
A sci-fantasy roguelite deckbuilder set in a world collapsing under cosmic instability. To stop the turmoil, humanity created a white-haired, godlike girl with overwhelming power and social anxiety. Enter the Vortex Zone, summon your allies, form your battle line, and tear through the enemy forces.
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About
Endless chaos reverberates throughout a world where the only constant is war.
In an effort to overcome the turmoil, the people decide to create a little warrior. But this white-haired, god-like entity has a major case of social anxiety?! She turns the once apocalyptic, barren world into a new one filled with races and civilizations previously known only from mythology and fairy tales, and grants the mysterious power of The Source to its inhabitants, including humans. Voice of Belldona takes place in this fantastic world created by Cheryl and tells the story of her adventures after being unexpectedly awakened again.

Step into a collapsing universe where cosmic horrors, corrupted machines, and winged god-engines roam the void.
Voice of Belldona blends sci-fantasy atmosphere with tactical roguelike deckbuilding: summon allies, control the battlefield’s formation, and clash against everything from twisted robots to Pegasus-like divine war machines. What starts as clean strategy soon becomes a dance of positioning, timing, and high-risk decisions that can reshape your entire build.

In this game, you need to decide how to carve your path through The Vortex Zone. Do you want to dash into battle as Rinsana or command the field with Griza’s summons? Each hero plays differently, offering unique strategies and routes to mastery.

Build your deck through every battle you fight, and every path you take can alter the cards you obtain. Shape your strategy to enhance the sense of progression and further increase the tactical depth of each run. Every choice reshapes your build, and every build opens new ways to outsmart the void.

Explore shifting maps where no two runs are ever the same. Each route presents new events, unpredictable rewards, and bosses that can appear in different sequences. Your decisions on the map are just as important as your decisions in combat. Let your deck spiral, twist the map’s fate, and break the run in ways the void never intended.
Now when reality starts folding…
Will you be the one to reach the True Ending and survive what’s inside?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 51 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]纺织者之咏:等会进去见人就电[/h1] [h2]前言[/h2] 整体体验下来感觉还算不错的卡牌回合制战斗游戏,游戏的战斗模式有一点对暗黑地牢的模仿,但不多,游戏整体体验下来还算舒服,至少在卡牌战斗这方面做的还算不错,不过尚且有很多地方需要打磨.. [h2]玩法[/h2] 经典的回合制卡牌,游戏初始给了两个角色可供选择,男,女,两个角色分别又分了好几种不同的流派可以走,选择不同流派则要面对局内手感的初始卡组,各个流派间有一定上手难度区别 游戏的回合制不仅仅是我们消耗能量释放各种技能或者攻击,游戏还可以召唤出其他角色跟我们一块战斗,甚至还有专门的流派是给指挥其他人战斗的,而角色间也有一定的站位等等可以通过技能或者召唤时直接确定好位置 角色的流派间的平衡或多或少有点问题,而且游戏目前体验下来感觉敌人攻击意图是展现出来了,但攻击具体哪个角色并没清晰的放出... 游戏的探图模式很舒服,类似大沙盒式的探索,而在各种地方都会有随机的事件,小怪,精英怪等等帮助我们构筑卡组,购买其他可召唤角色甚至是强化现有角色等等 战斗中可以积攒觉醒能量释放类似大招的技能,共有三种不同的觉醒技能,分别消耗不同的觉醒能量 [h2]总结[/h2] 总的来说游戏设计的还是很不错的,白毛小萝莉的cg也很可爱,但也仅此而已了,游戏的内容较少,只能期待后续更新了 [quote]关注&加入[url=https://store.steampowered.com/curator/32969453/]✨大众点评鉴赏家✨[/url],了解并体验更多好玩游戏[/quote]
Cyclic Breathing my beloved Roguelike Deckbuilder that hits in all the right ways! As of this review there's still a lot to get done before the game is in a complete state (as well as some localization issues, but nothing major) but so far so good. It's a bit on the easy side, but I still had a ton of fun! Ran into one major bug but it was fixed barely a day after reporting it on the discord. Looking forward to what the devs are cooking
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Languages: Traditional Chinese, English, Simplified Chinese
Hours played at review time, across 52 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
You can head pat. What more is there to say 10/10 game.
