
This is a tactical roguelike with grid battles. Recruit heroes, collect gear and passives to build teams. The roguelike mode has Slay the Spire-style maps, 6 classes with unique difficulties. Shop pulls items and rare upgrades. League mode offers 18 factions with football-style ranks.
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About
Three Kingdoms Club Manager is a tactical roguelike with grid-based battles.
You play as a Three Kingdoms commander, recruiting famous generals, building formations, and freely combining gear and skills to create endless tactical combinations on random battlefields.
Turn-based grid battles: Position wins the day; synergy and counters matter.
Hero collection: Iconic Three Kingdoms generals with unique skills.
Gear / Skill / Passive collection: Random drops, free combinations.
Slay the Spire-style map exploration + path choices.
Maps are randomly generated. Choose your route: battles, elites, events, rest, shop. Every run is new.
✅ 6 unique classes: Distinct playstyles.
✅ Free path choice: Risk vs reward, deep strategy.
✅ Random buffs: Stack for power.
✅ Targeted shop pulls: Items, skills, rare upgrades.
✅ Independent difficulty + class-only perks.
One run, one world; full of surprises.
Pick your lord and lead generals in the Three Kingdoms League.
✅ 18 factions: Wei, Shu, Wu, etc.
✅ Football-style ranking: Win points, rank up.
✅ Casual: No permadeath, focus on team building.
✅ Collect generals, gear, build your ultimate army.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English, French, German, Spanish - Spain, Russian, Japanese, Traditional Chinese, Portuguese - Portugal, Korean*languages with full audio support
Reviews
挺好玩的
游戏特色是有类似足球联赛的模式,适合喜欢长线运营的玩家,而且能穿越回古代体验类似足球经理的感脚,映像里还是少有的。联赛里有特色鲜明的不同势力,每次对阵都能体现较好的策略性和游戏深度...慢慢收集将领、搭配器具、组建无往不胜的队伍的过程...那种自豪感无以言表。 一些基本功方面,如按钮布局,音效配合,易用便捷,跟手响应等,能看出来作者的心意和付出;对于一个小厂来说,能呈现出这样的效果已经ok了,个人感觉也可以,可以推荐。如果还在犹豫,可以看看更多评论和商店演示,是骡子是马再多多感受综合评估一下,到那时再决定是否入库吧。
[b]三国俱乐部经理 - Three Kingdoms Club Manager[/b] to dobry tytuł z gatunku gier strategicznych z wymagającym pazurem typu roguelike w którym to gracz wciela się w generała zadaniem którego będzie rekrutacja, zarządzanie/dowodzenie, rozwój i wyposażenie oraz dowodzenie wojskami toczącymi kolejne bitwy z coraz to silniejszymi przeciwnikami przedzierając się przez kolejne ścieżki prowincji tego niebezpiecznego świata – starając się dojść jak najdalej, co nie będzie w cale takie proste. Tytuł być może nie jest dla każdego, biorąc pod uwagę jego specyficzną strukturę rozgrywki która w dużej mierze przypomina darmowe zautomatyzowane arenowe clickery w których to jednostki same nakierowują się na przeciwnika i z nim walczą, po czym przechodzą do kolejnej planszy – tu jest podobnie, lecz gracz ma znacznie większą swobodę zarządzania i modyfikacji armii (rozwoju umiejętności, dobierania wyposażenia) oraz strategicznych decyzyjnej w która stronę udać się na mapie aby jak najmniejszym uszczerbkiem dla siebie dostać się i ostatecznie pokonać głównego Bossa etapu. Kiedy wam się to uda, to przechodzicie do kolejnej ścieżki prowincji gdzie będą pojawiać się znacznie silniejszymi przeciwnikami – dający znacznie lepsze nagrody. W razie porażki rozpoczynacie zabawę od samego początku, kształtując na nowo fundamenty nowej armii, odblokowując dodatkowe aktywne bonusy za wcześniej zgromadzone/ zdobyte doświadczenie w walce – i tak w kółko. To świetna odskocznia lecz niestety nie dla każdego, ten gatunek gier trzeba po prostu polubić. Co do kwestii technicznej oprawa audiowizualna jest OK, to niskobudżetowy tytuł więc nie spodziewajmy się nie wiadomo czego, sztuczna inteligencja i tak wspierała tworzenie jaj poszczególnych elementów. Sterowanie banalnie proste, interfejs prosty i przejrzysty aczkolwiek brak w nim na obecną chwilę polskiej lokalizacji (napisów). [quote]Zachęcam wszystkich do obserwacji [url=https://store.steampowered.com/curator/32785706/ ]kuratora[/url] i jego nowej sekcji recenzenckiej [url=https://store.steampowered.com/curator/45946673/]walas85+[/url], by na bieżąco otrzymywać świeże informacje o nowo zrecenzowanych tytułach.[/quote]
有中文 有成就 重置按钮建议加交互进度条 全程过于依赖水波纹按键反馈 建议所有常用UI放在相近的地方 现在找开始战斗的按钮我找了一会儿 字号 单位 图标都很小 很散 建议想办法加大 不然在空旷地图里等跑图没意义
题材非常新颖,值得一玩!多多更新!
