
A roguelite deckbuilder crossed with a CCG, set in a dark cyberpunk world. You will lead a three-man squad against competing factions fighting among the ashes of a world-wide war. Each operator comes with a unique deck that can be customized and augmented.
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About
During the Last War, the thriving metropolis Zerzura was almost obliterated in a war between AGIs (Artificial General Intelligence). As Zerzura City is known to host the mausoleum of the last functional AGI, an Exclusion Zone has been established around the ruins of the city by the mega-corporations - ostensibly to safeguard the public against rampaging AGI-forged anomalies, but also to ensure the corporations have the first pick of precious salvage.
Assemble your crew of 3 from 9 steadfast operators, split into 3 core archetypes: Guardian, Assault, and Specialist. Choose to field a classic party with one of each archetype, or mix things up with unconventional compositions. Any combination is viable, provided you have the skill to guide them through the trials of Zerzura City. There is no true protagonist in this game: with the right cards and augmentations, any operator can have their turn to shine.
Each operator comes with their own deck containing at least 8 signature cards and at least 12 free slots. These resistance fighters are all armed to the teeth: each customisable deck must contain at least 20 cards; and any exposed weaknesses means certain death. To succeed, exploit the synergies between your decks and devise inspired new tactics to defeat your foes.
Engage in combat against multi-phase boss encounters inspired by MMO raid bosses, each with their own exhilarating mechanics and unique abilities. Take on the Siegebreaker, a colossal mech war machine; spill the blood of the Mithraean Bull, a terrible experiment gone awry; or defend a rooftop against a gunship blazing with weapons.
Make your way through 3 out of 6+ shattered districts before reaching the culmination of your journey in Wargentin District, the dark heart of the Zerzura Exclusion Zone.
Inspired by drafting formats in CCGs, draft mode starts you off with a veritable arsenal of data shards. Unseal your shards, draft the cards within to create your decks, and then take those decks into battle against an unforgiving gauntlet of randomized, escalating boss encounters. How far can you get before you succumb to the most dangerous enemies in Zerzura?
