
A turn-based roguelike combining city-building and deckbuilding. Build thriving towns as you forge a path towards the eclipse. Strategically produce resources to appease the gods and unleash their divine wrath upon your enemies.
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About
At each enemy fortification you will build your town from cards that you have gathered, where every turn is a day lost. Each town will start from a humble beginning, but in a short time you will build an industrial city which produces all sorts of unique resources.
Once you have produced enough resources, you will offer them to the gods for them to destroy enemies in your path towards the eclipse.
When travelling you will have to pick which path to take. You will balance between what you want to visit and how many days you are willing to waste. Here you will improve your town deck by adding, removing and upgrading cards. In addition you will look for ancient relics which will help you in different ways.
Choose a leader to gather up your people and set off on a journey to get back to the Lands of Eternal Sunshine. Your only way to do that is to make in time for the Eclipse and get everyone back.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, French
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
It's really fun. The cards, relics and levels give unlimited replayability. Unlocks adds to variety, there is no same tactics completing levels (destroying final tower)
Unique mechanic of citybuilder with cards took me a bit to click, but once it did, it was very satisfying. Progression also was rewarding - you can really feel yourself improving over time. Bonus points for the calm, almost meditative gameplay and the chill atmosphere throughout.
有中文 有成就
I rarely leave comments, but Seekers of Eclipse deserves one! A well-designed game! 👏
Nice, solid, and refreshing roguelike deckbuilder game. Cool to see tower-building mechanics mixed into a deckbuilding game, and the art style is really nice :)
[h1] 独特的建筑肉鸽玩法 [/h1] 《日蚀行者》是一款玩法相当独特的游戏,它将城镇建造以卡牌的方式打出,利用建筑的不同特性来产出资源摧毁敌方基地,并提供了类似爬塔机制的肉鸽玩法,游戏体验极其新颖。 整体的游戏玩法以建造为主,每一天(每回合)玩家有一定的操作点数,每种建筑都会消耗一定的点数,当选择建筑的卡牌后,我们要将它们布置在基地附近,一点点拓展范围。每种建筑会产出独特的资源,比如养猪场会产肉,木棍采集站附近每有一座森林就会产2单位木头,简易小屋甚至会在不同的天数分别产出小麦、谷物、面粉这三种东西。因此我们要做的布局就是将木棍采集站尽量挨着森林建造、煤矿挨着岩石建造,尽可能得多获取资源。 资源到位后,就等待它们自动转化为紫色物质,每种资源与紫色物质的兑换比例不同,且有转换上限,不能依赖单一资源保证战斗的胜利,所以基础建筑最好的作用就是填空,为高级资源构筑布局,方便高级资源很快的产出。此外,敌人每回合也会进行建筑操作,我们要尽快摧毁离我们基地或者重要建筑近的敌方建筑,必要时刻可以新建低级建筑转移火力,弃卒保车。我方基地被摧毁或者天数耗尽游戏则宣告失败。 游戏的其他玩法都和一般的肉鸽类似,不同的地标有不同的效果。比如旅店,可以升级“建筑卡牌”,或者选择延长剩余天数。要根据自身的状态进行不同路线的选择,保证以最好的状态迎战。 整体来说,游戏的玩法还是挺独到的。建造本身能扩充的玩法极其有限,没想到也能和肉鸽玩法联系起来;游戏本身也确实能让玩家体会到建造的构筑和对局的压迫感,仔细体会能发掘很多有趣的玩法感受不同流派的乐趣! [quote]关注「 [url=https://store.steampowered.com/curator/45145702//]左邻右里鉴赏组」 [/url] [/quote] [u][b] 游戏好不好玩,只有玩过才知道! [/b][/u]
