
Siberian Dawn is an original, solo, digital card game that combines the core soul of a deck builder with the tactical power of a war game and the strategic challenge of crisis management. Take on various objective based Missions as you defend the Union against the dangers of the cult of the Dawn.
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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 24 reviews with recorded playtime.
Reviews
"A solid and highly complex card based game. Well worth a look. Check out some tutorials on YT. This is a game for thinkers not just for those that like slapping cards down like a game of snap. The UI could use a little work to make things quicker and clearer but stick with it and you'll really enjoy the game. 7 \ 10"
Learning this game is tough, to be sure, but it's worth persevering. Since most of the negatives reviews have been written this game has gained a very detailed tutorial which definitely makes the game a lot clearer. Essentially you're deck-building with two different decks. One is a resources deck, containing action points, money and units which you can deploy into battle. The other is a tactics deck containing actions/attacks and buffs to apply to yourself or your units. Each battle has a fairly slow pace, allowing you to build up a force over time and it's definitely a game which improves with familiarity. I definitely recommend it, especially since you can get to grips with the free version and see if it's for you.
Genre - Tactical thinking man's card game I'm too stupid and have too little time/patience to enjoy it. If you want to test your grey matter, please give it a try. I think it has potential...
эту игру даже мой положительный обзор не спасет. Напишу пожалуй что я ГЭЙ и ЛЭЗБЫБАНКА
I am trying my best here with this game, I like the premise, the art, the idea and am a big fan of deckbuilders. Its just too hard to understand who is attacking who, what numbers are important when. I have given up now because after finally being able to deploy a minion and attack succesfully in my lane the opposing robot, I then got attacked (I think..) from the robot in the neighbouring lane and destroyed (We can attack neighbouring lanes too? How?), and somehow lost even my ability to deploy units there (Why?). I would have to now have 5 command points to even reopen my ability to deploy in that one lane (Basically impossible given the starting cards so will take many turns optimising my deck to produce command points). Until I have a unit, it seems I can't even use the tactics deck, which is pretty demotivating.. I don't know if the balance is correct since I can't really play through the whole thing before getting frustrated by something like this. However I suspect its a bit off since whatever you do there are always 4 robots constantly hitting you where you are struggling even to contest one lane (And this is the tutorial?!?!). Maybe the fact I have a lot of health/time means I can make a turnaround by making my deck better, not sure. I watched the suggested youtube video but he seemed to be having the same problem, and in 30 minutes wasn't even close to killing a robot.
I wish I could be more positive, but it just seems too complicated for no reason. There's lots of stuff to keep track of that isn't interesting or fun. And I like super complicated games! But there should be some underlying logic to what you're doing, that I couldn't find here.
[h1]wait for the second edition[/h1] The whole game is made by one guy (who doesn't seem to speak English natively) and boy does it show. I'm sure that the system makes sense if you designed it yourself, but the tutorial is a MESS. The dev says he's working on a total overhaul so maybe this will eventually end up good but currently it is NOT. If you really want to give this a shot watch this video instead of trying to figure out the tutorial: https://youtu.be/pBqimRvA5N4
I'd very much like to see this game and designer succeed. I discovered Siberian Dawn through the Ios release thread on BGG and decided to give the free trial a go. After a few runthroughs I spent the couple of dollars for the extra missions. It's well worth it. Designer is helpful and quick to answer questions and is working diligently on the manual and updating and revising content. If you like deep, meaty deck builders look no further. It's got that Legendary Encounters vibe where one is constantly surprised at how thematic the mechanisms come across essentially through just a bunch of cards. Complex, difficult, rewarding, in that order. Get some.
I'm always on the lookout for new card games and this is not it. It's not awful but its not something that I'd recommend to pretty much anyone. This game does have some unique twists on the classic Deck Builder format. - You build two decks Resource (Units + Currencies) and Tactics (Special effects + Actions for units) - Glory and Investment are ways to bank your currencies for future turns. It's an especially nice addition to the traditional deck-building format. - Randomization uses a chit draw system with 4 piles of modifiers such as the Arkham LCG. If you learn whats in each pile and watch what is drawn out, you can boost your chances of success. - It's asymmetric and objective driven. The enemy uses a different set of a rules and usually a specific challenge every time you play. It's a moderately-complicated ruleset, but I didn't find it nearly as hard to learn as many of these reviews. I don't dislike the core gameplay and I don't think that it fails in any way either. But the UI is particulaly bad and it makes it really hard to learn and play the game. - The buttons you need to interact with are scattered around the whole screen and rarely look like buttons compared to the space around them. - The tutorial and battle details are told in large blocks of text and numbers on a screen shared with the chit draw. - Playing a card generally takes between 3 and 5 clicks and this feel unnatural, confusing and slow. - Important details (Such as the contents of each fate deck) tend to be buried in the UI rather than visible and helping you to make decisions. This UI is clunky enough that it made learning the game especially difficult and after almost 2 hours I still find myself clicking back and forth trying to get the right order. It's not unplayable but its very much unintuitive and makes the game feel more complex than it is. The secondary reason I can't recommend is the content just doesn't justify the price tag yet. The base game only contains 4 card types (2 Currencies of varied payout, and 2 characters), the tutorial (4 guided missions), and 4 training missions. There's 2 additional DLC packs so far that are about the same price as the base game. The main menu shows alot of modes (Skirmish, Ark, Etc.) but they aren't in the game yet. It leaves a bit of an odd impression when the only buttons that work are "Tutorial" and "DLC Shop". I just feel like it needed more time in the oven before being released onto a storefront. If development continues on the game, I'll continue to keep an eye on it. There's an interesting enough core here and it could evolve into something great. I just can't recommend it as is.
This is a very interesting and unusual game. Yes it's a deckbuilder but don't expect something as banal as the old Dominion or Ascension as SD has you building two distinct but interacting decks. One contains your resources and fighting units while the other develops the tactics that these units will use. A wargame yes, but with emphasis on crafting your forces before jumping in. As many others have noted the interface is a bit clunky but it's serviceable and atmospheric once you grok it. Mind you I was much happier when I realised it's possible to turn off the pulsing text. The tutorials are dense, especially the last one before the training missions. Don't be afraid to move on and go for Training Mission 1, particularly as this is when you realise how extensive the help system is. Art style, well always a subjective area but I like it, reminds me of Mutant Year Zero, Dungeon Degenerates from Sean Aaberg and even those old Soviet era posters. I love learning curves and once over the initial hump this looks to be quite a long and interesting one. It has that 'just one more go' feel about it and a sense of achievement when the pennies start dropping. You can also set the difficulty level which I always appreciate. Definitely a unique labour of love here and one that I feel is well worth the small entry fee.
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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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