
The Prologue of the Union of Gnomes awaits your daring and brave gaze. Twisted and broken, it stands — a reflection of what was never meant to be. The threads of destiny fray, and reality splinters like a shattered mirror.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English, Russian, Simplified Chinese, Traditional Chinese
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Reviews
很棒~值得玩~^^
fun. really fun
Had fun playing. I like the food system, and how I have to carefully manage it and my cards. I liked the humor, liked the branching pathways map and story, and I LOVED the art style and the crazy variety. I would very much suggest a different reaction when shields fully block attacks. Even when you have enough shields, the animations make it appear as if you're taking damage, when you're not. I would also suggest the ability to hover over more things for a description. For the most part, I didn't need a tutorial, but there were a few times where an easy hover would have eased my confusion during a match.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
Bom
怎么能加载这么久呢
☀️
有中文,好评。游戏玩法也还可以
游戏无聊就算了还有BUG,假如你44滴血进入战斗,还有22滴血的时候你因为事情退出了游戏,等你再次进入游戏并继续战斗的时候,你竟然是以22滴血开始战斗,而敌人全部都是满状态,这bug给我看笑了(?事件打3伐木工的时候出现的这种情况)。而且游戏操作一点也不平滑,地图界面滚轮移动的距离聊胜于无,逼着你只能用左键长按拖动地图。然后每次选择关卡进入战斗的时候还有一个确认键,这地方加个确认是干啥呢?别人是只有特殊情况才特意弹确认提醒(比如pvz里面没带向日葵进入战斗),你这打一把弹一下打一把弹一下是何意味呢?接着卡牌拖动不够丝滑,而且每次必须要拖到目标才能选中打出。你学别人杀戮尖塔怎么只学其表层不学它的精华?我举个例子,你只能给角色自己释放的卡牌(比如获得能量的牌),你卡牌只要往上移就可以打出,这样多方便,你非要挪到你角色那里才能打出。卡牌的打击感和反馈一般,音效也一般,这个我就不多说了。总而言之就是一款无聊的作品,鉴于现在还是demo,制作组继续打磨吧。
Получил очень странный софтлок. Играл в игру, зашел на тайл сосисок, переключился на калькулятор, переключился на игру и выходя из магазина - черный экран с тайлами и нет возможности что-либо сделать. Перезаход в игру не помогает. Куда я могу отписать багрепорт?
A solid roguelite deckbuilder with a lot of charm. The game feels very much like Slay the Spire, but with some noticeable differences. You keep armor at the end of your turn, allowing both you and your enemies to stockpile your defenses. There are also a whole lot of status conditions, as well as a level-up system to provide some meta progression. For the main game, though, one strategy seems to be the clear best, which is poison. Just poison everybody until they die, and most status effects no longer hurt you. Miko is also way better than the other captain, since Miko refreshes mana at the start of each turn. The other guy doesn't, making him almost useless long term. He's also way worse at poison. I have mixed feelings on the sausage mechanic where you need to keep your resources stocked to travel. It essentially forces you to micromanage your deck so you can keep moving, but since you can't get rid of troops easily, it usually results in you not taking any gnome rewards. Whether you think this is a good thing or not is up to you, but I wasn't the biggest fan. The game's general balance system is good though (if you're using Miko) and the art style is gorgeous.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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