
In Tactical Breach Wizards, you lead a team of renegade wizards in kevlar through turn-based battles to unravel a modern conspiracy plot. Combine their unique spells in clever ways, or rewind time to try every crazy plan you can think of to punch a Traffic Warlock through a 4th story window.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
About




Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 928 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Tactically breach your wallet and buy this game right now, it's worth every penny. Also play other games of Suspicious Developments, give them your money, they deserve it and you won't regret it.
Tactial Breach Wizards has smart gameplay mixed with fun witty writting, I couldn't recommend it more. It's also perfect to play on the Steam Deck !
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Aug 21: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 930 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
What an incredible game. It just got better and better the further through I got. I enjoyed the combat even more than XCOM2 because the abilities are so versatile and combo so well. And the characters... I love them every one of them, warts and all. For what its worth, the demo never really grabbed me. I think that's because the first few levels of the demo and game each feel like a puzzle with a specific solution. Once I'd picked some of my own abilities and the levels still worked brilliantly, it started to feel more "tactical" (I'm not sure what I mean by that either). Truly wonderful game. What a ridiculously high bar Suspicious Developments have set themselves now.
[h1] Tactical Breach Wizards [/h1](以下简称TBW) 让我相见恨晚的回合制策略,从第一次启动到主线通关,上头感没有停过。 评测区不少玩家说本作像是优化了小毛病的《陷阵之志》(Into The Breach),它们同为战棋类型,并且商店页面都不约而同的带有【解谜】标签(TBW的解谜tag甚至摆在首位) 从游戏体验的角度,我非常认可它们的相似性,但细究内容和设计思路,二者区别还挺大的。既然《陷阵之志》给回合制战棋呈现了许多教科书般的设计,是款标杆作品,那我就先从相同点说起, TBW与陷阵之志: ·同样是基于网格的回合制策略(战棋游戏) ·同样以单位推拉、碰撞为主要杀伤手段 ·同样丰富的敌-我-环境交互方式 ·同样注重单位行动顺序 区别在于,TBW是关卡制,比起带有随机性的肉鸽制,关卡制可以有更紧凑连贯的任务流程和更精良可控的局内设计,也可以逐步引入新角色和新机制,循序渐进的给玩家增加性能和复杂度。 此外,TBW还有两项大幅优化局内体验的功能: 步骤的预演(foresee)和回溯(rewind) 【预演】允许玩家查看敌人在回合结束时的行动(不只是攻击意图,而是把所有交互要素都计算进去的实机演示) 【回溯】允许玩家撤销当前回合做出过的任意操作。 上述设计,给了我们一个较为固定,没有后顾之忧,随意发挥想象力的策略施展空间,允许我们快速熟悉机制、挖掘可能性。 尽管TBW不是第一个把回合制战棋做成关卡制的作品,但它的综合体验足够有趣、独特,同时非常成熟。 如果说陷阵之志每场战斗像是在解条件苛刻的残局,要一次思考出最优解; 那么TBW像是把拆分后的小目标逐个击破,反复推演,把自己的思路可视化,直到找出最优解。 框架搭的很完美,节奏也很舒适,更难得的是,策略深度和内容细节也把控的很到位。 TBW总共有5名随着关卡流程逐步解锁的角色,每位都极具差异化,个性、数值、机制都很鲜明,角色技能之间还有很多意想不到的联动。 局内,开发组围绕每个关卡、每位出场角色都精心设计了一道道额外挑战(confidence goals),想在一场战斗内同时达成,还是挺头脑风暴的。 局外,角色也有着性能、机制成长,还是那个循序渐进的增加策略性。选关、技能分配也鼓励玩家采用不同策略、配队尝试更多可能性。 关卡中,TBW还很擅长循循善诱地用 “目标”充当教学,我尝试完成那些达成条件“匪夷所思”的任务时,也在领悟着未曾想象的进阶技巧。 然后这还没完,按理说这么质量精良的手工关卡,流程应该长不了,可是光看主线,开发组就愣是搓出了29个关卡100多场战斗,做出了保底13小时的流程,BOSS战有趣又有挑战性,关卡质量高开高走。(算上梦境关卡和挑战100%,应该差不多到我这个游玩时长) 以上是游戏性的内容。 关于TBW的剧情、角色塑造和对话文案。官方仅支持英文,又因为作者很喜欢写一些充斥着反讽、比喻和冷幽默的长难句,还夹杂着魔幻术语,所以大部分内容我其实没看懂(不影响游玩),于是后半段剧情我就象征性的看(跳过)了。。。 但是,能从画面演绎和比较日常的对话感受到主角团各个角色的魅力(尤其是Jen) 最后总结,《Tactical Breach Wizards》在循序渐进的关卡制框架下,用“预演+回溯”这套零成本试错工具,把对局变成了可以反复打磨的谜题实验,用5名角色和100多场战斗撑起了超过13小时的高质量体验。剧情方面虽因文化、语言壁垒打了折扣,但不妨碍基本理解,更不影响它游戏性的卓越。
This writing in this game is so clever that it tricked me into playing a puzzle game to completion. Incredible. I have no notes.
