
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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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, French, German, Spanish - Spain, Japanese, Korean, Russian
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
Like the game, but healing can be difficult especially in tough fights. A nice game to chill and relax too.
This is a fantastic find, very in depth with all the upgrades and the re-playability is huge given all the different combos you can do on the upgrades.
comfy music grind is low simple not to hard
Fun game with a good concept!
骤雨寻栖风似刀,符文之门宿命敲 [quote] [table] [tr] [th] 欢迎加入 [url=steampowered.com/curator/41787395] 百度游戏鉴赏团 [/url] [/th] [/tr] [tr] [th] 海量新游内测资格,助你清空愿望单 🎁 [/th] [/tr] [tr] [th][b] 素质击剑[/b] | [b]白嫖游戏[/b] | [b]开黑吹水[/b] | [b]犹豫败北[/b] [/th] [/tr] [/table] [/quote] 斯莱特林的千纸鹤只飞向心爱之人,从未牵挂的名字永远不会被传达,国产卡牌佳作静候有识之士,门的背后求以虔诚求重逢,求虔诚换重逢。 天才设计的牌局,不由得想到最近某外国粉丝五年砺一剑致敬《暗黑地牢》创作《铁轨与墓穴》肉鸽战棋超新星(听说该作者还致敬了NEXT Studios《不思议的皇冠》),难以想象,一人创作至今EA却远超EA,卡组深度、策略性、游戏性足以与那些老前辈分庭抗礼,结合了卡牌与战棋的暗黑策略,绝非仅能走位的暗黑地牢,或许是驶向更幽暗深渊的疯狂铁轨罗茨琳号。本作国产游戏《符文之门》不遑多让,初见商店介绍页面,游戏画面印象简陋,UI简洁明了却难掩经费不足,战斗颇有新意却难掩精力不足,乍一看像诈骗游戏,在加持诸多大环境debuff情况下,或许很多人到了这里,就以为这又是一款,普普通通,终将沉没于卡牌分类之下浩如烟海的无数游戏之一。然而没有之一,打开这扇符文之门,越玩越惊讶,越玩越兴奋,久闻登高雅士之曲,未料乡间白雪亦有高士,能在这个小体量见到如此巧夺天工的设计,大胆又粗中有细的创新,豪放简朴却不失雄心万丈,门的背后,是坚定的前进,孤独的作者Min-Maxer,逆行于潮退去的类尖塔大海,难以言明深藏其中,如火般炙烈,如铁般沉毅,左手补丁贼快,右手更新贼溜。此为,符文之门,开端。 主桥 玩家大部分时间所在之地,职责捍卫这扇门,阻击所有桥上敢于来犯的侵略者。一波一波从桥前守卫成长为桥前指挥,禁止通行,直至星门之首(主线最终成就)。每日恢复行动点,行动点可用于六大领域升级,领域商人购买,恢复复活队友。符文之门每天固定产生普通,精英侵略者,boss,游动商人,随机事件,血瓶补已,以及当天特定buff,挑战指定领域获取双倍升级点。