
Collect and create your Gokai monsters team in this tactical roguelike deckbuilder! Build, expand and evolve your deck to explore an ever-changing world.
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👹🃏 New Gokai · Five new Gokai cards join the collection!
🐉⚡Ishigon · A new playable Elemental God!
🗡️🆚 Duel Mode · A challenge suitable only for the most expert duelists!
⚔️🏯 Tower of Gods · Sengodai's biggest challenge yet!
Sengodai is a tactical roguelike deckbuilder where you collect and create your Gokai monsters team to explore diverse worlds and challenge the cursed gods.

Embark on a new journey every time you play! Choose your path, find new Gokai, face unique enemies, uncover powerful spells, and forge your deck to challenge the Cursed Gods.

Collect Gokai cards, create a unique team, and upgrade them to make powerful synergies with your team leader, an Elemental God!

Master different Elemental Gods with unique skills and playstyle to lead your team to victory using the divine power of your chosen deity.

Alter the course of the battle with arcane spells! Draw them from your opponents or buy them from an enigmatic merchant.

Charge your Gokai with elements to purify the Cursed Lands and reduce your opponent’s life to zero to claim victory.
Campaign mode with 5 worlds to explore.
Random-generated world paths with different duels, merchants and sculptors.
5 Gods (4 unlockable) with their own gameplay style and skill set.
20+ Gokai cards to collect and evolve.
40+ Spell cards.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
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
I'll keep this short. Despite the game looking good on paper, its unfortunately bad due to grinding, bugs, and QoL issues that aren't in yet. I'll list some examples. 1. Part of the game seems to revolve around doing runs to grind out gold to upgrade your units, god, etc. Unfortulatey, the gold amount to upgrade said units is too high, and battles don't pay enough that you need to do 30+ battles for one upgrade or 5+ runs to upgrade one unit. You will be losing too many runs just to upgrade one thing, let alone win a run, and I tried 10+ times and still can't get to a boss. 2. The game is full of bugs that make it unfun to play after awhile, let alone those that take away your resources. For example, I encountered a shop bug that if you remove a card in your deck at a merchant, the game will not remove the card from your deck, but still take the gold away from you that you spent 1+ hours grinding out. Removing a card from the deck costs 1000 gold, and every battle only pays out 100 gold, meaning if you remove a card at all, you basically lost the 1+ hours it took to get that gold due to said bug, making the game feel likes its a theif in a way that isn't respecting your hard-earned time. 3. The game feels like its more rigged towards the AI than the player when you start out. On new save files, you start with the wind god and a Gokai team that cannot use water as their own elements, and I had too many times where the game basically dealt out too many land cards requiring water that I couldn't even damage the AI to begin with. Let alone, the AI always seem to have teams covering elements I don't, and at a higher level than me that they can easily take out my entire 6+ life while I struggle to do the full 3 to them. You can start to see this by the 4th battle or so, and the upgrades that you get only improve the starting deck and don't really work on mulliganing the RNG of it. I mean, sure, you get to draw a free wind card every turn, but that doesn't help when you only have 1 wind Gokai to start out and need to get lucky finding another one with better element slots to replace it with. Considering you have to do too many battles in a row with 1 life bar and almost no healing, I can't understand some games where you duel an AI like its a TCG, but don't give the player enough healing to begin with when you have to do 10+ battles in a row. 4. Adding on to this a bit, some AI decks also use some ability cards that can put an element card on a creature that you need to play such element to even put elements on said card, but your god can basically lack said element to go through it. For example, the first world has some matches against the earth gold that can put an earth shield on your creatures, but since the wind god has 3 earth cards in the entire deck, your own units can be stuck like this for X turns and you can't use them. Why is this even in the first world of the game that's like a hard-counter out of the gate. 4. For QoL, I found some flows I didn't like: A. You cannot view the AI's discard pile at all in battles, and the AI takes their turn so fast that I can't even see what they just did with no combat log on top of it. I did notice it can use ability cards itself, but how can I tell what the ability cards even do when I can't view their discard pile or a combat log to begin with. I'm getting a bit tired of games where you do an AI, but the AI takes their turn at the speed of light to the point you can't see what they just did, especially when you can't review said history in a combat log or check their discard pile. B. On runs, you can't view what god you're playing as, your Gokai team, or any passives your god unlocked when they level up. I shouldn't have to go back to the main menu to see said stuff, and this should have been available from the start. C. The game has no map legend, meaning I can't tell what each icon means until you enter it once. Some of them do lead to duels, but this isn't told to me in advance and the game gives no hints if its even worth going to them. I think that's about it in terms of cons. I don't know what to say on pros since the cons outway the pros, but I feel like this game should have been a board game instead of a rougelike deckbuilding game, and the developers even told me once that the game was originally going to be a board game before they changed their plans to make it a video game. Considering the amount of bugs, game's diffcuilty (you will lose a lot), etc., maybe they should have went the board game route since I won't mind buying it. I hope that shares some light on the game, and just be warned about the problems I mentioned here before picking it up. Edit: Looks like I have some stuff to add on to the rigged matches. I started a new save file again, and in the first match, the game kept dealing me all of the water land cards for 5 turns straight and dealt the AI land cards that it always had the energy to spend it on. Like I said in an earlier point, the game is too rigged towards the AI sometimes that you just outright lose, and sometimes winning a match comes down to more luck them skill. I can't understand the bad starting deck to not include a water creature to begin with so you aren't locked out of water entirely before you unlock any cards, and the grind to even level up stuff.
