
Yi Xian: The Cultivation Card Game is an online DBG which contains a PVE mode called Uncharted Realms and a PVP mode. Every game is a deck building from scratch. Players can have stronger decks by changing cards, and then build more powerful routines to defeat all opponents to win.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
You will draw a lot of cards on the path of cultivation.
You need to choose the appropriate cards from them and build your deck.
Exert biggest power of your cards by combining and collocating them.
In each game, you can choose a Sub-Profession.
Each Sub-Profession has a set of exclusive cards.
The same character can build different deck by matching different Sub-Profession, and obtain different game experiences.
The mechanism of Character plus Sub-Profession can greatly increases the playability.
Immortal Fate is the gift of fate that the character receives on the path of cultivation.
Every time you break through, multiple Immortal Fates will appear randomly according to the sect and character you choose. You need to choose your Immortal Fate.
The effects of Immortal Fates are various, including card drawing, attribute increasing, and various passive effects, etc. Some Destines even require you to build a deck according to their effects.
On the path to cultivation, fortunes are also a part of strength. After each battle, there is a very small chance to encounter an fortune card.
Through fortune cards, you can get Spiritual Pet cards, Talisman cards and Guild Secret Spell cards.
These cards are very rare, and their strength may be similar to the regular cards of the same rank, but they often bring you new building ideas and help you create unique and rare decks.
Each of your opponents are other players online, and everyone builds a deck from scratch.
Every battle with your opponent will test your deck’s strength, and you will be eliminated if you lose multiple battles.
Devise strategies, climb to the top of cultivation, and wait for you to battle!
Genres
Stats
Languages: Simplified Chinese, English, Traditional Chinese
Engagement
Reviews
Themes across 154 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
(请向下滚动阅读中文版本) Dear Yi Xian Team, Your game is quite possibly one of the best autobattlers on the market. I love Yi Xian — your ideas are brilliant, the game is pretty well balanced, and it genuinely has a super strong "easy to learn, hard to master" skill curve. HUGE RESPECT for your beautiful art style (shoutout to the game artists) and the perfectly clean game design. Brilliant! I'm a game developer (Europe), and I'm convinced that with the following adjustments your game could truly become the number one in the autobattler genre. PLEASE remove counter mechanics that are based purely on luck. Example: there's barely any way to react to card skipping. Neither I nor my opponent knows where the other is going to place their cards. Even if I keep in mind that they could theoretically trigger a skip, where you end up placing it is pure gambling in the end — at least in high elo. The same goes for other counter mechanics, e.g. anti-chase. Most chase combos can't suddenly rebuild anyway, since you naturally lack the filler cards — and if you hold onto those filler cards, you're at a massive statistical disadvantage for the entire game. Please keep the focus on building up your own board rather than destroying your opponent's. It feels really, really bad, especially when you're playing in the top 100. Please fix your UI and user guidance. Events are great, but why do there have to be 10 different corners where you scrape together 5 different currencies (all active at the same time)? It's extremely tedious. I'd much rather see the focus on one really good, clean event instead of five. Definitely fix the UI — make everything more minimalist