
Rune Gate is a roguelite deckbuilder centered on card customization. Craft unique battle strategies with different runes. Face continuous challenges, where every choice can lead to victory or defeat. Dive into Rune Gate, unleash creativity, and explore endless card combinations.
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About
The Rune Gate has been breached. As the commander of the bridge guard, it's your duty to assemble a team of champions, each with unique specialties, to fend off the onslaught of enemies emerging from the gate. This is a deck-building roguelite that empowers you to customize your own cards by integrate various elemental runes.

The Rune system makes card customization swift and effortless. You have the freedom to forge synergies between cards, determining their power and utility. Insert attack runes for high-damage cards; use draw or energy runes for utility cards; and debuff runes transform your cards into potent curses. Want more versatility? Simply upgrade your card to add a new rune slot!

Currently, the game features nearly 200 unique runes, each with its own signature abilities and constraints. Players can acquire runes by winning combats, crafting them from lower-tier runes, or obtaining them through encounters and merchant inventory.


In the game, you lead a party of champions against adversaries. Each champion wields a specific type of weapon and utilizes unique runes. Every weapon type corresponds to a distinct deck, offering a unique set of cards for strategic deck-building. With 18 champions available, featuring three from each elemental type, a rich variety of team compositions and strategies awaits your command.
Not only do you acquire runes following combat, but you can also obtain gear and augments. Gear enhances your champions' offensive and defensive capabilities and includes runes for further customization. Augments provide unique buffs to your champions during combat, offering additional strategic depth.
Followers represent another form of 'Gear' available in the game, capable of being summoned as allies during battles. They each possess a distinct set of cards that can be customized with runes, and can be a great help to your mid to late game strategy.
Fame is earned through combat across different realms, and it serves as a key resource. You can utilize this fame to permanently unlock specific runes, granting yourself a range of advantages that significantly aid in progressing through future runs.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, French, German, Spanish - Spain, Japanese, Korean, Russian
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's good BUT it's pushing away some potential playerbase due to a swarm of info dump way too fast. I play Yu-Gi-OH and Magic and various other card games with a lot of text and complicated interactions but this game despite having less information dump than the other 2 specific card games mentioned, has a massive information on par with a TCG Rulebook while not including decent information that can cause confusion all because everything important and key to the game is info slammed in a poor raw text format all at once. What can be done to improve this? Easy. Just slow down the info injection mind flaying. Ease the information to when we encounter it rather than throw it all at us before we even can actually care about it. Dismantling stuff? don't care until I actually need to. Forge and signs? Why are these even being shown to new people when we should't/can't do anything about it yet? Just make it hidden until necessary like greying it out and replacing it with the text of when we can/should access it. That would give the player less info dump at the very start and give them something to look forward to o new players get a feeling to work to earn something to increase their first play session of the game. The tiny some-what hidden encyclopedia icon at the top left? Hide all information in it until we need to care about it and have the information on it show up "WHEN" we encounter it for the first time. At which time, the information of that should pop-up mid-game. Makes the book a "Reminder" menu. Small Information isn't even provided as well which can confuse people only because the game drops a fat load of important information way too fast which causes the rather minor details that aren't really needing a info mention to overwhelm people before they give it a proper try causing a pointless barrier to entree that most new card game devs tend to overlook specifically because card game devs tend to have a basic understanding of card game logic. However, slowing down how much information is given at once and slowing it down a little bit helps a lot wit getting new players into the game especially in a world where currently people don't really give much time to try anything and tend to quit forever after 5-10 minutes at most usually. In short, slowing down on the info dump and preventing people from seeing certain information when it isn't yet necessary nor even seen yet will greatly improve how long new players, including those not used to in-depth card games or card games in general will stay active playing the game while also increasing the playtime of their first session if forge, signs and info in the Manual were hidden as to give them a sense of early-meta progression all from a single first run.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