el juego es una maravilla y recomendado 100% para desconectar y hacer algo diferente pero esta lleno de bug tipo desconexiones cartas que no puedes jugar cartas que no estan completas o pasarte 2 veces el mismo nivel y que te den 2 veces el mismo dios espero que se vaya solucionando con el paso del tiempo
[h2] 前言:驱使豪兽净化诅咒之地[/h2] 由Tsunoa Games制作的一款策略性Roguelike卡牌构筑游戏,率领三只“豪怪”,投身于一场拯救被黑暗力量侵蚀的诅咒之地的冒险。整体美术风格鲜明、很有日式神话味道、但遗憾是缺乏剧情与故事铺垫,上来直接就是进入肉鸽爬塔的冒险。 [h2] 玩法:独特的卡牌玩法与战斗机制[/h2] 每次游戏开始时,玩家可以从五位元素之神中选择一位,并由三只豪怪构成战斗的基本单位。当然,元素之神要随流程逐渐解锁、因此初始选择自然是固定的。 每场战斗开始后,战场中央会出现被称为“诅咒之地”的区域,每个诅咒之地上包含三个需要净化的元素槽位;游戏的目标是通过“净化场上的诅咒之地”来对敌人造成伤害,直到将对手的生命值降为零。玩家主要的操作,便是通过元素卡牌为自己有着对应元素属性的豪怪充能,用充能的豪怪、净化诅咒之地对应属性的槽位。 当某个诅咒之地的三个槽位同时被净化,就能让敌人主战者扣血。否则,则是本回合结束时,诅咒之地消失、玩家获取宝石、用来激活“元素之神”的技能。(虽然不能造成伤害、但可以根据敌方豪怪所具备的元素属性、针对性去填充对方可以充满的地块,相当于妨碍对手)同时,再搭配一路上挑选的法术牌、调整的元素比例,组合、构筑战术流派。 [h2] 体验:鼓励多回合布局和资源积累[/h2] 就本作玩法而言,游戏具备了独特的“净化诅咒之地”的战斗机制,与寻常肉鸽卡牌体验截然不同。比较创新,但体验上,又并不算多么有趣,[b] 由于完全净化一块土地才能造成伤害、豪怪还有体力限制会眩晕,更多是鼓励玩家进行多回合的布局和资源积累+根据对手的元素构成进行相应的妨碍、诅咒之地的保留,属于偏向策略性卡牌[/b] 、而非爽游性质的。 整体,新手引导稍显薄弱、纯文字且在对策上也没介绍清晰、这方面可以稍有加强。 [h2]总结[/h2] 一款有着独特“净化诅咒之地”战斗机制的肉鸽卡牌游戏,玩法具有创新,对别样的肉鸽策略性与可重复游玩性感兴趣的,不妨入手体验一番。 [quote]加入[url=https://steamcommunity.com/groups/GHYX]干货游戏[/url]&关注[url=https://store.steampowered.com/curator/35106417/]咱的鉴赏家[/url],不定期为大家带来游戏体验分享,也期待您来一起分享自己的游戏体验干货~[/quote]
