
Gain upgrades and form powerful synergies in order to break the curse that is keeping you from your eternal rest. Unlock new game changing upgrades each time you play and come back stronger than ever before.
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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
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
A very well made simple deckbuilder that hides a surprising level of strategy behind it's luck-based surface. I had a fun time exploring different strategies and learning how to play around each character, though I'm probably not going to bother going for 100%. Just a few balance gripes keep me from wanting to do that, but I've also gotten the vast majority of unlocks while barely interacting with those problems, so it's minor. Those willing to do more grinding may find it a non-issue. I solidly recommend this game! Edit: as of the latest update, my most major concern - the Werewolf curse - has been addressed, and is now more enjoyable to play. So I'm happy to say I did end up going back to get 100%, and had fun doing so.
This game is one of the most original, entertaining and wholly enjoyable I've had the chance to play in quite some time. The art is lovely, the mechanics are fascinating and the replayability is fairly high. To start off, it's not exactly an easy game. 29 hours in and I'm still learning new stuff each time. One of these is the concept of risk/reward. The game has 2 distinct stages, the above ground portion where you acquire upgrades every two sections and the underground portion, once the conditions have been met. In order to progress, one must acquire 10 movement points via boots. Something I find interesting is the second you get all 10, that's it, you cannot get any further upgrades and you're off to the catacombs. Here is where the concept of risk/reward comes into play. When digging a grave you might accidentally unearth a boot and prematurely visit the catacombs. If you avoid the boots, you will grow stronger but there are only a finite number of graveyards to wander through before the run end condition is met. The opposite is true as well, sometimes you choose poorly and are unable to "win". Upgrades like reveal choices are fantastic for alleviating the RNG. Upgrades can fundamentally alter the game in varying ways...exchanging dud tiles for more beneficial or altering an enemy to become deadlier yet have a positive effect. Now, for the sake of being entirely honest, this game is tough and may very well turn some people away due to how frustrating it can be. RNG, especially at the beginning, is brutal. After getting achievements, all fairly easy to grab, you're rewarded with more options and mechanics. TL;DR Tough game that immensely rewarding and positively worth the value.
Great game one of the few rougelites/likes I don't get bored of after a day or two. Found this from Olexa's video strange how there isn't more people buying this.
Gra jest super do grania na chillu. jest prosta i jednocześnie złożona. Najlepsza jest zabawa buildem.
Simple and fresh. Lots of RNG, but many ways to embrace it or mitigate it. Runs are fast and have interesting situations arise.
I had so much fun with this lovely pixel pearl. Highly recommend it! Works perfect on Steamdeck.
RNG heavy, too repetitive, to unlock new stuff you need to do the same thing 20 times, so progression feels horrible. Regarding combat, for some reason you can't even stack swords above 5 or 6, so several strategies are artificially locked (and for no good reason as the tankiest enemy has 5 hp, so it's not a matter of preventing cheese, mid game you are supposed to be killing enemies in 1 hit in order to progress as by that point enemies kill you in 3-4 attacks). Some upgrades remove synergy from cards, so you can lose some combos mid run. Several GOD upgrades feel like regular upgrades or are just awful, and a good number of regular upgrades are better than GOD upgrades. Bosses are not fun, pure rng to exit phase 2, spider boss was poorly balanced (eats items and also forces you to spend your card slots on useless spiders), death boss is too easy (just takes too long because he eats your shoes), gorgon boss can lead to soft lock in phase 1 that only ends if the player dies. Game foundation is flawed. Not worth it.
무덤 도굴하며 나의 무덤만들기 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 무덤을 파면서 모험을 하는 게임입니다. 주어진 무덤 중에서 원하는 대상을 최대 5개까지 선택하여 하단에 배치할 수 있죠. 뼈가 나오면 체력을 회복할 수 있고 무기가 나오면 공격력 증가하며, 쓰레기가 나오면... 그냥 쓰레기입니다. 랜턴은 횟수를 차감하지 않으면 주변을 밝혀주고, 적이 나오면 전투를 준비하죠. 총 5개를 선택하여 하단에 배치되면 앞으로 나아가게 되며 뽑힌 순서대로 이벤트가 진행됩니다. 그에 따라서 체력 회복하고 몬스터와 싸우기도 하고 몬스터와 싸운 뒤에 공격력이 증가하기도 하죠. 참고로, 전투에서 몬스터가 먼저 선공을 하며 몬스터의 공격으로 체력이 0이 되면 게임 오버가 됩니다. 생존을 하였다면 다시 랜덤한 무덤들이 주어지고 선택하고 앞으로 나가고를 반복합니다. 2번의 이동을 하면 랜덤한 3가지 비석 중 하나를 선택할 수 있는대, 플레이에 도움이 되는 능력의 비석을 고르면 좋죠. 다른 것으로 바꾸는 비석도 있고 체력 증가나 특수한 이벤트 발생 등 다양하게 존재합니다. 정지 화면에서 무덤 오픈 시 발생하는 이벤트 구성들을 확인할 수 있으며, 현재까지 선택한 비석들을 확인할 수도 있죠. 체력이 0이 되거나 32일을 초과하면 게임 오버가 됩니다. 진행에 따라서 네크로폴리스의 무덤들이 활성화되어 추가적인 옵션들이 발동하게 되죠. 신규 기능이라거나 새로운 비석들이 언락되어 모험중에 이용 가능해집니다. 게임 오버되지 않고 신발을 10개 획득하면 자신의 무덤을 찾아내어 게임을 클리어하게 됩니다. 총 6번을 클리어하면 무덤 건물이 완성되며 이후로는 지하로의 모험이 가능해지죠. 참고로, 3가지 스타트 효과 중 하나를 선택할 수 있는대, 지하로 향할 수 있게 되면 3가지를 모두 고를 수 있게 됩니다. 1개일때에는 적을 4번 처치하면 발동하지만, 추가 선택마다 발동 조건이 2씩 증가하죠. 지하로 향하면 다시 신발을 찾게 되고 더 강한 몬스터와 만나게 됩니다. 탈출인가 하는 순간 이상한 스토리로 이어지는대... 아직 조건을 만족하지 못하여 그게 무엇인지는 확인 못해부렀죠. 참고로, 지하로 향하게 되면 비석 보상을 획득하지 못합니다. 그렇기에 15개의 비석을 모두 얻고 지하로 향하면 좋은대... 내 마음대로 되는게 아니니... 그렇다고 신발을 무조건 피하기에는 32일이 지나버리면 아침이 되면서 으아악하고 죽어버리니... [아쉬운 점] -후반으로 갈수록 솔솔 풍겨오는 운빨억까 -지하로 내려가면 묘지를 얻을 수 없고 묘지를 모두 얻은 뒤 2일내로 지하로 가지 못하면 게임 오버되고 신발이 필요할때는 안나오고 필요없을때는 개같이 잘 찾아내고 체력없을때 반드시 1번으로 등장하는 몬스터들까지
Good game, big time.
This deserves more visibility
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
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