10/10 Steam is not correctly reflecting the amount of offline hours (stacked more at about 40hrs of gameplay). This game really only has one drawback: not enough content. I just wished there was more. This is a game that is very easy to learn, very hard to master. I love the way everything works and how it's set up. There's room for more depth and improvement to the game in a sequel or major expansion, but the game is fabulous the way it is. The music, sounds, graphics, and style is absolutely stunning. With more content, I could play this game all day. It's great. General Gameplay: It's a city/deck builder. You control what buildings are in your deck. You place buildings to get resources, using adjacency and placement bonuses etc to stack until you have enough energy to overcome the final enemy settlement. Each turn the enemy can place a tower that threatens to blow up a placed building, requiring that you take the hit or sacrifice some of your score you're developing to win the match to kill that enemy tower. The key gameplay element are the cumulative turns. You're on a countdown here. Each turn of placement is one less turn you have til you die. So each turn in every match (of which there are five) counts. The overland minigame between matches forces you to make dire choices on what amount of cumulative turns you want to sacrifice for benefits and new buildings to take over into the following matches. This is a very unique deckbuilding game. I love the in-depth strategy of it. Looks and sounds fabulous. Can't wait for an expansion. 10/10
Overall: a fun and interesting take on the fusion of roguelike deckbuilder and roguelike citybuilder. The randomized nature of the game, as with so many roguelike deckbuilders, ensures playthroughs are different enough and even difficult enough to keep it interesting. That said, the difficulty can get a little swingy at times, with the same map on different runs being trivial one time and immediately a brick wall another time. I find this interesting and engaging. Other players might not! The game is fairly small still, and there hasn't been an update since August of 2025, which isn't necessarily a bad thing. If a game is done, a game is done, and not every dev needs to provide constant updates or DLC or new content. I would personally like to see new leaders, cards, relics, and maps added to the game, but it IS a complete game in its present state, and one I find very fun and engaging! For my part I enjoy most roguelike deckbuilders, and I tend to enjoy citybuilders in theory more than in practice. Making citybuilders roguelike- giving them clear and defined endpoints- fixes my personal inability to enjoy them longterm and in more than just theory.
