
From Legendary SEGA Japan producer Yasuhiro Nishiyama, SANGOKUSHI BOND is a fast-paced deck-building army battler built for strategy experts, not fast fingers. Recruit from 100 legendary Three Kingdoms warlords, create devastating team synergies and watch your tactics unfold in the chaos of battle.
Modeled estimate, not a reported figure. How we estimate →
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About
SANGOKUSHI BOND is the next evolution of
deck-building roguelite × army battle × auto battler,
where you command legendary warlords from the Three Kingdoms era.
There are no action controls, no reflex-based mechanics, and no pay-to-win upgrades.
Every player fights under the exact same conditions in a pure battle of strategy.
Recruit warlords, build your formation, and analyze your opponent’s tactics.
In these short, decisive battles, victory is only achieved with the smartest minds, not the fastest fingers.
Conquer the Three Kingdoms over your lunch break!
1. A Full Draft System Where Every Match Creates a New Strategy
There are no fixed meta formations.
Each match presents you with a challenging selection of warlords. Choose wisely and build the formation best suited to each unique battlefield.
2. Forge the Ultimate BOND Beyond History
Warlord affinities and skills create powerful synergies.
Build dream teams that transcend historical alliances and turn the tide of battle.
3. Over 100 Illustrated Warlords
A passionate roster of warlords, brought to life by a team of talented illustrators.
Even more warlords will be added through future updates.
4. Fully Fair Tactical Battles Decided in Short, Decisive Clashes
No complex controls. No pay-to-win advantages.
Victory is decided purely by how well you read formations, positioning, and skill interactions.
① "Board Performance"
An intense tactical drill mode where the clear rates for all stages are revealed to the world.
② "Gunshi Chronicle"
An asynchronous battle mode where you devour the "past data" of other players to climb the ranks.
③ "Rival Match"
A friend match feature that allows you to play against your friends online. Enter a code to enjoy real-time battles together.
Roguelite Recruitment: Every match in SANGOKUSHI BOND begins with a fresh set of possibilities. Navigate a boardgame-style map to recruit your generals and build a unique army from the hand you are dealt.
Dynamic Teambuilding: Players must adapt to randomized pools while managing costs, the only guaranteed path to victory is your strategy. No two battles play out the same, discover powerful formations and outsmart your opponent with a plan that only works in that moment!
Strategic Cost Management: Carry over resources for future rounds.
Risk for Reward: Pick weaker units early to build late-game power.
Unique Tactical Synergies: Build "miracle formations" that only work in the moment.
No fixed strategies, no "Meta" sites.
Every match sparks a completely new strategy.
Victory is decided before the clash begins. Study your opponent’s formation in advance and place your generals on the grid-based battlefield to counter their strategy. Success depends on reading unit counters, skill ranges, and potential for ambushes.
Three Pillars Unit Counters
Cavalry → Strong against Archers
Archers → Strong against Spears
Spears → Strong against Cavalry
"Hide Cavalry behind Spears for a surprise charge. "
"Use high-INT generals to reveal hidden ambushes. "
The pre-battle placement is the ultimate highlight of the experience.
Once deployment ends, the fight plays out entirely on the accuracy of your strategy and positioning - ultimately your decisions as battlefield commander.
Over 100 all-new, originally illustrated generals.
Cross-faction combos trigger powerful "BOND" synergies.
Combine your deck's strategy with powerful Tactical Decrees to unleash unpredictable combos and experience the pure exhilaration of overturning the entire board.
Synchronous Battles: The high-stakes tension of real-time mind games.
Asynchronous Battles: Challenge elite formations from across the nation at your own pace.
Skip the grind and hours of endless gameplay. Make your strategic decisions based on the hand you are dealt, and command your army in intense 10-minute “think first” tactical battles. Designed for a busy lifestyle.
Zero “RNG” Frustration: There are no unfair, luck-based elements. Every win or loss has a clear reason behind it.
Intellectual Growth: The more you play, the more your tactics evolve—delivering a deep sense of strategic evolution.
Outsmart rivals across the globe with nothing but your wits!
Global Matching: Compete with players across Japan, Asia, and the West.
The throne is yours to take!
Produced by Yasuhiro Nishiyama (Nishi-P)
Former SEGA producer behind massive hits such as “Sangokushi Taisen” and “maimai”.
Where Arcade Passion Meets Strategic Depth.
A new Three Kingdoms experience, forged on the front lines of arcade gaming.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Hours played at review time, across 278 reviews with recorded playtime.
Reviews
Themes across 278 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
It’s rough around the edges but overall good game. The UI is a little clunky and theres things that still need to be translated. Hopefully the game improves as it is still in early access.
