
Experience the first events taking place in Rise of Humanity – a game that uniquely fuses turn-based strategy & deck-building. Build decks for each hero, collect, upgrade & merge powerful cards, and plan your strategy wisely to save humankind from the machines!
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Languages: English*, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Portuguese - Portugal, Portuguese - Brazil, Russian, Simplified Chinese +1 more
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Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Sıra tabanlı strateji ve deste oluşturmayı benzersiz bir şekilde birleştiren bir oyun olan Rise of Humanity'de gerçekleşen ilk etkinlikleri deneyimleyin. Her kahraman için desteler oluşturun, güçlü kartları toplayın, yükseltin ve birleştirin ve insanlığı makinelerden kurtarmak için stratejinizi akıllıca planlayın!
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Oyun tanıtım zaten. Hoş bence. Oynanabilir oyun. İstek listesine eklendi
Мужики, спасайте, если наберём 10 лайков и 5 наград, то жена подарит ящик пива
однозначно играть в эту игру я не буду. Слишком медленно, графика с такими требованиями на уровне 2009. Перевод я думаю поправят, но пока не айс. Задумка интересная, а так пока кривовато.
很科幻,很吸引人。会继续玩下去的
Wow ... just wow .... Rise Of Humanity just got so much more fun... Fervent fan of the likes of XCom and deck building games, this is an amazing new tack at the combo! Having played the early access / alpha I was already into the tactical turn based combat, but the diversity of characters and new cards introduced just blew me away! The introduction of energy and stamina makes the game also balanced and more exciting, as your choices now have a greater impact. Also kudo's for the amazing graphics and the slighly nerve grinding background music. Only pity was that not all characters and levels of early access were in the Prologue, but it sure was fun playing. Can't wait to my hands on the real thing !
The graphics are really good. If you like strategic games then this should really be something for you. Sometimes the lack of movement and the robotic feel of the game bothered me a bit. But in general I would say this is a really nice gane.
战旗与卡牌相结合,有藏身处可以升级,带点养成。剧情一般。
No reason not to give this prologue a go... but current game design feels very strange... err... bad. I can't imagine gameplay loop wasn't inspired by Gloomhaven. That's a good plan - Gloomhaven is a really good game. But there's things in Gloomhaven's design you can't just jettison without making the game weird. Gloomhaven has a tight economy around movement. Maybe you find that frustrating, but you can't just lose that without breaking stuff. Here your character gets 6 hexes of movement free (while your enemies seem to have very little) and you can mix and match movement with actions. Fun and flexible right? Well... except it means nothing matters, because you can trivially kite everything. I feel like at one point movement was card based, and they ditched that to make the game more accessible without really considering it much. That's not a good pattern. Did they playtest this prologue, and were they happy with the tactical gameplay that's here? The hand economy feels weird/confused. You redraw to 5 each turn, keeping what you have. Is "discarding a card" supposed to be a cost? Because it's absolutely a payoff that helps you push through bad cards. This means that most turns you'll be using both your "discard for melee" and "discard for movement" options. If possible, you'll also want to use the "discard a card when you disengage from an enemy" thing (which seems like it should be a cost not a benefit) each turn too. If you're going to have "madness" cards that trigger on discard (as they do), giving everyone 2 (or 3) free discard effects a turn is going to make them very difficult to balance (or make their "hard cast cost" irrelevant). Is getting a new card when you kill an enemy supposed to be a punishment? Because that's what a new card usually is in a deck builder when you can't refuse it. Did I miss something in the interface? Or is the cost to going on a mission that you have to clear out junk from your deck? That would be lame. Is every mission going to have time pressure (the intro missions have none...)? Because if not, you're rewarded for standing there cycling through your deck to play out all your buffs. That would be a super boring/lame pattern. There isn't a lot of skills listed, but what's there is dangerous. Like, you can get an upgrade that says "ranged weapons do double damage in melee range". I get that thematically... but that skill's existence places some pretty tight restrictions on your design space if you want to avoid both "the best melee build uses all ranged attacks" or "none of these ranged attacks do enough damage unless I'm standing next to the enemy". Maybe they can make that work... but it seems more like the kind of thing that you'll never get balanced... the kind of skill you'd quickly revamp after any kind of playtesting. Anyway, there's no reason this couldn't end up being a good game. Technically it seems fine, and the mechanics could work... but it's weird to release this in such a terrible game design state.
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.