上等水平,玩法偏向于战旗,地图模式上结合了些许肉鸽,选不同分支遇见不同的事件。对画风和玩法感兴趣的小伙伴推荐入手(缺点就是没中文,但熟悉玩法之后没啥大问题)。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
Revelatio feels very unique, a turned based roguelite with incredible art style and mood giving a dark fantasy vibe. The mechanics are interesting, like the corruption mechanic, being possible to turn enemies to your side or vice versa, giving a lot more of strategic decisions that can be taken like for example who should you corrupt vs who to defeat vs when to use your resources. The roguelite aspect of it feels meaningful without trying to be too punishing. But the learning curve at the start feels very steep so dont let it discourage you. It can be a bit repetitive like many other strategic games at the start but in the long run is well worth. If you like turned based strategy this game is for you and given the price I would say is well worth. ✧⊱༒︎༺ If you liked my review and want to know what other games I play and review, check my Curator page [url=https://store.steampowered.com/curator/45179281/] Cosmic Nest [/url]༻༒︎⊰✧
나름 재미있게 즐겼지만 플탐이 10시간내외로 너무 짧게느껴졌음.. DLC던..뭐던 더 추가되서 돈더들더라도 해보고싶음
한줄 평: 영구적인 강화는 로그라이트의 재미를 해친다. 레벨라티오는 비루한 캐릭터들을 시작으로 적들을 타락시켜 우리편으로 끌어들임으로써 시작 로스터를 강화해나갈 수 있는 게임이다. 이 로스터에는 일반 적들만이 아닌 중간 보스와 특정 기믹을 가지고 있는 챕터 보스들도 포함될 수 있다! 한 게임에 로스터, '전당'에 저장할 수 있는 캐릭터는 단 하나이기에 어떤 적을 전당에 포함시킬 지, 혹은 이미 포함된 캐릭터의 강화상태를 저장할지에 대한 선택을 해야한다. 또, 다크 판타지 느낌의 픽셀 아트도 매력적이고, 항상 최선의 선택으로 보이는 적들의 행동에 적절히 대항해나가기 위한 최선의 플레이를 하기 위해 머리를 많이 써야한다. 초반에는 그랬다. 플레이를 하며 원하는 로스터를 구성하고, 여기에 특수 패시브에 해당하는 '성흔'과 스탯을 올려주는 강화로 전당에 들어가게 되는 캐릭터들이 점점 더 강해지고, 운이 나쁘지 않다면 전략적 재미는 사라지고 빠른 시간 내에 모든 적을 가볍게 쓸어담을 수 있는 핵 앤 슬래시처럼 게임이 진행된다. 이런 식으로 현재 플레이에 이용된 캐릭터를 다음 게임으로 넘길 수 있는 형식을 사용한 'Into the Breach'라는 게임의 경우는 한 게임 당 단 한번, 단 하나의 파일럿만 넘길 수 있어서 첫 게임보단 당연히 더 쉬운 게임을 하게 되겠지만 다른 두 개의 파일럿은 여전히 게임을 플레이하며 키워나가야한다. 또 넘어가는 요소마저도 굉장히 제한적이기 때문에 게임이 크게 쉬워지지 않는다. 하지만 이 게임에선 여러 요소로 강해진 캐릭터를 한 게임 당 한 번 전당에 등록하고 이 전당에 들어간 캐릭터는 언제든지 가져다 쓸 수 있기 때문에 시작 로스터는 한계 없이 강해질 수 있어서 로그라이트에서 느낄 수 있는 성장의 재미를 앗아갔다. 이 성장의 재미는 또 다른 대표적인 로그라이트 게임인 Slay the Spire에서도 즐겨볼 수 있는데, 시작 덱은 절대로 바꿀 수 없지만, 몬스터 처리나 상점, 인카운터등으로 다양한 카드와 유물을 만나볼 수 있고, 이들을 잘 조합해 매 게임 마다 서로 다른 컨셉의 플레이를 기대할 수 있고, 이 때문에 다음 게임을 플레이할 동기를 만들어낸다. 하지만 이 게임에선 성장의 재미를 앗아갔기 때문에 매 판 크게 다르지 않은 느낌의 게임을 플레이할 수 밖에 없고, 이 때문에 게임에 실패하더라도 '다음 게임은 더 잘할 수 있겠지', 성공하더라도 '다음 게임엔 어떤 게임을 플레이하게 될까?'와 같은 다음 게임을 플레이할 동기가 사라졌다. 'Binding of Isaac'이라는 게임은 다양한 몬스터와 아이템, 방의 인카운터를 통해 거의 완벽한 무작위성을 끌어내는데 성공했다. 아이템을 얻어나가며 발생하는 성장의 재미는 물론이고, 궁극적으로는 '플레이어의 실력이 가장 중요한' 게임을 만들어냈다. 하지만 이 게임에서는 적들의 종류나 배치가 크게 다르지 않고(3*6 타일에서만 진행되는 게임의 한계) 적들도 항상 최선의 행동만을 하고, 심지어 적들의 행동마저도 이동 후 공격이라는 단순한 매커니즘만을 가지고 있기 때문에 플레이어가 대처해야하는 상황의 수가 굉장히 제한적이다. 또, 성장의 의미가 사라졌기 때문에 게임 내에 등장하는 강화 시스템은 완전히 의미가 없어졌고, 적들을 여전히 타락시킬 순 있지만, 한 턴당 올라가는 마나의 수가 많지 않고, 한 번에 세 캐릭터 중 하나의 캐릭터만 소환할 수 있으며, 가장 중요한 첫 턴에는 캐릭터 소환에 필요한 마나가 50%나 줄어들기 때문에 이미 완성된 로스터에서 적들을 타락시켜 캐릭터의 수를 늘려가는 것 자체가 리스크가 되었으며, 이 때문에 한 챕터의 길이도 굉장히 짧아졌고, 다양함도 부족하니 매 판 같은 게임을 플레이하는 듯한 느낌을 받을 수 밖에 없다. 이를 타파하기 위해선 다른 캐릭터를 사용하거나, 또 다른 도전이 필요한데, 이 도전의 수도 굉장히 부족하다. 이 모든 것이 전당이라는 시스템 하나가 만들어낸 폐해이다. 심지어 이 게임에서의 거의 모든 요소들이 전당에 연결되어있기 때문에 다짜고짜 전당 시스템을 지운다면 게임이 제대로 흘러가지 않을 것이다. 