
A puzzle deck-building game where you use a limited number of actions per turn to match gems and activate combat cards. Discover treasures, traders, and shrines during your runs to unlock new cards and abilities. Use collected resources to gain permanent upgrades and unlock new characters and cards.
Modeled estimate, not a reported figure. How we estimate →
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About
Your guild has been tasked with exploring the Dungeon Tower to gather resources for a town located in a barren wasteland. The Dungeon will not make it easy.
A fusion of Match-3 and deck-building mechanics. Use the limited Action Points available each turn to match gems to those printed on the cards to activate these cards.
When entering the Tower, your team loses all their skills except one per member. Collect Baubles to trade for upgrades at the Dungeon Trader, and find Treasures and Shrines to help restore your team’s potential as they climb higher.
The Trader and Treasure Chests present you with new Cards and Card Modifiers while Shrines can increase Health Points, Actions Points, and your Card hand-size.
The Card Modifiers can be attached to Cards to change cast cost, increase values, and even add new mechanics and keywords to cards.
Each card has a reverse side used during harvesting, which plays out similarly to combat. Harvest resources and escape the Dungeon. Use the harvested materials to recruit new guild members, each with a unique set of cards, or upgrade card, improving their stats, lowering cast cost, and unlocking new mod slots.
12 Characters to unlock
119 Combat Cards
26 Harvesting Cards
98 Card modifiers
101 Monsters to take on
56 Materials to collect
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Simplified Chinese, Traditional Chinese
Reviews
優點: 暫時想不到,可能便宜算優點。 缺點: 1. 沒有劇情,進入遊戲就開始爬塔。 2. 沒有詳細戰鬥細節介紹,要靠自己慢慢摸,一直死試出來。 3. 大廳營地裡有兩個一樣的商店?? 裡面的賣的商品有等級EDC...之類的,其中不知道為何普通系列的物品有兩種,目前不知道差別,不確定是不是翻譯錯誤。 4. 商店的交易方式是想購買的商品有兌換的能量數值,自己用從塔裡打到的物品湊能量兌換,但商品沒有詳細的標示數值,如果只看UI很可能會以為要將能量灌滿才能兌換,結果只要能量從紅色變綠色就行了,一開始被吃了很多物品。 5. 戰鬥比較沒有爽感,打完怪也沒有3選一的東西選,只有給錢,如果已經知道一套流程,就很可能就用一套一直打,雖然我才玩到前5層,但有時間再繼續玩下去看看有沒有別的玩法。 大概就這樣,推薦給喜歡連連看的玩家? PS. 我自己玩這遊戲最開心的時候是技能升級時,讓珠珠的需求從3變2的瞬間,很奇怪。
I wasn't fully enjoying it at the start but it grew on me a little. I felt pretty weak. You start with 1 character in a run balanced for 3. You Harvest some materials and then get to town, and spend them on getting the second character. Now you can choose a slightly altered beginning loadout by swapping who is in front and get a different starting card from that characters pool of cards. Eventually after some failed runs you get enough materials to unlock the 3rd character, now the runs feel more balanced because you get 3 cards to start with and 3 characters to take damage instead of 1 or 2. But... I have one issue with this 3 character system. If 1 dies, its Game Over. I hate this. This right here almost made me refund after I was fighting a Mushroom boss and he was literally 1 turn away from dying and so was my frontline character. But I've come to acknowledge that it is what it is... Unless? Anyways, the game was starting to stagnate for me. The next character unlocks show whats needed for materials to unlock them but they're all higher grade stuff im not seeing drop yet. My characters were still weak so I was looking into what materials i'd need to power up my cards. I decided I was tired of being weak so I traded my materials for Runes and Crystals at the Material Trade shop and upgraded a few. I liked that upgrading this Firebolt twice increased its damage AND lowered its Orb/Charge cost by 1, so instead of 3 it was 2 cost. This right here was a great upgrade. It let me be less restricted per turn and that I could almost guarantee that card to be used each turn. It made me feel stronger in a way that a simple number change on damage could ever have. I expect a good number of cards to get this form of upgrade. Its been a challenge to get even 2 cards to play simutaneously early on and with these lower costs, it means you can really lean into the gimmick of the game. Being able to activate multiple cards per turn. Which is entirely the fun part imo. I will say this. The game does feel grindy to me. I'd be pretty happy if the Harvest fights had more a slight amount more HP or the cards themselves had higher chance of Harvesting (i've missed my fair share of 90% harvest chance cards, very eye-roll inducing). I also found that healing is a bit too limited. The Campfire is only 30% which honestly doesn't feel like much, especially if you're skipping +5 HP from Obelisks. In all the runs I did, I only seen a Healing card twice in the shop which I still ended up declining because I had no card slots available. (partly because I feel like im forced into getting +5 HP from the Obelisks instead of the other options) Sidenote. Why is there two Trading Shops? They both sell the same materials from what I can tell.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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