
This is an auto-battler game featuring large turn-based elements with small real-time aspects, and it has an off-battlefield growth system. Develop your camp, upgrade your characters, refine items, freely combine cards during battles, and use well-timed construction to complete levels.
Modeled estimate, not a reported figure. How we estimate →
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About
"Heroes Unnamed: Card Wars" is a unique auto-battler game with RPG elements. In this game, there is no fixed card combination. Instead, players need to adjust the cards in their hands in real time according to the battle situation and complete the game challenges by combining available buildings.
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Warehouse and Travel Loading System: Storage slots will increase as the game progresses.
Camp Construction System: Different types of NPCs can be recruited after construction.
NPC Recruitment System: It provides functions such as crafting, trading, and refining.
Comrade Recruitment System: Appearances are randomly generated, and each teammate has independent equipment and skills.
Quest System: Provides information related to current tasks.
Small Map Prompt System: Allows you to view the positions of your own side, the enemy, and dropped items.
Team Formation System: Items can be allocated, and the positions of team members can be adjusted.
Level Difficulty System: Levels of different difficulties will increase in length and have different enemies.
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Card Awakening System: One card will be restored at fixed intervals.
Card Conversion System: Different types of cards can be converted, sold, cast, or combined according to the needs of the battle.
Double-sided Construction System: Provides different resources, services, and battle support. Influencing factors include sequence, stamina allocation, and bonds.
Exploration Round System: Each round provides benefits, restoration, day-night rotation, and an increase in the number of enemies.
Mercenary Teammate System: You can choose between fixed teammates or mercenary teammates. Mercenaries provide training upgrades and the rebirth of support cards.
Team Management System: Team members can be removed and positions can be adjusted.
Auto Battle System: No movement operation is required, and you can focus on strategy.
Enemy Generation System: Fixed positions or moving and tracking.
Random Event System: In each level, there will be events at random positions, and team stamina needs to be consumed to obtain rewards.
Random Resource System: Random resources at different positions will be obtained in each level.
Road Switching System: Choose different directions to avoid or engage in battles.
BOSS Challenge System: Only appears in the challenge mode.
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This is a indie game that attempts to explore new gameplay. It hopes to bring players a different gaming experience. Updates and fixes will be made according to feedback in the future.
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
Reviews
This is cool! Very cool. I wish more RPG type games were like this one, with its stat-based features and such. Good luck with the game!
四不像,看到建筑和招募第一反应还以为英雄无敌类游戏,点进去一看是个卡牌游戏,实机演示那个主角带兵往前推进看到了吧,实际在整个过程中你是不能操作的,就看着一伙人在划定好的关卡路线往前走,中间甚至还整了点随机事件,让你挂机都挂机不了,在那干坐着等事件又贼无聊,大哥你自己试玩的时候看像素小人在那慢吞吞的往前走不犯困吗,也许有加速按钮,但我已经没那个耐心去找了,水军?我特么这个游戏第一条评论,你说我是不是水军?
一次大胆的创新,"手残党"们的福音。 作者跳出了传统 RTS 复杂操作的玩法,将重心转向了“策略布局”,又跳出了传统“构筑卡牌”玩法,引入了自由构筑的概念,而多人战斗的设计,也跳出了“回合制施放”的传统操作,引入了“预设组合”的概念,非常有新意的想法。 优点: 1.全局策略性加强,提前布局建造+技能施放组合,一场战斗胜利不算什么,但连续胜利就变得很重要。 2.资源收益受策略影响很大,商人收益受到建筑羁绊影响,在保证战斗胜利的前提下,平衡好消耗与收益,可以快速发展营地。 3.随机位置生成的资源,敌人,事件,动态影响了游戏的难度,而夜间模式也会出现特殊敌人,增加了游戏的趣味性。 缺点: 1.开始节奏较慢,新手关没有移动的敌人,也没有特别的建造引导,导致上手较难。 2.重要技能需要在关卡神秘商人处购买,缺少指引,容易忽略掉,特别是”升级佣兵“这个技能。 总结: 非常有想法的游戏设计者,值得一玩。在游戏同质化严重的时代,新玩法的设计总会让人眼前一亮。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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