手感顺滑,操作节奏毫不拖沓。 卡牌镶嵌系统体验独特。 玩法很有潜力。 所有交互区域都很大,理应辨识度很高,但是感觉总找不到视觉落点。 做了半天明白了,个人感觉场景太昏暗,有很多黑白灰配色占比,并且按钮变化是用明暗亮度代替。 几乎所有地方都是镂空框架,UI科幻感比较强,不是传统的冒险风格美术。没有实感。包括音乐也感觉比较空灵。 另外角色头像也可以放大一些,改成溢出的半身像会好很多。 在敌人只剩下1,2个的时候如果能加入磁吸瞄准,减少操作距离更好,更丝滑。 补充: 感觉所有东西都是浮空的,虚色,镂空,框架。 明暗对比,没底色填充,不好。 太多虚空的。 看着不像牌。像框架,金属模具的感觉,凹版印刷。 可能外轮廓描边好些。再加个整体底色。 白色黑色就当空槽,最低级物品不要用黑白灰。 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
In the current state, I can't recommend this game. The game is pretty that's for sure but I don't really care too much about that.. The gameplay feels like it's all over the place. It's perfectly fine to add a lot of different mechanics, it's even needed in order to reach a nice depth and replayability but the current mechanics don't play well with each other so it just feels like a messy patchwork. There is way too much meta progression - which is arguably a personal preference so maybe it's your thing. Also, hopefully only an EA issue but the balance is off, I didn't lost a single hit point in my run until I got obliterated by the boss.
Difficult, complex, steep learning curve, what else do you need to waste some time... 😁👍🏼
这游戏真的好复杂繁琐,并且充满了日式JRPG的设定,让你感觉像是在强行玩一个RPG游戏,但用的是卡牌爬塔的游戏方式; 初始队伍有2人,可以招募更多的队友加入; 卡牌之间没什么联动和区别,纯粹就是攻击范围和行动力消耗差别; 卡池挂在武器上,一个武器会随着升级解锁更多的卡放入卡池或者丢弃; 其他装备也有卡池,甚至连随从都有卡池; 然后重点来了,卡的强化符文,是挂在卡上的,每个卡随着等级不同最多有3个强化符文; 每个符文居然有6种属性,还有克制效果!符文还需要打元素域解锁,符文之间还可以合成! 队伍 -> 人物 -> 装备 -> 卡池 -> 卡 -> 符文 -> 属性,每一级下来都要放大N倍,你看看这最后需要多少的符文才能满配? 等到我发现换装备居然不能自动下所有的符文时候,还得自己一个个手动下符文的时,我知道这游戏已经走到头了。 这纯粹就是个数值驱动游戏,和木棒打小龙虾没有任何区别,最多就是用6种颜色的木棒去打小龙虾而已;
《符文之门》是一款Roguelike卡牌游戏,画面、UI都很优秀,战斗初看是类尖塔的,也是三能量起步打牌,但是有多角色,回合是分开的。有什么牌与角色的装备有关,可以理解为一件装备是一套卡组,而卡牌有个比较新颖与关键的机制是镶嵌符文(有点像怪物火车,但是可以随便装上卸下),自定义式的提升卡牌的属性与能力,玩着玩着就有种rpg招人练级升装备的感觉。剧情看起来目前是几乎没有的,不知道我是谁我在哪但我要大开杀戒.jpg,对于这个游戏类型来说不算太关键。另外目前个人感觉没什么build、搭配之类的,符文基本都是数值强化然后打假数值碾压,少了点roguelike的乐趣,当然底子很不错,值得期待后续更新 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
Great game, a steal for less than 10€ ! It's the roguelike deckbuilder of my dreams, no other deckbuilder I know (and I tried most) allows you to customize/change every single card this deeply. You can have up to 4 runes in each card, each rune can add damage/defense/buffs/debuffs or some other effects, making the same base card do completely different things in the end. Depending on the champions class and element the available runes and cards to put them into differ. Add Equipment and Artifacts for bonus effects (e.g. one gave my warrior block for each burn applied, making him tanky by being a dot machine), rune and card upgrades and meta progression into the mix and you got your monkey brain hooked. I sometimes spent hours between fights, just crafting the perfect cards for each of my 5 champions to combo into each other. Each fight also lets you choose one of many additional challenges for bonus rewards, making each fight a bit different. The game even has a demo, just try it! Edit: I feel like I need to add that the game is still rough around the edges with bugs, I had one Artifact not even work at all, which made me stop playing for now, because it still feels like early access (which it isn't) with lots of QoL/bugfixing needed. Still had over 50h of fun for little money, because the gameplay is unique, so worth it.
This game is amazing. I have only played two hours thus far, gonna update review later. Still, I can already see the depth and variety that will be possible down the road. Even playing such a short amount I can feel my cards becoming much stronger. I love the customization aspect. You can not only create your own deck but also every! card in it like you wish. If you like deckbuilders, rougelikes, figuring stuff out and optimizing this is for you. Looking forward to play much more :).
Nice ideas with the custom card building. Nice anime portraits as well, even though I really hope to get the option for custom portraits.
In theory it has the things I want but in practice there are too many things missing from a QoL/UI perspective. That, along with a few minor bugs, make the game feel unfinished. There also needs to be more clarity of mechanics.
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