[h1] 没想到我竟然在卡牌游戏中,搓起了连招 [/h1] 本作是一款带有一定肉鸽要素的回合制卡牌游戏,为何说是带有一定肉鸽要素呢?原因很简单,本作拥有两种不同的游戏模式,分别是正式版更新的剧情模式,以及本次抢先体验中已经非常完善的肉鸽模式。 作为回合制卡牌游戏,最先应该介绍的毫无疑问就是本作的卡牌战斗系统。本作可选角色虽然只有两名,但这两名角色都拥有非常丰富的流派和玩法,以女剑士——琳娜举例,在本作中琳娜一共有三种的基础流派方向,分别是综合打法控制心流的斗士,狂暴输出以血还血的狂战士,通过不断派生突刺、上挑、下劈触发必杀技的战舞者,三种流派核心玩法相差非常多,这里就单独分别介绍一下这三个流派的核心玩法。首先是战舞者流派的必杀技系统,本作中琳娜的基础攻击牌分为了突刺、上挑、下劈三种模式,通过按照一定顺序打出,可以直接往手牌中加入一张必杀技卡,因此战舞者流派中非常注重出牌顺序,而狂战士流派的核心系统则是“战殇”,琳娜在对敌人造成伤害或是自己受到伤害会获得1点的战殇,通过消耗战殇可以强化特定的卡牌效果,也可以用来召唤队友,而狂战士打法就是依靠自残卖血叠战殇,疯狂对敌人进行输出。斗士流派则是前两者更加综合性的应用,除了以上两套系统以外,还有一套理智系统,当琳娜使用必杀技时会增加理智值,当琳娜使用战殇时则会减少理智值,当理智值大于15时会往手牌加入方便玩家打连段的卡牌,而理智值小于-15时会给自身增加力量和吸血BUFF,都很契合战舞者和狂战士的玩法,而斗士则是将理智值保持在-15到15之间,通过均衡使用必杀技和战殇控制好比例,从而触发一些特殊效果的牌。光是琳娜一位角色就拥有如此复杂的三套特殊系统,另外一名角色自然也无需多言,推荐感兴趣的玩家自行体验。 而另外一个比较值得介绍的就是本作的沙盒肉鸽玩法,本作的肉鸽玩法并不是传统的爬塔闯关模式,而是将玩家置身于一个沙盒地图中,玩家可以自由探索,不论是触发战斗还是触发事件,玩家都可以自由选择,并且在探索过程中会不断消耗物资,究竟要跑遍全图,还是要一步到位直冲BOSS,就看玩家的选择了。 综上所述,本作是兼顾剧情模式(正式版)与肉鸽模式双模式的回合制卡牌作品,战斗系统设计扎实,仅女剑士就分化三种机制迥异的成型流派,构筑自由度充足;肉鸽玩法跳出传统爬塔框架,采用开放式沙盒探索,资源取舍与路线选择灵活多变,虽然目前仍存在一些小BUG和卡死的问题,但制作组修复效率很高,可以期待一下完整的正式版。 [quote] 关注[url=https://store.steampowered.com/curator/44791929/]游戏好声音[/url],认真品味好游戏,倾听游戏好声音。 [/quote]
在小黑盒骂了几句lsp被厂商拉黑了,无敌了
说半成品都过誉了,屎一样的UI,毫无深度和组合的战斗系统,30都嫌贵,LSP这个初生确实有说法,区区联合了属于是
[b]Overall[/b]: I'll start by saying this game is an 8/10 for me. It's currently a hidden gem. It is an early access Deckbuilder Rougelike similar to games like Chrono Ark and Slay the Spire. There's currently two characters(they're adding more) with 3 to 4 starting decktypes each to chose from. The girl can use combo attacks if you chain the right cards together and the guy likes to fight with summoned companions. You go to each world map and engage in either fights, events(positive & negative), buy cards, or rest at a camp site. Eventually you fight each maps boss until you complete the run. Oh and currently you can complete a true end run which adds 4 additional tough boss fights. Lastly they will be adding a story mode in about 6 months or whenever the game fully releases. [b]What I Liked[/b]: The card art is beautiful and they even have cool animations for the character models when you play some of their ultimate attacks. Good art and animations really makes these type of games shine. I enjoyed the map events having great rewards like unlocking powerful cards which aren't guaranteed every run. The bosses also aren't damage sponges, they have unique mechanics that you have to learn in order to beat them. You learn them and you know how to handle them even at the hardest difficulty. You're always learning, progressing. The difficulty progression is another thing i liked. They set it up in a way where it eases you into the game. They intended to have the real challenge of the game be their Trial difficulties which are modifiers/restrictions like being locked into a specific starting deck and having to build one good enough to survive the run. You can't do them until you beat Uncontrollable difficulty once and they unlock additonal cards, buffs, ultimates as rewards. [b]What I Disliked[/b]: I encountered some run ending bugs and the true end bosses were very difficult because it's a 4 round back to back fight with boss 2-4 being very strong. They're essentially DPS and targeting checks. The game does need some balance adjustments to the true end bosses for new players and the easier difficulties. Outside of that i loved the game. The devs have a discord which you can find a link to on the game and are good about listening to feedback and bug reports. The bugs i've encountered have been fixed so don't let what i said discourage you guys from buying, i just wanted to be transparent about my experience.
