
A turn-based tactical roguelike fusing Spring and Autumn history with supernatural fantasy. Assemble knights in an ink-oil aesthetic world, venture into five perilous realms, battle monsters and human-born demons, and collect lost bamboo slips to unravel hidden secrets.
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About


Step into a Spring and Autumn fantasy realm where ink-wash brushstrokes meet the texture of oil painting. Mist-shrouded peaks, abandoned bamboo paths, desolate ancient ruins… Five distinct regions await your exploration. Battle monsters, bandits, and fallen souls twisted by obsession into demonic forms. Collect cryptic bamboo slips to piece together the truth behind the chaos.

Assemble your expedition party by freely combining retainers from 13 classes: Swordsmen, Physicians, Shamans, Drum Warriors and more. Combat goes beyond positioning; skill synergies are key. Even with the same lineup, drastically different playstyles emerge, ready to take on 60 mystical beasts and over 10 uniquely designed bosses.

Battle tests not only your tactics, but also your retainers' minds. They may grow bolder in desperation, or break down and flee from terror. Fallen characters face permanent death. When a companion is lost in the wilds, will you risk your entire party to bring them back?

After each expedition, return to town to rest, develop, and recruit talent. Construct various buildings and enlist legendary figures from the Spring and Autumn era: Lord Xinling helps you recruit capable retainers to fill vacancies, Yan Ying boosts morale through lectures, and Gan Jiang forges peerless weapons for you. Through rituals and research, strengthen your forces, enhance your gear, and prepare for the journey ahead.

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Traditional Chinese
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Themes across 140 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
