
We fused card games and roguelikes together to make the best single player deckbuilder we could. Craft a unique deck, encounter bizarre creatures, discover relics of immense power, and Slay the Spire!
Most likely between $48.6M and $137.6M. How we estimate →
Median error on 8 reported games ·
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $24.99 | 97% | approximately $80.9M |
| PlayStation | $6.24 | 91% | — |
| GOG | $24.99 | 92% | — |
| Nintendo | $24.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 2905 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
我觉得《杀戮尖塔1》被吹过了,我自己玩下来的体验就是各种憋屈。要说它不好玩,我的感受可以总结成下面这几点。 1. 最让我抓狂的就是抽牌随机性。我辛辛苦苦组了一套无限循环的牌,结果关键运转卡永远沉在牌库底,眼睁睁看着怪物一刀刀砍我,手里的牌全是打击和防御,那感觉就像被系统故意耍了。发牌员简直就是我的死对头,想玩毒贼,催化剂死活不来,不想玩的废卡倒是一把把塞给我,路线上的精英和篝火也全看脸,稍微脸黑就直接崩盘。 2. 卡牌平衡做得太烂。绝大多数卡都是凑数的,拿了就是污染牌库,真正能用的就那么几张。高难度下不玩那几个固定套路(比如战士的灼热攻击或猎人的弃牌无限)根本过不去,想自己整活开发新玩法,分分钟被第二层的小怪教做人。数值设计也粗暴,敌人伤害高得离谱,防御叠不起来就是两下被秒,根本谈不上策略博弈。 3. 所谓的高难度挑战,其实就是堆数值折磨人。进阶20的敌人血量和攻击力翻倍,但你的成长路径还是那几条,等于逼着你反复SL刷开局遗物和首张金卡,这哪是打牌,分明是刷初始。而且很多负面遗物和诅咒牌设计得毫无道理,选了就是慢性死亡,不选又没别的路走,纯属恶心人。 4. 官方后续的平衡补丁更让我反感。为了削弱所谓的“无限流”,直接一刀把关键卡(比如“早有准备”)从0费改成1费,连带着砍了一堆无关的过渡牌,普通玩家也跟着遭殃。这种“教你怎么玩”的修改态度,让我觉得开发者根本不关心我们这些普通玩家的实际体验,只盯着那极少数的顶级套路动刀。 总之,这游戏给我的感觉就是,它把乐趣建立在让你反复承受随机性带来的痛苦上,偶尔给你一局天胡爽一下,但大部分时间都在便秘。我不是来受虐的,所以它真的没那么好玩。不过相比塔2的话,这个游戏还是很好玩的。
Bellissimo gameplay sempre vario e molto personalizzabile.
If you play any other deckbuilders this is right up your alley. the game is strong, the decks are varied and interesting to play, difficult even for a seasoned player but with a good learning curve for newbies.
我直接一个内核加速掏出一个回响形态加集中*2加认知偏差加电动力学加跟踪锁定加雷暴加静电释放再兜底一个冰川一个黑暗球双重释放,有感觉了吗?
Sigura Slay, alla poios einai autos o Spire?
~~라이크 라는 장르를 만들어낸 게임들은 모두 갓겜이다. 임마도 그러하다
6
来一局吧,好玩,上头,推荐
mods
its bad as fck