
Untamed Tactics is a Tactical RPG set in world of colorful animals. Relive the legend of Greycoat’s escape into the untamed Wilds in a tale of lost honor and finding a new home as you fight, talk, and think your way through this beautifully illustrated adventure!
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About

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*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
It's weird how close this is to being pretty good, but with some flaws so glaring (and seemingly easy to fix) that it seems ridiculous that someone would release the game in this state. I get the feeling it was made out of pieces from other games by someone who didn't really understand how the pieces were supposed to fit together. Good narrator voice, okay story, decent graphics, UI *mostly* reasonable. Then we get to where it all goes wrong, with things that seem like they'd be easy to fix. 1. when you're on the leveling-up-a-skill screen there's two places where it shows the current skills you have. The one on the right, if you hover over a skill, the popup description appears centered on the bottom left corner of the screen, i.e. you can only see the top right quarter of it. (This has gotta be a one or two lines of code bug, and I've seen that it's been reported long ago, so it not being fixed is just awful.) 2. many of the runes don't seem to actually do what they say they will. I realized by the end some of this might be just bad phrasing; "on critical hit" might mean on someone else critical hitting you, not on you dealing a critical hit, for example. The obviously-best runes (on some event permanently increase some stat) don't seem to have any visual indication at all that the effect was triggered. 3. the balance of things is just ridiculous. You have one of the "parlay" cards that in its weak form just instantly erases one enemy, and in its strong form turns it to your side for the rest of the battle. Then there's another parlay card whose stronger form is "reduce the critical hit likelihood of one enemy" which is *very close* to being absolutely no effect. Nearly all increase/decrease attributes, and damage-over-time, is completely useless because they don't stack, or in fact can *anti*stack - if you cause 5 bleed then 4 bleed, the total bleed on that target is 4. 4 damage per turn on a thing with 1200 health might as well not exist. Your normal damage scales up as you level up, but your boosts and DoT effects don't, so even if they're okay at the start (which, they're still pretty bad even then), they get worse and worse. 4. the escalation of difficulty is missing - instead of things getting tactically more interesting, it just gets *longer*. It doesn't really get any harder. So the feeling for the player is that the progress is getting slower and slower, then eventually, the game is suddenly over, even the final boss just felt like an ordinary fight level pretty much.
✔ doesn't fall into the N vs N tactical combat. Outnumbered combat is completely feasible ✔ good combat abilities (six) and passives (five) you can customize ✔ positioning is important (and pushing) ✘ AI or lack of it ✘ only three characters on your team at the same time in a tactics game ✘ crits are ridiculously powerful and so is parley (extra global effect every N actions, including removing an enemy from combat) - most of this is controlled by RNG ✘ random encounters can be far more difficult than easy standard ones ✘ repetitive and in the end boring. Quite quickly I got offered the same abilities as upgrades on level ups ✘ damage calculation preview lies all the time (at least I think so, because even crits don't explain doing 10x more damage ✘ too easy on normal difficulty. Started on hardest, but it gave me an impossible random combat encounter so I had to restart (there is no way switch mid-game or switch your party composition)
Refunded. The FIRST LEVEL has you placed up against an equal number of enemies, one of which is a boss with twice your health and attack power who can pull you several squares to himself and two-shot your characters. How about you teach me how to play the game first before you drop something that difficult on me, Untamed Tactics? How do I move properly? Why am I starting with so many abilities? Why do I have 4 or 5 class choices for every character before I've even played? What do all these little symbols mean? What is "torment" and why does it hurt only sometimes? So many questions! After failing the FIRST LEVEL a number of times, I threw my hands up. What a waste of time and good artwork.
it's exactly enough content to cover 2 hours, so that you miss the refund window. After that, the game starts a new chapter, and you have reset your characters, reset their abilities, reset their modded buffs and you see the exact same maps with the exact same objectives, with the exact same 'click here to release the prisoner' in exactly the same spot... just cheap, and reuses the same stuff to try to pad out the game. why not just let us continue progressing? making me re-earn all my abilities and buffs all over again every single chapter is just too much. this game is utter trash. the fact that all these only come to light after the refund window makes me forget the positive things about this game, and remember only that it's a ripoff.
The game definitely needs some work. Most notably: - there are a LOT of graphical and UI bugs - basic spelling or grammatical mistakes are pretty frequent - skill interactions and effects can be confusing or do something unexpected, or feel not useful in any situation - The dialog itself is pretty simple/adolescent - Not enough variation in fights. I played a few missions into chapter two and it already felt repetitive If you are interested in the game, get it on sale. It'll give you a few hours of entertainment, but overall it needs some heavy polish.
