
is a roguelike deck-building game. With a variety of heroes and classes, hundreds of cards and treasures, and a rich array of genres to explore, there's plenty to discover. Additionally, card enchantment and fusion mechanics help you build a stronger deck.
Modeled estimate, not a reported figure. How we estimate →
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Expected nothing, got a really good roguelite deckbuilder. Translation is good. Metaprogression is good. Content is huge. Grab it, it is a steal.
I like how out of control it can get if you don't pay attention, at one point in one of the runs half the enemy team had like 40 divine shield because it kept stacking. For the price there is a ton of content.
看似丰富,其实体量很小,流程很短,只有一大关,build强度还没深挖,但目前感觉不是很高。 中评。 分享一个初期可用的简单套路 精灵队长+战士。 队伍:回血牛头T+增加攻击次数牛头+图腾。 输出主要靠主角,一回合4、5动(起手拿加攻击次数和攻击力的白牌以及攻击力随主角攻击次数增加的蓝牌,买每回合加主角攻击的图腾牌,买攻击带毒的牌,选择加攻击力和攻击次数职业特长)
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I retract my negative review. The UI is terrible and they badly need to hire a decent translator, but core gameplay here is actually quite decent.
就那么点游戏内容,还要你通关解锁新内容。 结果就是第一二局游戏,感觉好像没内容,roll来roll去就那么几张卡让你ROLL,让人发笑 且数值非常崩。
surprisinly good!
玩起来还不错,低等级亡灵祭祀+德鲁伊花妖大丽花和伪装大师+战士算比较简单的。
I'm surprised at how few reviews this has. It's a high-quality deckbuilder with a strong similarity to Monster Train. The game was made by a Chinese developer but, as far as I can recall, there were no translation issues. If you find your first run boring, which you may, if you are even better than I, you should be aware that the game has six difficultes. Each progressive difficulty increase not only requires you to think more (obviously), but difficulties two and four also open up more gameplay mechanics that provide a significant increase to the possible strategies. Unfortunately, each class keeps its own records of difficulty, so winning 1-5 on one class will not allow you to play difficulty six on another. If the developers read this, I think it would be nice if completions of the first three difficulties could transfer between classes, as they are, as far as I can tell, intended to be the tutorial difficulties. Despite the potential hassle, it didn't bother me too much, as each class is significantly different, sharing no cards and each featuring multiple unique strategies. Where Slay the Spire replayability comes from its three (four if you actually count watcher as having build variety and not just being stance spam) characters with 75 viable cards and a variety of build paths each, Tabletop Hero's replayability comes from 13 "races" with 6 classes, which ... also leads to a variety of builds. However, in order to create the wide spread of options you see here, each option is also necessarily more limited than any single character in STS. Going into a run, you nearly always have at least a rough plan of what types of cards, or even what specific cards, you're searching for, and due to the low amount of cards per class compared to STS, you're nearly always able to brute force your way to whatever initial strategy you were aiming for. However, you should take my criticism with a grain of salt. I binged it in about a week and only lost the desire to continue playing after having beaten the hardest difficulty with every class.
What an amazing find, played the demo for 3 hours and then purchased the full game and not regretting it 1 bit.
good game
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Players by region
Where this game's players are, estimated from review languages.
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