and cleaner (your art style is so incredibly beautiful, and you can absolutely keep that as traditional as it is). Server fixes. At times — at least in Europe — the game freezes for 10-30 seconds mid-round. That obviously breaks the game instantly, especially when you're hyper rolling. This season is currently really strong. The new features integrate into the classic game incredibly well. PLEASE leave out things like the old "Dream Cards" in the future — they just end up being temporary throwaway content. Build your game out in breadth rather than always going deep for just a single season. My dream scenario would be for you to fix the game on these few points, then bring a big investor on board and take the whole thing one level further. Card-specific animations, modern VFX with the old charm, maybe modern full-art cards (while still preserving your perfect art style). When you're ready, let me know — I know quite a few investors who are looking for exactly this kind of project. All in all, the only reason I'm giving this much feedback is that I really believe you currently have the game with the biggest potential on the market. 亲爱的《弈仙牌》(Yi Xian)开发团队: 你们的游戏可以说是目前市面上最好的卡牌自走棋游戏之一。我真的很喜欢《弈仙牌》,你们的创意非常精彩,游戏平衡性做得相当不错,而且真的做出了那种"易学难精"的超强上手曲线。你们的美术风格真的太赞了(向美术同学致敬!),游戏设计干净利落,堪称完美。太强了!我本人是一名(欧洲的)游戏开发者,我很确定只要做以下几点调整,你们的游戏真的有机会成为自走棋品类的NO.1。 拜托把那种纯靠运气的counter机制拿掉。举个例子:对于"跳过卡牌"这个机制,几乎没有办法做出有效的应对。无论是我还是对手,都不知道对方到底会把牌放在哪里。就算我记住对方理论上可能会选择跳过,但最后到底放在哪个位置,说到底还是纯粹看运气,尤其是在高分段的时候更是如此。 其他的counter机制也是同样的问题,比如anti-chase(反追杀)机制——本来大部分追杀combo一旦开局就几乎不可能临时改打法,因为缺少足够的凑数牌(filler卡),而如果强行保留这些牌不动,整局游戏在数值/概率上就会处于巨大劣势。请务必把重心放在"搭建自己的阵容"上,而不是"拆对手的阵容",这种被针对的感觉真的很难受,尤其是打到前100名的时候。 拜托修一下UI和引导流程。活动本身很棒,但为什么非要跑到10个不同的地方,去凑齐5种(而且还是同时并行的)货币呢?这真的很繁琐。与其做5个活动,不如专注做好1个真正干净利落的活动。UI这块真的要好好整理一下,做得更简约、更清爽一些(你们的美术风格本身已经美到不行了,完全可以在保留那种传统韵味的前提下做到更简洁)。 服务器方面也得修一下。至少在欧洲这边,游戏经常会在一局对局中卡个10-30秒。这种情况下,尤其是在hyper roll的时候,整局体验直接就毁了。 这个赛季真的做得很强,新feature和经典玩法的结合度高得惊人。拜托以后不要再做那种类似旧版"Dream Card"那样,纯粹只是一次性用完就丢的临时产物了。把游戏往"广度"上做,而不是每个赛季都只顾着往"深度"上短期猛冲。 我心里最大的愿望,是你们能把游戏按上面这几点修好之后,找一个大投资方,然后把整个项目再往上提升一个层次。比如做一些专属卡牌动画、带点复古味道的现代VFX,甚至可以考虑做现代化的满绘卡(但同时保留你们现在这套完美的美术风格)。等你们准备好的时候,欢迎联系我,我认识几位正在寻找这类项目的投资人。 总而言之,我给出这么多反馈,正是因为我真心觉得,你们现在做的这款游戏,是市面上潜力最大的一款。
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.1K | 13 | 38% | $6.99 | |
| $54 | 2 | 100% | $0.99 | |
| $0 | 3 | 100% | Free | |
| $0 | 53 | 83% | Free | |
| $0 | 50 | 50% | Free | |
| — | 0 | — | — |
Hours played at review time, across 154 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
作为内测玩家+前万分李man+姬方生coser id IO艾欧 厌恶反感这个游戏官方 不推荐任何一个人入坑 游戏盘数2600 去年一个赛季1200把 1. 对待二创态度和标准差劲 不认真审核质量 对待花真金白银抠细节的二创不支持 反而去支持杂谈 这也是为什么除了官C以外的包括我在内的三个自费yxp coser全部删除了自己的作品 而且官C的数据也完不成官方的激励标准噢 质量也打不过杂谈 2. 游戏不平衡 角色厨可以别来了 比如姬方生我去年一个赛季玩了650把不到7000分还要被嘲讽菜啥的 玩了200盘李man万分 3.对待角色剧情设定不认真 姬方生相关剧情设定 询问官方 官方并不了解 前后矛盾 (也包括其他角色 这里不阐述) 4.新人入坑难度大而且没有正反馈基本 5.社区氛围糟糕
260709:针对弈仙牌入门困难和套路少的问题,最近我想到一个机制上的改进。 将原本的八个招式栏位改为六个招式栏位但在每个栏位下方增加偶数轮的变招。也就是说,常规情况下6张牌的组合搭配就足以使卡组完整,同时在高端局延伸出12个卡位的层次更丰富的博弈。 偶数轮位置若没有放牌也不会强制在偶数轮打出普通攻击。具体来说这样做的好处在于:有些卡组的铺垫卡只需要打一次,有了偶数轮栏位就使得铺垫卡占比降低。在前期如果判断一轮打不死对手,可以选择在前两招放置伤害牌而不是回灵气。(这意味着在前几轮就会出现变奏,但并不会显著影响入门难度,初学者还是以构建6卡卡组为导向进行游戏) 一家之言,希望有用。可作为娱乐模式测试一番可行性。
一个买断制游戏,加了大量内购,影响游戏的平衡
这个匹配机制简直垃圾完了,5000分排位,匹配9000道心分炎雪,还是两个! 然后还有一个8000分,一个7000分。 没话说,可能是因为人少吧!理解是可以理解,但是为什么会人少,官方内心应该很清楚吧。 还有梦赛季简直垃圾,垃圾完了。 这个赛季公平性是有的,但是就是不给牌是什么意思? 15轮,一张金丹期的蓝色关键牌不给。 20轮,递不出来一张有用的。 还有选个丹,海克斯再加4张悟道丹。 打到18轮,一张悟道丹看不见,离谱吧。 我手机上玩了将近120小时,steam上玩了将近500小时,给我的感觉就是一个,憋屈。 就是不给牌。 我知道我运气差,但是在这个游戏里,我看到了命犯杀劫,气运纯黑。 我真的,没招了。 打算退游了。
破爛遊戲平衡
666,氪金玩家手里一堆三级牌,不氪金啥也没有,要的牌一张都不给,到了化神期都是一堆筑基期的牌。就这么想骗氪
弱智游戏弱智公司弱智老板早点倒闭
柒捌游戏
作为以前内测时玩过,现在刚回来玩的新人,完全融入不了匹配强度,新角色还要解锁,我不如去玩背包乱斗? 单机肉鸽模式还要联网同步? 后期怪物血量设计精确到斩杀线,如果你的牌不够胡就等着拿命换血? 换牌没有计算权重,刷不出自己体系的牌 玩个单机模式全是负反馈,能玩下去的人做什么都能成功
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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