评论区的好评都是水军刷的吧,7.16发布,我看有个好评一共玩了5小时,说体验了好几天,是穿越了吗? 那我来给你挑挑毛病: 1.城镇UI太大太粗糙,选取之类太麻烦。 2.装备,队伍没有预设方案。 3.选全屏,有时候会界面不显示全,或游戏自动切成别的分辨率。这个玩家要选成全屏窗口。 4.你这角色技能组设计的问题很大,打血量和打混乱值的技能是分开的,那我为什么不全用打血量的?我即用打血量的技能又用打混乱值的技能,不是相当于要打两个血条?反正技能也没有CD,全力大砖飞就是。 5.最不能容忍的是战斗毫无意义和爽感,人家是搜打撤,你这是搜撤,打怪一点经验没有,纯负收益,人物升级经验只和出门次数挂钩,理论上探测带的高,只选探测格子最少的任务,绕过所有战斗,搜完就走,还不怎么掉心情和意志,是收益最高的。但这样有啥意思?一点养角色的爽感也没有。 6.背包太小了,啥物品都分开几堆占空,每次获得东西都在考验选择困难症。 7.那回血回意志技能加的太少了,一次加两点血,1级怪打一下掉10多点,或回一个人3点意志,怪打一下一群人掉N点意志。带回血回意志技能有啥用。 8.学校,回心情,回意志的房间,人物放进去就扣钱,结果等级不够,不加经验。你不能弄放进去了不扣钱,过天了再扣?还一个村的,比黑社会还黑,路过看一眼都得收全套的钱,路过几次收几次钱。 我又挨个看了下评论区全部的评论,全J8淘宝买的STEAM刷好评刷的,AI提示词 春秋异闻录 类暗黑地牢,小众,硬核,新品,等MOD,复制进豆包,看看出来的内容可是跟他们发的一样。 评论写的驴头不对马嘴,还发病,发J8病,真正玩过评论的都不超过5个。 这游戏技能模组,战斗模组,战斗反馈有大问题,不去研究一下别人成功的回合游戏做大修,或直接套暗黑地牢的也行,就算出创意工坊了,也救不了。
《春秋异闻录》的玩法有些接近《暗黑地牢》的感觉,以随机地牢的Rogue属性探索黑暗与人性的回合制玩法。游玩本作映入眼帘的并非我们熟悉的剑与魔法世界,亦非赛博朋克或是废土世界,而是被诸子百家典籍、先秦神话传说层层包裹的春秋乱世。本作游戏作为一款策略RPG游戏,以其独特的文化视角与极具压迫感的生存机制,书写了一张中国式的心理恐怖与人性的画卷。 [h1]礼崩乐坏下的诡谲画卷[/h1] 本作游戏的背景设定是在一个历史被妖魔篡改的平行东周。彼时的周天子失德,诸侯征伐不休,而真正的威胁却来自异闻,包括上古邪祟、精怪鬼物与失控的巫术。玩家在其中将组建一支由落魄士人、流亡工匠、隐世方士等组成的编外小队非正规军,深入被诅咒的地区,探寻乱世背后的超自然真相。游戏的核心循环是典型的Rogue结构,玩家需要招募培养成员,规划行进路线,管理对于资源,策略进行战斗,通过各种方式获取遗物与技能提升队伍的能力,从而深入更恐怖的区域。即便玩家在挑战的过程中失败了,不可避免的团灭后,可以利用积累的烛阴局外货币,解锁新的强力起始角色,刷新初始装备或获得全局增益。 [h1]东方风味十足的游戏画面[/h1] 本作游戏的画面部分最显著的特色在于对东方诡谲美学的极致营造。美术风格融合了商周青铜器的粗犷纹样,漆器的朱黑配色以及流动线条。角色立绘并非俊男美女的流水线产物,而是带着时代特有的质朴与沧桑,衣物上粗糙的纹理清晰可见,角色脸上因长期营养不良而显现的脸色也都无比真实。 游戏的战斗系统则采用了半即时半回合制的形式展开,在网格地图上,角色的行动顺序由其疾速属性决定,技能释放需消耗气与神,并且战斗讲究站位与配合。独特的易形系统允许角色在战斗中临时化身半人半兽的魈形态,获得强大力量但伴随理智值SAN值的剧烈下降,完美呼应了人性与兽性博弈的东方主题。西方有古神克苏鲁,我们东方也有自己的特色。与《暗黑地牢》相比两者最核心的共通点在于对压力和理智的革新性引入。《黑暗地牢》的压力会诱发角色恐慌、自残甚至猝死;而《春秋异闻录》的SAN值过低则会导致角色狂化、见幻或吸引更多邪祟。它们都将角色的精神健康提升到与生命值同等重要的战略高度,迫使玩家在追求战斗效能的同时,必须关注队伍的心理韧性,但是游玩起来还是会有些许不同的体验,至少本作游玩起来并没有近乎窒息的压抑感。同时,玩家在探索的过程中还要关注资源,资源管理聚焦于粮草、药材与箭矢等冷兵器时代重要物资,甚至在很多紧要关头迫使玩家在探索深度与生存风险间不断权衡。 [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]
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Hours played at review time, across 141 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 玩了近10小时。美术确实是水墨加油画,有点春秋味儿,8格站位也算新花样。但玩深了就发现不对劲:战斗不给经验,角色升级只算出门次数,正常玩家谁打架?全绕怪搜完撤了最赚,养角色没半点爽感。技能分血量和混乱值,结果混乱完全可无视,无脑堆伤害技能就完事,还没CD,策略性稀碎。城镇UI大而糙,背包挤,回血回意志那点数值不如不喝。 好在制作组美术底子属实牛逼,水墨油画的路子很少见,听玩家劝改改数值和UI,把战斗经验和连携做扎实,搞个预设阵容,这游戏绝对能支棱起来。国产独游不易,期待下次更新让我改评测,真想看到揽月镇活过来。给团队加个油!
等级超出基本地图等级 不让打?凭什么?我凭实力升的级 回头不让打低等级副本?什么脑残设定?