great game despite the genre is bit oversaturated nowadays. core mechanic is pretty much same with other roguelike deckbuilder but the character gimmick still feel fresh and satisfying to play. Combo is really fun mechanic and so versatile to fight against any enemies.then there is summoning where you can summon alot of mobs and brawling with enemy which is hilarious. if you like deckbuilder then give it a shot!!
游戏过程有点太长了。女主的连招显示不够清晰。灯芯和探图的设计不是很好。很多ui和图标没同一画风。毛病很多,但确实不是杀戮尖塔的大型mod。是可玩,好玩的作品。
此遊戲目前還在EA階段,因此本篇並非批評或者推廣,單純講述遊玩過程中的感受 目前只有用女角打第一輪必BE,然後第二輪直通最終結局 先上人權(?) 塔一140小時、塔二70小時、超時空方舟420小時 從這個人權表應該就能知道,這是一個爬塔類的單機卡牌遊戲。 從美術、地圖探索、卡牌設計、UI,大致上可以用「貪多嚼不爛」一言以蔽之。 在整個遊戲最重要的戰鬥畫面中,可以看到每個地方都設計得很華麗, 從怪物、狀態圖示、怪物意圖、我方技能表甚至背景,每個地方都刻畫得很漂亮, 但問題是這樣就會造成難以集中,很容易分心。 不帶有惡意,但拿去跟殺戮尖塔比較就知道,太過華麗反而是缺點 再來是地圖探索,這個遊戲系統中並非傳統爬塔的單向不可逆,而是能在大地圖移動, 只是每次移動都要支付代價。我認為這個系統還挺不錯的,不過目前不曉得是測試版或者 單純我玩的次數太少,感覺事件似乎有點少;最讓人不爽的還是支線任務鏈竟然有可能解不完,即便把整張地圖跑完,都有可能在最後才開啟任務鏈,或者更糟,解到剩最後一步結果沒有其他事件格子能踩了。希望至少隨機生成地圖的時候,保證任務鏈是能解完的吧? 卡牌設計我就與養成一起說吧。誠如上述,貪多嚼不爛,設計了很多機制,又可能是怕玩家無法順利讓流派成形,所以諸如遺物、稀有卡選擇甚至刪除牌的效果,都給得相當寬鬆--這問題超大的好嗎。 在這種牌堆循環的遊戲設計裡面,絕對不能隨便給刪除卡牌的效果,這會讓玩家的強度膨脹的超級快速。 前面提到,遺物、稀有卡幾乎是想拿就拿,那玩家根本沒必要嘗試其他流派,大可全部專心玩同一種,完全沒有誘因去體驗其他遊戲內容。 我才玩到第二輪中間,就組出左腳踩右腳的的莫名其妙卡組,從那時候開始,所有的敵人只要沒有第二階段就是OTK,有第二階段就是TTK;400點血量可以OTK,4000點血量我也是OTK,敵人的機制是啥我甚至不用看,每一隻都是OTK的傢伙有啥好研究的? 人家那樣設計有它的道理,也許他們是蒙對的,但答案放在那邊,請直接照抄。 喔對了,那個連擊表也是沒啥意義,因為到後來只會用兩種,第一種是很短的,因為可以快點消耗打出終結;再來就是最長的那兩三個,因為真的很強 再來是UI設計,真的很多地方還需要打磨, 舉個例子,另外,從購買頁面離開,跟從商店頁面回到大地圖,這兩個按鈕一個在左邊一個在右邊,請問是怕玩家按錯嗎?我打瑪蓮妮亞都沒這麼生氣過。 然後技能欄位裡面滿滿的關鍵字,先說,我很討厭某些打死不加關鍵字的卡牌遊戲設計,但像這種滿滿關鍵字--而且還是初始牌堆--的設計也一樣讓人頭痛欸。 整篇打完感覺好像滿滿的批評,但既然我還能玩18個小時,其實還算可以啦。希望能持續進步
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