A roguelite auto battler with a minimal presentation and art that will give you a run or two, but after that, you will have seen everything the game has to offer. There's also a matter of price, which is quite high for something that's not very original. The first mode is roguelite, where you start with a map on which you progress by clicking nodes, most of which are battles against normal or strong enemies, along with a few more unique locations. Some of them are recruitment centers, where you can get one random unit for free, or use coins earned from battles to buy a higher tier unit, and equipment shops, where you also get one guaranteed free piece of gear and can buy passive perks or spells. Everything you buy is random, but this doesn’t matter much because everything can be useful. All equipment, including perks and spells, needs to be assigned to a selected unit to have any effect. If there’s something you don’t have a use for, you can either sell it or use it to train a unit. This consumes a piece of gear or a spell, but grants a permanent perk to a unit that increases in level the more the unit participates in battles. Battles are simple because you only need to click a button to auto deploy everyone. Doing it manually for each unit is a waste of time. After that, you just watch them exchange attacks. Although you’re limited by how many units you can place, you don’t have to worry about their health or even death because they become available again in the next battle. There are plenty of rewards for winning battles. Besides money and experience for all units, you might also gain gear, spells, and permanent perks that affect your entire army. If you have a lot of units, it’s a good idea to pick placement slots, which allow you to deploy more units on the battlefield. If you manage to beat the map’s boss, you continue with the same forces on a new random map with a new boss, and keep going for as long as you can. When you lose, however, the run ends and you earn experience for your selected school. There are six schools, each with a unique perk and three unique heroes, but only one school is available at the start until you complete a few runs. You also gain talent points from runs, which are used to unlock permanent boosts such as damage, health, critical chance, and more. Although the talent tree looks huge, it doesn’t offer much beyond stat and percentage increases that don’t seem particularly meaningful. The other mode is League, which has a lot in common with sports simulators. Here, you have a team that takes part in battles according to a schedule. Most days are free, allowing you to check the money coming in from various parts of the stadium or manage the construction and upgrading of buildings. You can build various facilities, such as souvenir shops, ice cream parlors, and several others. All of them increase your revenue, which goes toward paying your team’s salaries.
Three Kingdoms Club Manager takes inspiration from one of history’s most recognizable eras and reshapes it into a management simulation focused less on warfare and conquest and more on organization building, planning, and long-term progression. Developed and published by COSO, the game places players in control of a competitive club set within a Three Kingdoms-inspired world where legendary figures become recruitable talent rather than battlefield commanders. Instead of commanding armies directly, players step into a leadership role that emphasizes development, resource allocation, recruitment strategy, and sustained organizational growth. The game immediately stands out because of how unusual its premise feels. Three Kingdoms games traditionally revolve around military campaigns, diplomacy, territorial expansion, or tactical warfare. Here, the familiar historical backdrop serves as a foundation for something much more management-driven. Players oversee a club operation, gather famous generals, train and improve their capabilities, and build an increasingly powerful organization capable of climbing competitive rankings. The result feels like a blend between historical strategy themes and sports-management design philosophy. Building a successful club requires more than simply gathering strong characters. Infrastructure development plays a major role in progression. Facilities can be upgraded to improve various aspects of the organization, creating a steady loop of expansion and optimization. Every improvement contributes toward building a stronger institution capable of supporting long-term success. This creates