삼국지 대전을 아는 유저라면 반가운 게임 그 시절의 향수를 다 재현하지는 못했지만 충분히 재밋는 게임이다. 타인과 다시금 카드로 삼국지 대전을 논한다는것 자체만으로도 이 게임의 가치는 충분하다
価格なりにほどよく遊べる内容に仕上がっている。 カードゲーム風だが盤面にいるカードを動かして戦うルールの都合、 盤上のカードを把握すれば戦えるので、普通のTCGみたいに相手のデッキ内容全部把握しないといけないということもなく初見でだいぶやりやすい。 配置でちゃんと勝てるようになってるので決まったときは気持ちいい。 入手したカードを編成できるのは初期手札だけで、デッキ(ドローするカード)は軍師で決まっているのでカスタマイズ要素はあんまりない。 ドローしたカードが一部手に入るようで、新しい軍師でプレイ->新しい武将をドローして入手->新しい軍師でプレイ->新しい武将をドローして入手... という形で軍師毎にいろんな勢力のカードをドローしていくと飽きにくいしカードも集まるようになってるようだ。 この辺のカードの集めのサイクルが序盤でわかると楽しみやすいと思う。 現状のチュートリアルでも説明してないわけじゃなかったと思うが「欲しいカードはどうやって取るの?」にフォーカスした説明がないのでチュートリアルは退屈だった。 あと気になった点 ・バトルの初動指示だけできるが直線移動しかできない。時間経過後に発動するスキルがちょいちょいあるので「○秒待機してから移動開始」みたいな指定がしたいのだがそれができないので無駄に後方に動かすとかで対処してるがほんとにこれでいいのか? ・軍師の階級上げるモードがあるけど軍師の性能が上がるとかじゃなさそうなのでやる意味がわからない。 ・ダブり入手カードが無意味。 ・撃破と撤退演出の変えて欲しい。文字見ないと倒したのかやられたのかわからない。 ・ステUPの時とかにいちいちバトルが止まるのがテンポわるい。
참고 : 아케이드 유저는 아니고 NDS판 삼대DS/천 유저임 --- + 싸다. + CCG 요소를 좋아했던 입장에선 만족 + 오토 배틀러가 되었지만 전투의 핵심은 삼국지대전에서 크게 달라진게 없어 금방 익숙해짐 + 덱 빌딩과정에 치열한 드래프팅이나 픽 싸움이 있는게 아니라서(아마도) 내 덱 조합을 어떻게 가져갈지만 집중하면 된다. + 덱 빌딩 시스템이 재미없는거랑은 별도로, 덱 빌딩 자체는 전략적으로 고민 필요 +- 전투가 시작되면 개입할 수 있는 게 아무것도 없다(아마도). RTS에 약해서 오히려 좋은 나같은 사람도 있겠지만 호불호가 있을 듯 - 덱빌딩이 핵심 요소가 되다보니 코어 덱으로 쓸수 있는게 꼴랑 4코... 사실상 덱이라기보다는 키카드 2장으로 하는 게임 - 보드판에서 이뤄지는 덱 빌딩이 좀 재미없다. 픽에 대해 약간의 통제권을 줌으로써 운의 요소를 줄인점은 있지만, 뭐랄까... 시스템 자체가 재미 없음 - 안한글 --- 총평 : 핵심적인 건 결국 삼국지대전이며, 시대에 맞게 잘 개편한 부분도 있고 뭔가 나사 빠진 느낌도 들지만 재미는 있다. 커피 2잔 값으로 향수를 불러일으키는 데서 충분히 만족. 아예 처음 접하는 사람이 어떻게 느낄지는 잘 모르겠다.
介面比魁三國志好了很多 但盧植為何變廢了?? 中文翻譯亦有一點點奇怪
全体的にかなり面白かったです! 特に、考えた戦略がうまくハマったときが気持ちよくて楽しいです。計略が連鎖して味方がどんどん強くなっていくときは、かなりテンションが上がりました。 チュートリアルもすごく丁寧で、初心者でもめちゃくちゃ分かりやすかったです。ただ、丁寧なぶん少し長く感じるところもありました。 初心者目線だと、戦っているうちに三すくみの関係が分からなくなることがあるので、いつでも確認できる表示があるとうれしいです。 攻城時は少しテンポが悪く感じたので、スキップがあるともっと遊びやすそうです。 あと、混戦中に部隊が撃破されたとき、敵と味方のどちらがやられたのか分かりにくいことがありました。もう少し見分けやすくなるとありがたいです。 今後のアップデートも楽しみにしています!
为什么需要验证,而且登陆不上去
fun little autobattler :)
肉鸽机制让游戏充满变数,需要更加注重每次的派兵策略,立绘画得很有三国无双里的感觉,特效还挺不错的 但随不到想要的武将真的容易心急。。。
西p制作的大战系列精神续作,跟街机比真的便宜,也是火速赶来支持。虽然手操没了,但是原先的底子以及协力系统都还在,好玩就完事了
Related
Related
Trends
Steam followers (game-group members) tracked daily from when we started recording.
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.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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