
Warena is a real-time card battler with tactical depth. Deploy troops, cast spells, and push toward the enemy castle as your opponent pushes back. 1v1 PvP and single-player campaign.
Modeled estimate, not a reported figure. How we estimate →
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About
Warena is a real-time card battler. Play cards to deploy troops and buildings and cast devastating spells. Push toward the enemy's castle while keeping yours defended. Master fast thinking and tactical cardplay to claim victory!
Your mana refills in real time. Every point you spend is a point you can't use to respond. Every point you save is pressure you're not applying.
Flood or hold: Swarm the lanes with cheap units to force a response, or bank mana for one massive push.
Counter windows: Drop a spell the moment your opponent overcommits and turn their attack into your advantage.
Read the opponent: Spot what they're building toward and force them to burn resources before the plan comes together.
Runes: Shape your build during matches by investing in new cards and buffs. Increase your mana generation, power up your next offense, and more.
Hero Skills: Choose a unique ability at the start of each match to further complement your playstyle.
Single-Player Campaign: Learn the mechanics and battle against increasingly difficult AI opponents as you progress through the campaign.
1v1 PvP: Ranked player versus player matches when you're ready to test your reads against a real strategist. Every card is earned through play. The better player wins.
All cards are earned through play. Card stats are visible. Reads, mana spending, and timing decide the match.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Unfortunately, the game is just too generic and mediocre, even for my loose standards. It got mixed reviews and it kinda deserves it. AI isn't bad in itself, btu i guess this is what happens when you take an already known concept (clash royale) and rely too much on AI re-making it for PC, you get a mediocre knockoff. There's a better alternative for this genre on PC - minion masters. Otherwise, give this game a try, maybe play some pvp unti it's dead and without players, and keep it if you like it. It is cheap.
was waiting for this game since nextfest. old good supercell vibes, but it seems some fight are unbalanced. anyway love this game a lot
Easy to learn, surprisingly difficult to master. While this unit and spell auto-battler may seem simple on the surface, the real-time RTS elements of the game adds lot of surprising complexity below the surface--especially in PvP. Mid-match unlocks, random events, precision unit placement, and lane momentum matters a lot. And you will have to carefully weigh when exactly to let the board frontline push or pull to your half of the field. Each match lasts about 3 to 7 minutes, so its an great game to pickup and play quickly here and there for fast fun every now and then.
Warena is such a great little game! The battle mechanics are easy enough to where anyone can pick it up but there is plenty of depth for better players to win. I love the fact that game lengths are around 5 minutes. This means you can get more games in or sneak one in if you have some downtime. I can't recommend this game enough!
its fun just long enough for you to be within the window for refund. no meta progression makes the "want to play" feel non existent as there is nothing more then basic pvp. imagine COD but if you couldn't customize loadout, perks or your gun (aside from a few luck based re rolls before the game starts). its pretty much that idea just as a card based auto battler. all in all if you are just looking for a very simple auto battling card type game you can probably get some entertainment out of it. if you want to pick this game up to have more then 1-2 hours of fun in totality before it become repetitious id stay away.
Good game! Looks alot like Clash Royal buth with no pay to win element. Just the game like it should be!
I've played a ton of Clash Royale and this is a great game. Whoever did the music deserves some $$$.
[h1]横板皇室战争 [/h1] [h2]前言: [/h2] 即时卡牌塔防对战游戏,玩起来感觉有点像皇室战争,双方对垒一起召唤士兵来攻击对方的城堡,然后还能用各种法术帮助,谁先被攻下来就输了。 [h2]初始设定: [/h2] 对战双方分别拥有一座代表了大本营的城堡,分别位于战场的左侧和右侧,两个城堡中间会有两条道路连通,被一条大河(或者是其他什么)隔开。 每个玩家会有一个法力值,会按照一定的恢复速度增加,同时还会有五张手牌(如果使用了一些增加手牌的效果也会有更多)。 卡牌里面有直接召唤士兵的士兵卡、可以放置一个建筑的建筑卡,或者是施放法术的法术卡。建筑里也有分为防御塔类的,还有召唤士兵的兵营类的。 每个对局开始时可以选择一个初始玩家技能,一般是某个法术卡的青春版,可以用更少的法力使用这个技能。 右侧还会有一个水晶,随着对局的进行会逐渐攒满进度,可以用来点出天赋加强。(天赋在这次对局中会持续生效) [h2]对战玩法: [/h2] 当对决开始,双方会各自抽取一定的手牌,随时都可以花费法力值使用这些卡牌。 召唤出来的建筑会随着时间逐渐损失耐久度。(毕竟不能一直在场上,不然那也太bug了) 有些法术卡或者召唤术是可以在敌方区域使用的,大部分都只能在自己这边使用。 如果双方一直不能分出胜负,游戏就会逐渐提供额外buff,比如双方的法力值恢复大幅增加,或者是全图降下流星雨之类的。 [h2]游玩感想: [/h2] 单人有个战役模式,虽然名义上是适应游戏玩法,但实际上玩了之后是整体偏难的,很多都需要通过特定玩法才能闯关成功。 在线对战的话,比较看抽卡运气,很多时候脑海中有一个战术,但是始终没法同时抽到对应的士兵卡和法术卡,就会导致游玩的时候很看脸。 炮台防御群伤还可以,但是使用起来感觉还是比较一般,必须得放在侧面一点的位置,不容易被炸掉又可以打到敌人。 [h2]总结: [/h2] 即时战略卡牌塔防游戏,《谁与争锋》在游戏中提供了两种模式,一种是单人的战役模式,可以去不同类型的关卡闯关,另外一种是和其他玩家在线对战,或者是自己组局开房对战。玩家双方拥有一座城堡作为基地,可以随时花费法力值使用卡牌来召唤士兵、建筑、法术等效果,同时还有一个水晶可以升级天赋树让局内卡牌变得更加强力,对战以谁先打爆对方的城堡为胜者。 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
Game is basically "Clash Royale" With its own spin but Its somewhat luck oriented you need to pick random deck of cards each game where as in Clash royale you have your "go to" deck ready to go. But I guess Clash Royale is somewhat luck oriented as well so Its not a big deal. (game is still fun, PVP is great)
Was really hoping for something similar to Minion Masters deck building style but you're only allowed a few rerolls from a group of cards in your hand before the match. It's ok but kinda meh after a few runs.
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Trends
Steam followers (game-group members) tracked daily from when we started recording.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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