卡牌战斗?并没有战斗,而是资源的积攒罢了。虽然有战斗元素,实际上玩家更像是对上天进行祭祀,直接一道雷把对面劈死了事。只要有足够的资源就能够为所欲为,唯一的限制就是与时间进行赛跑。 世界末日的题材,玩家可以从三位领袖中选择,影响初始卡组和遗物,对开始资源的积攒倾向不一样,但能够获取的卡牌池是一样的,在路线图上有多种选项可以慢慢改变卡组倾向,作为一个卡牌构筑游戏是合格的。游戏失败有两个判定条件,初始建筑被摧毁或者时间用完,时间是一项公共资源,在战斗中每过去一回合就是一天,在关卡之间的路线图赶路,也需要花费天数,而且随着关内时间增加,敌人建造塔的速度也会变快,速战速决是游戏的核心思想,什么高筑墙缓积粮的战略是行不通的。 每回合抽取卡牌,获得宝石作为法力值,玩家可以消耗宝石把建筑卡牌放置在临近的位置,注意临近,放下去首先拓展了建筑空间,占据了一定位置也增加了可以放置建筑的槽位,也能获得地图上散落的资源,其次会有一定的资源产出,当某种资源达到了它自己阈值的时候,就能在一天结束之后产出一点能量,低级资源阈值比较高,而且获取总量有限,比如你光砍木头,哪怕有一百木头,一天也只能获得2点能量,还不如敌人铺的一个塔的数值。所以玩家需要进行产业升级,资源有效合理分配化,让多种资源都达到自己的阈值,才能每天获取更多的能量,时间宝贵呀。比如小麦可以变成谷物,谷物再变成面粉,面粉最后做成面包,当然有的建筑也可以直接从小麦变成面包,这就导致卡牌的强度差异很大。也有单纯的能力卡,本身不直接生产资源,而是提供buff,比如周围两格食物产量加一,一回合四张牌就找增加资源还回费,理论上可以电表倒转,但是建筑还需要占据地面格子,有的卡牌需要临近xx才能生效,超过阈值的资源没有任何收益只会占格子,所以卡组资源的整体比例十分重要,并不是无脑扔牌就能过关的简单游戏。树木与石头卡住了地形,升级卡牌虽然可以增加数值,但也会增加建筑的体积,游戏的建筑放置还不能旋转,六格强力单卡放不下去就难受了。如果敌人的塔生成在我方建筑附近,就会一天结束后发起进攻,必须使用能量消灭才能保住,也可以放置多余的建筑,反正资源也是一处,你一次就能炸一个建筑,保护住最初的建筑就行,资源发育差不多后就是忍,后面就没有发展空间了,憋到能够把敌人主堡炸掉就一发带走,注意团结在一起的敌人塔也会增加消灭的能量损耗,地图上有些需要能量开启的辅助装置有助于更快发育,一道雷电过于轻描淡写让游戏胜利成就感不够凸显。 地图不能旋转,让有时候建筑放置在后面被遮挡了看不清。敌人的攻击不够明显,虽然有线条,但距离太近不容易发现,被摧毁了我才看到有敌人。解锁越多,难度越高,解锁多体系卡牌后池子混合太大,很难抓到一套,希望能ban回去。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
[h1]《花钱能使鬼推磨?或许你也能让天神劈道闪电》[/h1] 游戏中玩家将扮演城镇的领袖,在有限的时间内,将所有群众带回城中。 [h2]指引行进的道路[/h2] 目前游戏内有三位领袖:屠户、伐木工以及矿工,正如其名,三位领袖分别侧重不同的地图资源。选择适合你的领袖,并根据其特色组建卡组。游戏局内还可以通过各种途径获得五角星,五角星可以在主菜单解锁新卡牌和新遗物,用来提升对应领袖的能力,解锁之后便可以在后续的游戏过程中获得。 玩家可以根据随机生成的地图,规划对自己有利的前进路线,不同的前进路线消耗的时间也不相同,权衡利弊,走出适合自己的路线。地图中前进时,玩家可以通过各种各样的地图事件来增强自身实力。新增卡牌,复制关键卡牌,移除无用卡牌等优化自己的城镇牌组,偶尔还可以遇见遗迹,并在其中搜寻到可以提供各种增益的远古遗物。 [h2]扫清眼前的阻碍[/h2] 前进的过程中,偶尔我们也会遇到阻碍,我们需要就地搭建城镇来与敌人斗争。游戏中玩家需要用收集到的卡牌建造城镇,玩家每回合会获得三个行动点,使用卡牌放置建筑物会消耗行动点,放置的建筑物会根据特性生产资源,每种生产资源达到一定数量之后便可以转换成能量。根据地图资源合理安排建筑的摆放实现收益最大化。就可以更快的收集能量,请天神出手消灭敌人。 能量充足的情况下玩家其实可以直取敌军大本营,毕竟对于天神来说,地理位置并不能限制神威的降临。不管敌人在哪都只是一道闪电的事情——只要你的能量足够换取众神的出手。但敌人可不会乖乖等死,敌人也会发展自己的势力,并对你的城镇造成威胁,而且随着敌人势力的扩建,消灭敌人所需的能量也会增加,毕竟天神可不会干赔本的买卖。 所以是稳扎稳打逐步推进,还是攒足能量一击必杀,由你自己决定。 [h2]胜利终将属于我们[/h2] 说来可笑,整个游戏我最喜欢的地方是这个跟随鼠标位置变化的光影,鼠标就是地图的光源,四周的建筑植物都向外发散倒影,真的很帅很帅很帅。 感觉游戏作为肉鸽来说,随机性有一些弱了,而且城镇每局都会刷新初始,玩家也不会有搭建一个繁荣昌盛城镇的成就感,游戏过程中只会在想怎样利益最大化,而不是怎样城镇会比较好看,比较合理。 所以游戏不是城镇建设,而是纯粹的卡牌肉鸽,不要被表象迷惑。 游戏想法不错,玩法也还可以,值得一试。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
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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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