A basic but pretty relaxing game, it won't push you too hard or deeply engage you, but it will give you fun in short bursts and a mostly pretty straightforward path to victory. The negative review is because, unfortunately, it deleted my save. There were already small things that were annoying (finnicky menus, the lack of a confirmation prompt when selecting upgrades, the very questionable choice in plot), but losing save was enough to kill any momentum I had with this game and make it hard to recommend to others.
Overall it is a good game, I genuinely enjoyed it, but it has so many bugs and flaws I can very cautiously recommend it to others in its current state. Positives: - Good world building - Good mechanics - Easy to learn and play - Offers different sets of play styles - Charming art - Fairly good story Negatives: - Half the runes don't work, they don't give you any benefits despite the triggers happening for it - Other half of the runes are missing feedback that indicate they are granting the bonuses - Some runes are missing due to sharing the same names as their higher level variants - Couple gems also suffer from this issue that they are missing (Reliable II and Reliable II) - NPCs make poor tactical decisions at times (walk through hazards despite safe routes available) - Lots of grammar and typo mistakes in dialogue - Often very cheesy dialogue - Doesn't seem to get any updates nor fixes - That one OP parley card - Levels tend to get recycled very often, in mid campaign I had the same level layout 3 times in a row Personally not a fan of the character reset each chapter. I built up a very fun a difficult to accomplish build only for it to be taken away feels like being cheated out of progress made. If just the runes and gems were fixed I would be more sure in recommending it, but not at this stage. The fact that some runes don't work limit the potential play styles.
Refunded after just under an hour for several reasons. Not being very fun or engaging is the main reason and it's pretty rough around the edges, has some bugs and other issues. The gameplay is rudimentary at best, not all that engaging and too many push/pull abilities that are far more deadly than actual attacks if you can push or pull enemies into other enemies or objects. It gets quite silly when all you need to do is run around pushing everything and not using your guns, swords, and other weapons at all. There are issues with the tool tips popping up in places where you cannot even read them which makes understanding the game mechanics impossible because you can't figure out what things actually do... this is a major issue that should not be in a game that's been around as long as this one has. Some folks might enjoy the game for what it is but it's not for me, just make sure you keep your play time under 2 hours before deciding whether or not to keep this one.