그럼에도 추천을 하는 이유는... 1. 첫 4시간은 나쁘지 않았기 때문이다. 아직 성장이 충분하지 않은 상태에서 머리를 싸매며 앞으로 나아갈 때의 느낌이 굉장히 만족스러웠다. 2. 스팀 평가를 하면서 10점 만점에 5점 이상인 게임은 추천하기 때문이다. 이후에도 작성하겠지만 이 게임엔 10점 중 6점 정도로 생각하고 있는데, 내 기준에서의 6점의 의미는 '게임의 재미를 해치는 심각한 문제(주로 기술적이지 않은 게임 설계의 문제)가 있지만, 그럼에도 즐기긴 했다.' 정도의 의미이니 결코 좋은 뜻은 아니다. 로그라이트는 서사를 만들어나가는 게임이다. 매 게임마다 플레이어에게 새로운 서사를 써내려가게 한다면 다른 게임들처럼 오랫동안 이야기를 만들어낼 게임이 됐을 것이다. 그런 포텐셜이 충분히 있다. 아트도 처절하게 아름답고, 컨셉도 흥미롭고, 제한된 타일에서 발생하는 두뇌싸움은 즐겁다. 하지만 아무리 로그라이트라는 장르가 플레이의 반복에 따른 해금과 반복 플레이에 따른 혜택이 존재할 수 있는 장르라 하더라도, 이 정도는 너무 심했다. 전당에 대한 좀 더 깊은 고민이 있었다면 좋았을텐데. 6/10
[b]TL; DR[/b] a short but enjoyable title, it has a fun gimmick, some cool enemy designs, but is otherwise simply serviceable. If you are interested in run-based games with turn-based combat, then this might be for you. [h1] Story [/h1] Darkness is ascendant and it will consume the light. There is little narrative to [i]Revelatio[/i], you get the premise and a couple of cutscenes to set up the chapters and the bosses. That is pretty much everything besides some short flavour texts. There is so little of it that it is hardly worth talking about, I would not say that the writing is especially evocative or atmospheric it mostly feels serviceable and that is fine for a short game that does not focus on its narrative. [h1] Presentation [/h1] What first got me interested in [i]Revelatio[/i] was the visuals, it has some very inspired enemies, and a couple of great screens during dialogue, even the basic foot soldiers of the forces of light look good, albeit generic. However, you can convert them to your side, you see them consumed by darkness and their shapes twist and malform into one of your loyal servants, that looks cool, and the recognisable but corrupted designs make for a nice contrast, though they still look a bit generic. On the other hand, we have the bosses, some of them are very much archetypical paladins, but the majority feel inspired, like King Phanuel or Appaim, and yes, you can convert them too, everyone can join your side, and they all get unique looks, it is really neat. You can even get a closer look at the bosses during the cutscenes, which is always something I appreciate, they are simple but sweet, the faded colours make it seem like it was recorded on ancient parchments, or as if darkness had drained the world of its vibrancy, which is very appropriate. Something that bothered me from early on was the UI, it mostly works fine enough but it is boring, and can be used in literally any game, there is no identity to it, which is really something they should have had when the game is so short and simple. A good UI can do wonders for immersion and can help reinforce a title’s character, while a generic UI is, at best, forgettable. It is also jarring when a game uses different words to describe the same thing in different menus. ‘Back’ and ‘quit’ are different words, they mean different things, and as you start playing you have no idea if they are different on purpose or just because, does ‘quitting’ mean I forgo my justly earned reward, or does it mean ‘go back’, who knows? I do! It is neither, ‘quit’ is used when viewing a unit