[h1]简介[/h1] 《Sengodai》是一款足够有特色肉鸽爬塔卡牌游戏,这款游戏和同类型的卡牌不太一样的是,制作组在游戏界面的中间区域设置了一个叫做地形的战斗区域。游戏的玩法与同类型的肉鸽爬塔卡牌游戏相比是不要太一样的,首先玩家是以控制“豪怪”去击败被诅咒的敌人从而净化被污染的地形,这个地区就是中间的那个地形。 [h1]卡牌玩法[/h1] 游戏开始时会让玩家选择一个神明,神明拥有两个技能,然后时三张豪怪卡,每个豪怪会有不同的属性,因为一共有五种属性,所以一开始没办法进行全属性的全覆盖。然后就是每个回合会发卡牌,发的属性牌可以用在豪怪的身上,激活后豪怪就可以攻击地形,就可以激活地形的属性,地形也时由三个不同的属性组成,当地形的三个属性都被激活了这个地形被净化扣掉了一点血,会显示这个地形需要被扣掉的血量,血量清零了就算是战斗胜利了。需要注意的是豪怪被激活属性后是会给神明提供能量的,消耗能量就可以使用神明的技能,而且豪怪的攻击也会对自身有影响会消减体力,体力没了需要回合进行休息无法进行战斗。抽的牌除了激活属性的外,就是各种辅助牌。也就时说如果开局的三个豪怪和之后激活的属性刚好能针对中间的地形属性,那么三个豪怪就可以在一个回合内直接打掉敌方三点血。感觉像是在传统的肉鸽卡牌上又增加了一个战斗缓冲,属于穿雨衣洗澡的设计。一开始玩以为是像炉石那样培养随从,只是限制了一下随从的数量,但谁知在随从和随从之间还有一个地形,让本来就有点繁杂的游戏又套了一层机制。 [h1]特殊机制[/h1] 而且也就是激活属性就是类似攻击牌,攻击牌要有前置要求,满足要求后才能对中间的缓冲区造成伤害,全打掉后就算成功净化了这个地区。而且卡牌的战斗也没有什么行动点行动次数的限制,而且如果我方没有凑够激活属性啥的,回合结束就到对方了,看谁血先没。之后就是肉鸽的随机要素了,这方面太常见了不过多赘述了。 [h1]总结[/h1] 总的来说,吸引游玩《Sengodai(战国代)》主要就是非常顶的美术设计,融合后的日式元素和各种妖魔鬼怪,但实际上手开始玩就觉得很别扭,主要是这款游戏放弃了非常成熟的类杀戮和或者是其他传统的肉鸽卡牌游戏,自己又创造了一套,各种新鲜名词搞定人头昏脑胀的。这也可能会导致这款游戏非常挑受众,要有耐心阅读完教程的文字并理解,才能正常进行游戏。 [quote] [b][u]❀自由撰写真实的游戏评测❀[/u][/b] [b]❀欢迎关注→❀[url=https://store.steampowered.com/curator/44119519]自由评测[/url]❀←鉴赏家❀ ❀欢迎加入→❀[url=https://steamcommunity.com/groups/Liberty_Curator]自由评测[/url]❀←鉴赏组❀[/b] [/quote]
Me ha sorprendido mucho este juego, jugarlo es bastante relajante y me encantan sus mecánicas de conquista de terrenos, a ver si consigo todas las cartas que quiero ampliar mi equipo
Incredible card game. Very enjoyable matches that gradually increase in difficulty. Easy to learn, but you need to think carefully about your strategy. The artwork is fantastic, and the god cards are simply amazing.