[h1]前言[/h1] 《荒野战纪》是一款轻度Rogue的战棋策略RPG游戏,你将跟随灰衣兔子的故事,指挥你的队伍在神秘海岛开始你的冒险之旅,游戏目前一共有五名角色,选择三名角色,并且挑选他们的职业来开始你的游戏,每个角色都有着三种可选职业,剧情模式中会随着剧情对话出现不同选项,你的选择也会铭记,对之后造成影响。 [h1]初见[/h1] 在燃烧的壁炉前,兔子先生正在给四个动物宝宝讲故事,就是这样温暖的画面中有着不同的选项,壁炉上方的挂画名为智慧之墙,类似科技树,在这里可以花费回声来升级解锁新的增益,墙壁上的战旗可以更改游戏的难度,而有着白胡子的兔子先生则是冒险故事的开始,游戏分剧情和冒险两种模式,其中冒险模式需要完成剧情解锁。 该游戏采用了2D手绘风格的形式,人物以及敌人都采用动物拟人化的风格,比如灰衣,也就是我们刚刚看到的兔子先生,一身欧洲经典的军官服饰,手中拿着一把长刀和一柄欧式的手枪,而刺客狐狸则穿着红色斗篷黑色,在战斗场景中会有把玩手中武器的动作。 战斗场景时由立体方格来构建而成,有着不同的地形以及景物,例如有着尖刺的陷阱格子,火坑和头骨等等障碍格子以及可以躲藏其中增加闪避的灌木格子等等,在战斗中也可以利用这些地形来造成伤害。 战斗胜利之后会进入世界地图,可以选择已经开放的区域进入其中,每个区域都有各种奇遇组成,例如角色事件、战斗等等,随着剧情你还可以回到自己的营地进行智慧之墙增益的升级和使用奥术熔炉炼制发现过的宝石或符文进行装备。目前剧情体验中,如果你找商人购买了宝石,而你解锁的技能都有高等级宝石,不想替换时无法取消返回,这一点建议优化。 [h1]体验[/h1] 该游戏采用了经典的回合制战棋模式,刚开始入门级的难度并没有什么挑战,这里建议更改难度来进行挑战,当然你的移动和释放技能都需要消耗行动点和技能点数,对敌伤害也有着四种不同的类型,分别是魔法、物理、精神和击退,敌人有着不同的抗性,可以因此来造成不同效果。 游戏中你可以选择三名角色开始,不同的职业有着不同的独有反应,例如例如刺客琳,受到伤害反应会对攻击者施加中毒和流血的效果,同时可以在特定地形放置一个爆炸性的粘液桶,要注意攻击是不分敌我会对友方造成伤害的,如果没注意给治疗技能加了暴击,那么可能会在治疗自己的时候直接造成己方伤害,需要着重注意,天知道,我就扔了一个祝福小瓶,我狐狸队友就被奶死了。。 敌人死亡还有几率掉落符文、神器和宝石等等进行角色符文的替换或者奖励收集,宝石还可以分配到技能上面提升技能从而提升角色能力。战斗中最具特色的是和谈功能,你在使用技能后会积累和谈行动条,利用和谈功能选择黄色格子的敌人进行和谈,会出现三种不同效果的卡牌可以选择,比如花言巧语,可以将目标从战场中移除,当敌人有热情洋溢性格的话,还有几率使目标变成盟友反击其他敌人,从而获得胜利等等。 [h1]总结[/h1] 该游戏采用了2D手绘风格的画面形式,以动物拟人化的人物形象来展开冒险,玩法上融合了战棋策略和轻度Rogue的元素,可以利用地形上的陷阱和障碍,配合推动技能或者换位技能造成伤害,同时还有着四种不同的伤害增益,以及别具特色的和谈卡牌系统,战斗胜利和队伍升级都会随机掉落培养人物的成长道具,需要特别注意就是技能和陷阱伤害不分敌我,有一定策略性,感兴趣的小伙伴可以一试。 [code]欢迎参观我的: [url=https://store.steampowered.com/curator/33217084]真实评测[/url] 喜欢这篇评论,也麻烦点个赞,让更多人能够看到。[/code]
[h1]《荒野战纪》:动物战士闯荡世界,好耶![/h1] 作为结合战棋与轻度Rogue的策略RPG游戏,《荒野战纪》显然在玩法方面很有自己的风格,当然,使得本作足够优秀的不仅限于玩法,也有着许多的动物战士设计,嗯,玩起来真的好感度满满。在这个荒野国度中,玩家需要带领着动物战士,展开一个接一个的冒险,期间需要利用地形,制定合适的战斗策略,做好它们之间的配合,使用合适的技能组合,就是酱紫运筹帷幄,夺得战斗的胜利! [h1]好多好多可爱的动物战士![/h1] 本作其实第一眼就足以获得玩家的好感啦,这里的战斗有些卡通的风格,里面有着众多的动物战士,它们身怀着各样的技能,然后它们的战场就是多个方格构成的战场,而且战场面积不小,给予了战场内所有单位进行移动和周旋的空间,而且也是设计了多样的地形——本作对于地形的精细设计,真的有一种深处丛林的感觉,当然这么大的战场自然也可以设置陷阱,也可以利用敌人来灵活进行攻击和防御等等动作,且部分的方格也有着各样的功效,而且也是符合地形的样式设计——例如你可以躲在灌木丛中来提升自身的闪避等等。 [h1]战场策略更丰富,更为鲜活[/h1] 很有意思的是,本作设计了一个“和谈”的机制,毕竟随着战斗的进行,可能局势对于双方也是愈发明朗,本作也是对于双方的各项设定方面设计地很细,甚至性格都有所考虑,这里设计了和谈的玩法,也自然是一个新颖的设计。哦对了,这里还值得提及的要点在于,这里的战斗是拥有着大量的资源,包括符文、和谈等等,这些都对于战斗有着不小的作用。在战斗中会积攒“和谈条”,如果达到指定值后,则可以进行和谈的操作,这些都对于接下来的游戏产生不小的影响——但不管怎么说,这里的确做的足够新颖! [h1]足够丰富的战场体验[/h1] 最开始提到的,本作是具有Rogue玩法机制的,那么本作也是在多方面去体现这一元素,例如这个世界是随机的,然后动物战士是可以在这个世界不断磨砺然后成长的,虽然本作作为策略类游戏,游戏速度自然不算太快,但是这里的确是设定着众多的能力提升的途径,也算是对于肉鸽玩法起到了一个不错的支撑。只是玩家需要把更多的经历都放在那个战棋的战场之中,然后依靠战场上的自身多个战斗单位进行调配,这里有个不太好的地方就是这里的战棋有些太慢,对于肉鸽玩法可能有些不算太搭。当然前面也提到的,这里有着符文的设定,那么在后期玩家带领的角色真正成长的时候,这里的技能组合、符文设定等方面也将发挥巨大作用,而且玩家在战斗中发挥的不仅仅是武力,也有很多的地方都体现在策略方面,甚至有时候也可以“君子动口不动手”——直接进行和谈卡牌的发动,面对众多的事件,玩家也需要随机应变,从而在这个世界的冒险之中可以行得更远! [quote]关注「 [url=https://store.steampowered.com/curator/44066492//]来者不拒鉴游组」 [/url] [/quote] [u][b] 做最真实的评测,用心为玩家推荐 [/b][/u]
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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