首先感谢贴吧的汉化大佬们,不然专业名词这么多真啃不下来 汉化见,删除emoji https😀://😀tieba.😀baidu.😀com/😀p/😀9653162683 标题中的breach,比起说破门,更多的还是破窗。地图边缘通常有很多窗户,主角们有各种推拉、长位移、交换位置的技能,有点像陷阵之志 自带回溯功能,每一步都可以回溯,会像是在不停做题试错 整体难度极易,前期虽然技能少,部分目标可能没法一次性达成 但是,这些都是可以后期变强了回来补的,人员配置也可以换,目标也能一个个去完成😂 后期还好几个带"无限"效果的升级,有无限combo 剧情正常水准,主要是对话有意思,人均嘴碎有活 额外要提一下bug,一块集中在第四章大后期的UI上,另一块是技能页面。不好说跟汉化有没有关系,没专门验证,不过好在不是影响核心play的恶性bug
I expected a fun turn-based tactics game. What I didn't expect was how attached I'd become to the various characters in the story. Great writing!
hidden gem frr. honestly, i didn't think I'd finish the game, let alone like it this much. gameplay was cool and creative (reminded me a bit of into the breach), the story was nice, and the characters were mostly really likeable the only downside i can think of is that the ending felt a little underwhelming, but it was still good. it's been a long time since a game made me genuinely laugh, even the cringe moments i find a bit endearing can't recommend this game enough fr.
Excellent turn-based tactics game from the developers behind [i]Gunpoint[/i] and [i]Heat Signature[/i], taking their sensibilities from both and moving them forward in a more mature, creative and clever direction. 100%ed on hard except for two achievements which involved fighting the final boss again, one of the most satisfying 100%s I've ever done. [url=https://backloggd.com/u/Bojangles4th/review/4551048/]More thoughts here.[/url]
This has got to be one of the most disappointing games I have ever played. The premise is fantastic: a turn-based urban fantasy story sounds like an easy shot, and there's a lot of potential complexity in the way you address each combat encounter. Accessibility options are better than average and the vision for the game seems to be well-executed. Now, how do they ♥♥♥♥ it up? The dialogue is god-awful, let's get that out of the way immediately. For every chuckle I got there were nine weary sighs in between, and the only inherent comedy of the gameplay seems to be pushing people out of windows and making the "defenestration is a funny word" joke incessantly. The comedy is toothless, just a handful of Marvel-style quips in between each combat encounter, and the dialogue choices seem to affect nothing. Way too much of this game's plot is just a ♥♥♥♥♥♥ James Bond film with random MacGuffins replaced with magical counterparts. And as for the gameplay, you realize fairly quickly that every room is structured in such a way that you can win no matter what set of tools you have available. This seems like a good design decision, but you quickly realize why better turn-based strategy games like Into the Breach and XCOM don't do this: these aren't combat encounters anymore, they're sliding block puzzles with extra steps. The ability to rewind and try again endlessly, the perfect accuracy and predictability of enemy movements, the lack of consequences for failure (doing extra objectives just unlocks outfits) makes the game a collection of lukewarm puzzles rather than a series of intense shootouts, and this is a problem the developers should have noticed EARLY. There are no stakes, no failures to learn from or triumphs over adversity, just the slow, methodical march towards the solution with errors just wasting your time. The bland story, obnoxious dialogue, boring gameplay, and timid design overall suggests this game was made by a fairly young studio. I don't hold things against indie games that they can't help, which is why I didn't complain about the graphics here, but an indie dev team needs to have the spark. What does this game say about the player and the characters? What does it make you feel to experience it? What makes this game stand out against its influences, against its contemporaries? Nothing.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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