《Sengodai》是一款玩法独特的类爬塔肉鸽元素卡牌游戏,在游戏中玩家将与对手进行卡牌对战,只是本作游戏的卡牌玩法相对比较独特,体验很不一般,具有很强的策略性。 [h1]不太完善的教程[/h1] 本作游戏的玩法虽然独特,但是教程部分只甩给玩家几张图,让玩家在大量的信息中提取核心的玩法。说实话游戏的玩法如此独特,完全可以在前期设置一个教程关卡,让玩家体验一下卡牌的玩法。反正我在教程的图里面提取了半天的信息,在实战中玩了很长一段时间才发现其正确的玩法。也是希望游戏给我完善一下自己的教程部分。 [h1]独特的卡牌策略玩法[/h1] 游戏的卡牌玩法非常独特,每场卡牌对战之前,玩家将出三名拥有不同属性的豪怪,而玩家手里的卡牌都是各种属性卡牌。游戏的场地中央会出现名为诅咒之地的同样带有属性的地形卡。玩家在行动的回合内需要做的就是为自己的豪怪填充手中的属性卡牌,并利用其卡牌的属性去净化场地中央的诅咒之地。值得注意的是,豪怪的左上角会有一个类似行动点数的属性,当豪怪每次行动的时候都会消耗一点行动力,而当行动力为零时会强制休息两回合。 游戏的目的就是净化诅咒之地,一块诅咒之地,往往拥有三个属性,没有一个属性被净化,玩家都可以获得一点技能点,可以使用主角的各种技能获得一定优势。而同一个回合将一张诅咒之地卡牌的三个属性全部净化就可以一次性获得三个技能点数,同时对敌人的本体造成一点伤害。游戏的策略在于玩家需要抉择,是否一次性对敌人造成伤害,或是依靠手中的卡牌努力赚取技能点获得技能的使用机会。不过因为玩家面对的是AI对手,所以难度相对简单一些,感觉AI很少有直接对我方本体造成伤害的机会。 [h1]爬塔肉鸽元素[/h1] 本作游戏融合了爬塔式的肉鸽元素,玩家将可以在多条线路上进行选择,可以获得或是购买新的卡牌。除了属性卡牌之外,还有一些特殊的卡牌,能够当做一些小技能使用。随着推进战斗难度也是越来越高,主要表现在对手需要净化更多的诅咒之地才能击败,以及对手更频繁地使用技能干扰玩家。 整体来说游戏的玩法独特,策略性很强,是一款非常不错的卡牌游戏。 [table][td][b]欢迎关注我们 [/b][url=https://store.steampowered.com/curator/10591434/]突突突发糖辣![/url] [/td][/table]
这是一款肉鸽卡牌游戏。 游戏的的画面是大颗粒的像素风,场景都是大颗粒的像素拼出来的,有种我的世界的感觉,看着还算凑合。 没啥剧情,进去就是选关打牌。 流程是类似爬塔,玩法上和一般的肉鸽卡牌不太一样,玩家和敌人攻击的都不是对面,而是中间的地形。 初始会让玩家选择一个神明,这个神明有两个技能。 敌我都有三张怪兽卡,每个怪兽有不同的属性(共五种),每回合会给玩家几张属性卡,用属性卡激活怪兽,然后就可以用怪兽攻击中间的地形卡(三张)。 每个地形都有三个不同的属性,玩家已经激活属性的怪兽可以攻击中间的地形来激活地形的属性,只要激活地形全部三个属性,这张地形卡就能使敌人生命值减一。 敌人的攻击模式也是如此,只要敌人的生命值清零就算获得胜利了。 同时,中间的地形被玩家的攻击激活了几个属性就会给玩家几点能量,消耗能量可以使用神明的技能。 怪兽每次攻击地形都会消耗自己的体力值,如果怪兽体力值清零,怪兽就会休息,几个回合之后才能重新使用。 除此之外没有费用限制,抽到的卡都可以一次性用掉,但是到下个回合,如果没有意外就会重抽全部卡。 除了属性卡之外,玩家还能抽到一些技能卡,比如直接激活地形卡或者怪兽的某个属性,封禁地形之类的。 游戏没有局外加强,全部都是局外解锁。 这游戏玩起来特别简单,举个极端的例子,如果我的三个怪兽全是五个属性,而且五个属性全都激活了,那么一次攻击就能激活中间某张地形卡,这样一个回合就能打掉敌人三点血--说真的,有点无趣。 总体来说是个小品级的卡牌游戏,机制也没啥新意,喜欢打牌的可以试试。 [quote]游玩百态,将游玩心得用汉语化作玩家的指明灯 [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录[/url] 如果喜欢这个评测,请点个赞让更多人看见[/quote]
Me encanta el juego, es una especie de Pokemon TCG roguelike en el que en cada run tienes que construirte un mazo para derrotar al jefe del mundo He conseguido llegar al mundo 2 y sube bastante de dificultad, no me quiero ni imaginar como será el 5 10/10
新手引导太差了,直接开冒险跟人机玩了半天才摸索出来,还是希望可以加入说明。
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Languages: English, French, Italian, German, Spanish - Spain, Simplified Chinese, Traditional Chinese, Korean, Indonesian, Japanese, Portuguese - Brazil, Russian +8 more
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