satisfying strategic depth because advancement depends on careful planning rather than short-term decisions alone. Players constantly weigh immediate needs against future benefits, making progression feel earned instead of automatic. Recruitment and character development appear to serve as one of the title’s strongest pillars. Legendary figures inspired by the Three Kingdoms setting become valuable assets that can be cultivated over time. Finding talent is only the beginning. Improving abilities and building an effective roster introduces meaningful decision-making that management fans will likely appreciate. Trading mechanics further reinforce strategic flexibility, encouraging players to think carefully about roster construction and long-term planning. Strong management simulations succeed when every choice matters, and Three Kingdoms Club Manager appears built around that principle. League competition gives purpose to the management systems by providing goals that steadily evolve alongside player progression. Advancing through increasingly difficult competitive environments creates a sense of momentum that pushes players toward optimization and experimentation. Climbing higher divisions introduces stronger opposition and greater rewards, reinforcing the feeling of building something meaningful over many hours. A successful management title thrives on providing players with constant motivation to improve, and this competitive structure appears designed to maintain that drive. One interesting aspect of the game is its willingness to expand beyond a purely Three Kingdoms identity. While Chinese historical inspiration forms the foundation, additional civilizations and historical influences help broaden the overall competitive landscape. This variety has the potential to make progression more engaging by introducing fresh opponents and different challenges over time. Diversity matters in management-focused experiences because repetitive cycles can eventually reduce long-term enjoyment. Expanding the roster of influences helps the game maintain a greater sense of scale. Visually, the title seems focused on practicality over spectacle. This is not a game designed to impress through cutting-edge graphical presentation. Instead, it leans into menu systems, information management, and clear presentation of progression mechanics. For the genre, that decision makes sense. Simulation-heavy experiences often benefit more from accessibility and functional interface design than visual complexity. Players who enjoy management titles typically prioritize smooth systems and meaningful mechanics over visual intensity. The game’s biggest strength may also be its biggest challenge. Its unusual combination of historical themes and club management mechanics creates a distinct identity, but players expecting large-scale warfare may initially struggle with the shift in focus. Those approaching it with expectations of traditional Three Kingdoms strategy gameplay could find themselves surprised by the heavy emphasis on organizational management. Meanwhile, players who enjoy simulation experiences centered around efficiency, growth systems, and long-term planning may discover something refreshingly different. Three Kingdoms Club Manager ultimately succeeds most through originality. Rather than following established formulas, it experiments with an unexpected concept that transforms familiar historical material into a progression-focused management experience. The combination of recruitment systems, facility development, competitive advancement, and strategic planning creates a framework with meaningful potential. While long-term success depends on balance and progression pacing, the foundation presents a compelling alternative for players seeking a management game that breaks away from convention. Rating: /10
好游戏,好玩,有趣
[h1]三国题材布阵策略肉鸽游戏——《三国俱乐部经理》[/h1] 什么?重回三国,我竟然成了大都督? 在《三国俱乐部经理》中,你将化身三国主帅,招募名将、构筑阵容、自由搭配装备与技能,在随机战场中打出千变万化的战术组合。 游戏内置肉鸽模式及联赛模式,玩法不一。 就拿肉鸽模式来说,选择初始英雄。 在选择一个奖励,有迅捷如风——敏捷增加10%,弯弓定目——命中+30,血魂回令——吸血增加10%等 再进行一个主动技能选择,最后,选择两名武将,开始你的三国之旅! 游戏存在多处分支,提前进行谋划,进行一一前进。有的是普通、精英战斗,胜利后可以获得金币等一系列加成。 有的是增益,比如在篝火处可以进行休息或是购买高等级物品,或是在房间处进行普通招募、高级招募、或是传奇招募。 同时,一系列技能加成及被动加成,让你的整体水平不断上涨。 就战斗而言,玩家只需一键将英雄上至场上,看他们进行自动战斗即可。 你能做的就是使用金币,进行技能释放,改变关键战场。 游戏的战斗核心还是人物数量,其他的基本都是辅助,人多才是王道。 而另一个联赛模式则是选择主公,在进行阵营选择,进行战斗、收集。玩起来比较轻松休闲。 整体体验下来,《三国俱乐部经理》题材新颖,内容尚可,游玩下来还算不错! [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
有2模式,肉鸽和联赛模式,个人就玩了肉鸽,开局选几个属性就可以爬塔,自动战斗,有3倍速,还算简洁。 战斗和一键上阵UI不够明显。
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