我为开发者感到不平。开发者一定是玩过暗黑地牢1,所以清楚知道所谓硬核机制是如何为难玩家,但是因为它功成名就,那些不好的地方反成了玩家津津乐道的风格、氛围、特色,你喜欢地牢路上走着掉压力吗,喜欢走回头路掉压力吗,喜欢不随身带铲子徒手挖尸掉压力吗,喜欢暗黑无光时屏幕暗到不得不打mod吗,喜欢在几个红癖负面特质中精挑细选,苦中作乐品尝哪些红癖可以带吗,原以为是玩家全都喜欢被虐,原来不是这样的,只是因为名气大的作品可以将玩家调教得很好。如果一部小工作室籍籍无名的作品模仿了其玩法,但是删掉了以上诸多不便,玩家非但不会感谢,反而要倒打一耙,觉得你只配当mod,而且同样的机制,给大作好评,到小作品这里就换成差评,双标得很。 春秋异闻录在构筑上做了一些有助于新手的改变,最明显的是单列变双列,这减少了思考量,更少考虑自家队伍乱位的可能;所有技能无使用次数限制,包括清除debuff的技能,见招拆招更容易。另有一些技能有新意,比如舞女让队友主动进考验,同时增加这次考验成功的概率,阴阳师可以互换血量和士气。有的天线宝宝说怪物戾气值的机制不行,能打伤害的就不用去打戾气值,能打戾气值就不用打伤害,但怪物戾气值叠到100的收益太高了,眩晕并扣除怪物最大生命的一半,你不一定专门带打戾气的队伍,只要有个别手段加怪物戾气,一场战斗能触发一次都很值。 另外开发者一定是读了暗黑地牢2的差评,那些差评很多集中在2删去了城镇经营的部分,变得纯肉鸽。所以春秋异闻录局外养成内容挺多,但是也没见到夸奖的,人家续作的不足你们批评,国产模仿作品听取了这些批评,反其道而行,结果你们也舍不得夸奖。 我觉得这游戏买好评测评都是不得已而为之,因为很多中国玩家在游戏评论中不道德。比如那个玩了8个多小时的,说这游戏没有锁定特性的机制。只要解锁司马府第二个NPC就能锁定特性,我是在第一个地图的小径中遇到的,不能理解8小时还没解锁到这里。只能说大作品已经进了神坛要塑造金身了,已经有了圈子和信徒,开发者模仿什么不好,挑了三幻神(暗黑地牢、杀戮尖塔、星露谷物语),也是误闯天家。
小问题还很多,不过还是先好评,期待后续改进。目前想提几点建议: 1.情谊里的互动技能是不是改成局外永久生效好点,设施里的技能每局重新点可以理解,情谊里那些人物互动技能也每局重来,既没有养成的乐趣,13个职业外加一堆奇遇人物也根本没那么多时间去刷。 2.Boss的戾乱抗性是不是高了点,BOSS战堆戾乱的收益完全比不上输出,可以减少BOSS满戾乱的扣血量啊。 3.经验机制不合理,角色要恢复心情和士气,还要学习性,没法一支队伍一直刷,至少两支轮换,这么多角色要养成,但经验只按出门次数给,战斗不给经验,打怪不如避开。 4.引导功能差了点,就一开始基本操作介绍了下,后面啥也没了。开了局无悔模式到现在不知道通关条件是什么,靖妖之役是干嘛的,又不敢乱点怕暴毙。
英雄全用了一遍,打完一个boss,3个基础地区的本我都下过,评价一下。游戏学伊拉图斯死之主做了压力击杀,此外跟暗黑地牢就没啥区别。除了有中配和中国风音乐美术,UI和画风都挺一般。游戏性只能说及格线,暗黑地牢这一套没啥新意了,而且饰品设计也是灾难,有数不清的时尚小垃圾。醒醒吧暗黑地牢都出2代了,人家有丰富的道具系统和关系系统,你怎么没有呢?设计一堆道具战斗中不能使用,真是闹麻了。评价为暗黑地牢低创mod
Although I've only played this game for (at this point) for a little over 2hrs, the game has impressed me thus far, It has obvious inspirations from Darkest Dungeon but they seemed to have fixed every pain-point and allowed for more early-game player choice, resulting in a game that gives a lot of power to the player whilst still being punishing and difficult. If you're a fan of modded Darkest Dungeon and, like me, felt like there was so much more still missing despite modding the game, The Hidden Scrolls may sate that feeling in you. From the get-go, the biggest differences are as follows: - 8 Character Placement Slots but still only a 4 man party - Traversing the map has 2 different paths to the same major node - Shopkeeper exists within the starter node instead of before the mission - Bamboo slip system based off RNG after missions as an extra reward - Arbitrary level limitation has been removed - Enemies have their own 'sanity' bar called 'frenzy' (in English) - Greater town and hero development The 8 party slots and the general strength and strong sense of identity of each character type and their skills gives you the freedom to decide whatever kind of team composition you want with a greater sense of flexibility. You're allowed to make 'stupid' configurations like 4 back-liners as long as you're willing to handle the consequences of enemies that can force them to the front-line. Each retainer has 8 skills already unlocked that you can choose from to decide their identity and how to build them right from the start, with only 4 allowed to be active. Despite having ZERO cooldowns or limits for each ability in terms of use, each ability has such good strengths that it gets difficult to decide and lock-down abilities for whichever character you decide it for. The same retainer can have majorly differing roles just from stat differences from Interests and Talents in the early game. Allowing 2 different paths back and forth let's the player choose how much risk they want to incur each time they travel, this along with the rations and stamina system also allows for better character customisation because the more specialised the character, the more rations you need for them as they travel. Allowing customisation without overly tedious penalty. The shop-keeper being in a node was odd at first, but it allows