游戏灵魂更倾向于六大领域出彩表现,光域:神圣征服者,光明大师,体力越打越多,无限的连击叠加力量,得到更强的庇护;雷域:掌控雷电,雷霆大师,雷神能打出什么操作,这里都能实现,还有不同属性之间混合,比如增强;火域:火中炼造,火焰大师,纯粹如火焰一般,彼此疯狂,与敌方共同带上增伤buff,不同于雷域扩散波,更类似烈火燎原,全屏清场;暗域:月光骑士,黑暗大师,抽牌流,削弱对方,在黑暗中轮回将侵略者通通腐化;土域:自然恩赐,土地大师,叠甲流,甲上含毒刺,披荆棘,可以污染,移除敌方buff;冰域:冰封之王,寒冰大师,千里冰封,万里雪飘,保留护甲,仅此一域,冻伤结晶直至颤抖,温度的力量。六大领域之间产生的奇妙组合反应,正如闪耀的群星璀璨。右上角勇者界面,升级属性,更换装备饰品,技能调整,合成符文,装备栏中拥有随从栏位,承担战斗中掩护防御,角色需要升级才能使用更高级等级符文,速度,体力,槽位有时受此影响。关于评论中引导薄弱,玩家初次游玩行动点剩余无法跳入下一日,点击行动点剩余返回六大领域,不知所措,此时在六域I,II,III,IV这四级分别选取一随机事件,作为获得该领域科技点稳定途经,有可能是正常,精英怪物,也有可能是领域商人,回复血瓶事件。补充个小技巧,第15天大部分玩家初见boss普遍折戟沉沙,即使显示失败也可以进行右上角装备替换和摧毁,点击左下角持续发出警告:是否放弃选择升级武器?此时在最终决战前保留至少一名队友不出战,结果判定视为胜利,战斗结束随便找个治疗事件又重新满员。 锻造,星座 如果说主桥是基建,决定该建筑是否宏伟,那么锻造就是钢筋,星座就是混凝土。锻造可以使用精华合成更高级符文,肉鸽过程中增加了精英和选择一级符文的重要性和必要性,以及更重要的决定性,是否可以由玩家完全自主决定该走一条怎样的符文之路。星座太复杂了,分为四个阶位,六大属性,以及特殊符文,举一个最简单的例子,玩家遇到的第一张符文,“攻击I”,就有六种转换方向,单纯升级卡片继续增加基础伤害,与火焰化身烈焰持火焰易伤,与雷霆化身电击持雷霆易伤,与光辉化身光柱持光辉易伤,与鼓舞化身蓄力下一招石破天惊,与虚弱化身脆弱战略性技能。 写在此时刚好更新0.88版本,增加自定义,初始武器选择,游戏时长设定以及更高难度挑战。最后用一首歌结尾《Hotel Walls》Smith&Thell“无人问津也好,技不如人也罢,你都要试着安静下来去做自己该做的事,而不是让内心的烦躁,焦虑,毁掉你本就不多的热情和定力。”与作者共勉吧。
Had the game for a while but for some reason not got round to doing a review. This is a really good game overall, pretty well balanced, able to do alot of customisation, although a few systems could probably do with slightly better tutorials, EG 40 hours into playing and only just found i can stop certain elements from appearing on champs and reward runes. don't think iv'e had 2 runs the same yet. Would highly recommend. Honestly well and truly worth £10
runs way too long and repetitive.
本作是一款主打符文主题的卡牌肉鸽类游戏。开发者制作了两年的时间,核心思路上仍然有杀戮尖塔的诸多影子,但开发者拓宽了体量的同时,又给游戏按照自己的想法设计了新的表现形式和理念。使得从可玩性和趣味性上,本作又走到了一条与众不同的道路上。且完成度非常高。但为了便于理解,我还是会以杀戮尖塔作为出发点,从吸引玩家玩下去的角度,浅聊一下本作。 要说本作的一大特点,那必然是自构建卡牌了。与杀戮尖塔的卡牌由卡牌名、配图、数值、效果等元素构成的固定卡牌不同。本作的卡牌更像是一把把带有可镶嵌效果符文的武器。武器本身具备基础能力,或是攻击、或是防御等等。然后在此基础上,玩家在往武器的镶嵌槽中安放符文。多个符文与卡牌本身的能力之间相组合,就可以构成多变的效果。