card from your roster! It is objectively a minor issue, but it is also something a player will see numerous times during the course of their playthrough. There is also music, fairly ominous, pretty generic, it is not bad, but it is what you would expect from a game where you play as the dark lord, however, it only takes up a small portion of the soundscape so it never gets grating. [h1] Gameplay [/h1] [i]Revelatio[/i] is a simple turn-based game with one gimmick, corruption, as you fight you can reduce a unit’s faith, and once it hits zero, they will switch sides and are put at your disposal. This works both ways, if the forces of light redeem one of your powerful servants you will be put in a bad spot, and might outright lose the entire run, so you should be aware of your enemies and the situation that you find yourself in. Focusing on faith-reducing enemies is key, because it is difficult to recover faith once you have lost it, nothing sucks more than having a boss convert several units in a single attack just because that one archer seven battles ago happened to get a few good hits in. Manage the faith of your roster and prioritize breaking your enemies’, snowball to victory! They also draw some inspiration from rogue-like deckbuilders, [i]Revelatio[/i] does not have a card deck, but you do have a unit roster, and only three creatures will ever be selectable at a time. So, in a way, you do draw a “hand”, and new “cards” each time you play a monster. This does encourage smaller rosters because it guarantees that you can start with something good every turn, this together with the fact that you can save one monster per run incrementally results in a strong start, but again, there is the faith concern, you do not want your most powerful servants to turn traitor, so filling out your “deck” with fodder is a good idea, and they can also be quite useful to drown enemies in bodies, as sacrifices or to buy time. With all that said, most battles are quite easy and straightforward, and they start to get a bit repetitive after a couple of runs because they are never really all that different. Enemies look different and have different attack ranges, but they do not have enough mannerisms to differentiate one from another, so, it gets repetitive, unless you are talking about the bosses. [i]Revelatio[/i] has some really fun bosses, they typically get some adds, and each of them has a unique mechanic, so they all feel very distinct and fun to master. The Saviour is one of my favourites, just a horde of adds swarming you to defend the last bastion of heaven, he demands map control, ceding a tile gives you less manoeuvrability and that makes it more likely for him to redeem your units and use them against you. He is not the most challenging fight, provided you can deal with the adds, but he is one of the coolest, and if you manage to convert him... all those mechanics are now on your side. This is where the [i]real[/i] fun of [i]Revelatio[/i] comes in, using bosses, and their mechanics to crush unsuspecting enemies, it turns the repetitive encounters into something enjoyable and is not that wonderful?