for a degree of back-tracking and also path-planning that lets you make your own best route to figuring the generated map. Anyone who's a fan of the bigger maps mod for DD will appreciate this. Also, going backwards gives NO morale damage so that's one more tedious mechanic gone. Every encounter you face is moreso a chance to obtain extra benefits provided you have the needed resource or successfully accomplish the challenge. The bamboo slips are an extra reward after completing a mission. Instead of feeling like your reward can range from 50% to 110% if RNG favors you, it feels more like a 80% to 160% reward if you get lucky, just a small feature to make you feel good after finishing expeditions. It's also up to you when you want to burn the bamboo slips, instead of something you HAVE to do every expedition. In DD one of the dumbest things was having these characters in a grim setting be so prideful for no reason and refusing to go on lower-level missions, ensuring at least one of them would die if you weren't careful enough as you'd be forced to send them to missions under-equipped (no good charms and no upgraded equipment) and facing almost certain death. That artificially 'difficult' though mainly tedious system has been removed here. Enemy sanity bars. Some reviews have stated that it's pointless to bring skills that target these, but they're such a good part of allowing more complexity for battles. Most enemies in the early game have Frenzy within the 60 to 79 range. Allowing just ONE or TWO Frenzy-based skills to push them over the edge. When frenzied, enemies lose their next turn and lose HALF their health. This with the dynamic initiative system and enemies being rather lethal, forces you to consider their usefulness and I always pack at least one Frenzy skill to take advantage of this. There were multiple times where I have saved a retainer from being killed just because I decided to commit to trying to Frenzy an enemy, a lot of Frenzy skills also have other buffs given to the player so it's not just a worthless skill when it doesn't end up filling the enemy frenzy bar. Though, the bosses are where this starts to fall off, because they receive less frenzy AND start at 0 frenzy. Which makes the frenzy system only useful for their minions (still quite helpful) but definitely nowhere near as integral to your gameplan when compared to fighting regular enemies. All the town NPCs and retainer types have certain quests you can complete passively (some harder than others) that let you upgrade certain aspects of them, this is another example of the early game giving players more initiative to do things however they'd like right from the beginning. Despite obviously being inspired by DD, there's so much in this game that fixes so much tedium from DD as well as establishing its own identity with strong synergies with skills from different retainers and so much more power given to the player from the start without letting you be too strong. No random 'punishments' or debuffs to sell the setting, and instead chances to improve your town and aid your townspeople. Though, the biggest issue with the game definitely has to be the weak UI and menus. They can feel rather cheap like those in mobile games. It can somewhat break the otherwise amazing aesthetics of the game and the music. I would recommend this game to anyone who wanted more from DD. TLDR: DD but better. Better player-choice, town management, more rewarding, cooler unit synergy and a better dungeon system. Enemies not being tedious and annoying. Basically all obnoxious design decisions gone without making the game too easy.
很一般,内容少,优化少,基本没更新,有些失望
我们会开创意工坊吗,这个对我很重要
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