这就是本作最大卖点,自定义卡牌。而这种丰富游戏可玩性和趣味性的符文本作中有100多种。 此种设计的好处是,玩家在玩的这部分提供了极大的体验空间和期待空间。一旦理解了制作者的意图,马上就会对这个系统的发展产生诸多的期待。但缺点就在于,本作缺少了叙事的空间。众所周知杀戮尖塔的故事也其实是很薄弱的。但就像很多轮回系游戏都爱做的一样,用惜字如金又讳莫如深的钩子去调动玩家的好奇心。比如杀戮尖塔每局开始,那个和你对话的家伙。比如,每一张卡牌的名字和技能还有图片其实不仅仅只有功能性的意义。也抽象的完成了很多角色塑造方面的工作。最高明的是这种角色塑造是和卡牌功效这种实用主义的内容相挂钩的。也就是说,我们在游戏中的预判和精于算计的时候,在一次次使用这些卡牌时,也重复反复的与这些角色的特点与能力共情了。 于是我们就会在意故事,想反复刷下去看看心脏打爆了会怎样。研究和钻研的动力也就有了。 [h1] [quote] [table] [tr] [th] 欢迎加入 [url=steampowered.com/curator/41787395] 百度游戏鉴赏团 [/url] [/th] [/tr] [tr] [th] 海量新游内测资格,助你清空愿望单 🎁 [/th] [/tr] [tr] [th][b] 素质击剑[/b] | [b]白嫖游戏[/b] | [b]开黑吹水[/b] | [b]犹豫败北[/b] [/th] [/tr] [/table] [/quote] [/h1] 而本作针对杀戮尖塔的拓展除了符文装备卡牌之外,还有多角色上场战斗、且每一个角色都有一套自己的牌,都有自己独享的每回合三个能量点。可选人数高达18人。除此之外还有装备系统、以及不同属性各自独立的声望系统、符文锻造、星座等等。可以说游戏一上来,玩家最先清楚的就是这是一个拥有着无比丰厚的内容游戏。可挖的内容特别多。但相对而言这些内容,都需要玩家在没有什么过多准备的情况下,自行去主动了解。逐渐构成对游戏的认识。这点是比较吃亏的。 画面方面本作的表现可谓是让我感到颇为亮眼。虽然玩法设计上十分的硬核、且理工男味道非常浓郁,但却并没有在视觉上面去给游戏托后退。诚然美术资源投入照比很多游戏是不多,但胜在干净利落看着也很舒服,对于宇宙星系的主题呈现也很精准。UI布局和操作体验方面也很科学。 是的,是很科学。前文提到本作在了解游戏玩法方面本作需要玩家调动自己的主动性,但这也只是说本作的设计并不会讨好你,不会主动的把饭喂到你的嘴里。可你在熟悉并了解游戏内在的一切过程时,体验却是很舒服的。不会让你有一种想找什么找不到。也没有什么像是开发者不小心藏起来的无语感。如果最终给这一部分内容做一个总结,我想到的一个词是“公平”开发者预设了一个很常规情况下一个玩家需要理解本作的一切时如何获得好的体验。事实上两年的时间这些被执行的都还可以。只是,现在是懒玩家的时代。一个玩法为王的游戏,引导方面必须得精巧和透着巧思一些。但我相信作者如果想做,琢磨一下,再花些时间一定没问题。期待之后的改进。 总结: 游戏是好玩的。理解到真的体会到游戏乐趣的过程是偏硬核的。但与其说硬核,不如说是玩家需要先调动起自己的主观能动性才能收获乐趣。最后建议作者能够给游戏加入一些角色塑造的内容,当我试着点击角色头像时我是真的很想看到她的资料还有全身立绘,而不仅仅是卡牌仓库界面。其实也不需要一个完整有趣的故事,能够提供一些浮想联翩有趣的设定也会因共鸣的促进下,让游戏的旅程变得层次丰富起来。总之未来可期,请加油!
还可以,就是熟悉过后就很简单。难度太低了,感觉可以出个装备合成。
开始了解这款游戏是在手机app近期发布里找到,作者没咋宣传。然后试玩了十几个小时,感觉好玩,现在在ea,购买了之后感觉每次都有不一样的体验,感觉很舒服,作者更新频繁并且态度很好,期待正式版完成那一天
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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