타락이라는 시스템은 아주 독특하지만 자잘한 잡몹전에서도 스트레스를 주는 '신성'의 랜덤 적버프 체급차로 밀리는 느낌을 자주 받고, 고생한 끝에 적을 타락시켜도 그다지 좋지 못한 성능 전략적인 게임은 즐겁지만, 잡몹전까지 머리를 굴려야 하는 부분이 많은건 단점 요령을 알아도 몇몇 보스전은 운 요소가 매우 크다(2챕터 막보스) 잡몹이 뭐가 나오냐에 따라 난이도가 널뛰기 하는건 좀... 힘들게 타락시켰더니 코스트 대비 성능이 허접하면 그렇게 유감스러울 수가 없습니다 나름대로 난이도 설계한건 보이지만 .......... 개선의 여지가 있을거라고 믿겠습니다.......
[b] Overview [/b] Pretty enjoyable and challenging roguelike game that requires some planning and strategy. You have mana and dark essence to use for summoning your units and corrupting your enemies. After completing each run, whether successful or not, you can save one unit. You can bring along saved units in your squad of 4 units for subsequent runs. I spent about an hour getting accustomed to the game mechanics and building my units and sanctum, but at approx 6 hrs in, I completed Act 2. [b] Positives [/b] 1. Very captivating visual appearance. I appreciate the visual difference between your own units and your enemies, especially the animation when units are corrupted or edified. 2. The combat and overall gameplay is pretty straightforward. The unit skills itself feel pretty thought out and it is interesting seeing the balance between attack, speed, range, etc. 3. The overall level of difficulty so far feels fair, it's not impossible and it's not too easy. 4. I appreciate being able to hover over different icons and the description box appearing. 5. I like the visual progression of some things as your progress further into the game as well. 6. Each round feels pretty fresh, even if you take the same units due to the rng nature of roguelikes. The enemies you encounter can vary. [b] Initial Criticisms as of Oct 5, 2024[/b] 1. There is no way to view the instructions/mechanics presented at the very start of the game again. It would be helpful to have the option to view it in the menu, as this would make it more accessible for both new and returning players (if someone were to stop playing for a while) 2. There is no way to effectively end your run immediately. Other roguelikes (eg, Dead Cells, Othercide, etc) have a button to end the current run/start the next one. In Revelatio, you must either wait until you lose your lives, or go to the main menu and start a "new game", but the latter means you cannot save a unit from the run. I can understand the stylistic choice behind this, but gameplay-wise, it feels slow if you know a run is done for. 3. No beastiary or library to view units that you have encountered but are not in your Divine Hall.
소개 영상만 좀 어디 외주줘서 제대로 만들어오면 괜찮겠는데 소개 영상이 진입장벽인 게임이네 ㅋㅋㅋㅋ 소개 영상 감성이면 그냥 어디 멘헤라 오고 SAN수치 떨어지는 진짜 찍먹하기도 싫은 게임인데 발더스게이트3랑 디비니티 오리지널 신 2 1000시간 정도하고 도저히 맘에 드는게 없어서 구매했는데 생각보다 괜찮아서 퇴근하고 이것만 붙잡았네 ㅋㅋ 어디 쌍팔년도 우울전쟁만화에서나 나올법한 광과민성 이펙트 좀 갖다버리고 일본B급호러고어애니 사운드같은 것 좀 갖다버리고 영상 좀 제대로 만들었으면 좋겠음
I'm 90% positive the NPC art is AI generated and this is the only reason i'm leaving a negative review. Otherwise, the game is pretty basic. It has the "grindy" roguelike element where you have to fail a bunch of runs to get permanent upgrades and to save good units you upgrade. The style is great, but I have a high suspicion that it is not solely from the devs, considering again that I have a very high suspicion this is AI gen. You can tell that they put a bunch of filters over everything for the style to make it look pixelated, though it is very obviously NOT pixel art. This also leads to a lot of discrepancy in what the art looks like which I think further sells the AI use. The only good standout of the game is the faith and corruption system. I will admit I had fun trying to corrupt all the bosses, as it was a unique challenge that actually required some strategy, planning and teambuilding. It's also cool to actually be able to use the bosses in another run, though it's often overkill and just for the hell of it. The rest of the game is pretty easy and pretty repetitive once you have the upgrades and start saving upgraded crazy units to the divine hall to use on other runs. There's a lot of different unit types but not enough differences between them. The upgrades and stigmata matter so much that any unit you attach them to will be good.
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