Earn Mnemosynth through your runs, and use these synthetic memories to permanently imprint cards into your collection through the Failsafe system. The added cards can be carried over to the next run, greatly enhancing your deck’s power.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
被埋沒的必買卡牌肉鴿 賽博龐克美術氛圍和特效十分到位 BOSS是動畫與轉場所以很爽快 系統機制也有很多地方讓人耳目一新 以這價格來說 CP太高了
我很菜,但从乌鸦这个角色开始获得爽感,好评
It's an aight roguelike.
Very nice timekiller. The construction feature means you're never stuck with a bad build, and the nice variety of overpowered builds available makes it easy to feel like you're doing well. Perfect for novices, or experts who have a cold.
字体太小了,看着难受,玩不下去
[h1]畅快淋漓的赛博突袭[/h1] [h2]游戏推荐指数:★★★★★★★★☆☆[/h2] [quote] 欢迎大家加入[url=https://steamcommunity.com/groups/yxwtb]游戏乌托邦[/url]&关注[url=https://store.steampowered.com/curator/45337284/]乌托邦鉴赏家[/url],我们评测各种类型的游戏,无论规模大小,无论题材风格! [/quote] 赛博都市的卡牌肉鸽游戏,赛博要素齐全,生化变种,翻盘AI,身体改造等等充斥着整个游戏的主题,主线还是经典的小队游走在各方势力之间,最后成功拯救世界。说实话卡牌肉鸽属于泛滥题材,但这款游戏的机制和画风仍能让玩家眼前一亮,下面我将详细分析游戏如何突破原有的框架。 [h2]三人成队,共用牌库[/h2] 相对于传统卡牌对战,游戏特色就是可以同时操作三名角色并肩作战,这一设定对卡牌深度玩家并不陌生,《尼罗河勇士》《阿克汉的崛起》都采用了这种框架模式。但是《零异特工队》对于三人组队的自由度更加大胆,限制几乎不存在。你可以按照正常搭配,守卫吸引火力,叠甲吸收伤害,专家召唤坦克,辅助强化过牌,突击兵行云流水,连动不停输出不断。这是一套常规模板,应对任何敌人都能有条不紊。但也可以三种同样的职业一起出动,叠最厚的甲挨最毒的打,或是场面铺满,人多力量大。因为除去角色自带的技能和初始卡组外,任何卡牌和装备强化都能在战斗前任意更换,只要搭配合适,角色的定位随时都能更换,不存在什么角色必须用什么的限制。而且在战斗中,玩家还可以花费晶体对强力卡牌进行印刻,游戏开局就能携带这些印刻卡牌,开局就能为卡牌构筑建立基础,新牌的获取是从不停稀有度的卡包中开出,可以从数张中选取两张,抓到自己想要的卡牌几率大概率上升,更加自由地留给玩家构筑的空间 [h2]赛博都市,派系林立[/h2] 除去卡组构筑上的自由外,游戏对路线的规划也是随心所欲,采用网状节点作为路径。但没有对行走的方向有要求,也就是玩家可以来回横跳,但是已经过的节点资源并不会刷新,那这样的意义在哪呢?虽然没有强制性的限制,但是对于资源获取,一关有7次补给的限制,使用补给在资源节点能够获取更多的资源,打小怪都能爆装备,就算补给不足,在地图上任意游走也不会受到惩罚,只是收益会减少,个人感觉事件不受补给影响,所以都是先打怪再去事件,最后商店狠狠开包。游戏中有多张地图,金水港,普罗威登丛林,恒星生态大厦,从名字上就能判断这些地图被各路势力盘踞,每个势力的敌人都有自己的特色,会腐蚀你护甲的异虫,无限增加攻击力的暴走蛮兵,默契配合专杀一人的雇佣兵集团,丰富的敌人增加了游戏的重复可玩度。特别是每个boss有着自己的建模,出场动画具有极强的压迫感。boss有多种阶段,经典一条命打不死,让你多爽几次。记得在转阶段前预留好手牌资源哦。 [h2]超强机制,先发优势[/h2] 游戏的关键词繁多,哪怕是基础的小怪都可能带有自己独特的关键词,说的就是你,爆炸圣甲虫。所以作为玩家那么只有更强的机制才能碾压一切。首先卡牌设计就十分大胆,很多机制怪物,比如全体护甲变为-3的毒气手雷,因为玩家是先动,所以利用-3的护甲能造成成吨的伤害,哪怕1点攻击都能打出4点伤害,而且游戏中突击手都是高频多动,一回合输出十几次不是梦。不要当我吹牛逼,因为在一个每回合每个角色只有三费,只补充三张牌的条件下,出现了0费全弃过4张这样bug过牌,哪怕是最基础的都是1费抽2,三人组队不可避免地养大哥,可以给核心输出补牌补费。装备有什么敌人死亡给3费,根本用不完,还有真正的无限费大神乌鸦,使用格斗就+1费,只要卡组塞满格斗和过牌,boss都是一轮杀。除去格斗外,工程召唤也给玩家带来极其爽快的游戏体验,看着只有三人,但实际上能召唤至8个单位,坦克雇佣兵各显其能,人多一人一拳都能轰死。整体游戏难度就非常简单,玩家的机制太强了,什么互换攻击护甲,直接给予保护,boss怎么活到现在的。 [h2]总结[/h2] 画面精良,极具赛破朋克风格,boss的出场动画和转阶段战斗方式能带来新玩家的震撼。游戏整体难度曲线偏低,特别是难度解锁感觉如加,只有自定义才能有真正的挑战,毕竟构筑太过自由就会导致真正的狂野bug卡组诞生,刻印还降低了卡组重组的难度。总的而言属于有自己特色的肉鸽卡牌,在一众游戏中属于中等水平,但是机制和画风会吸引较多轻量级玩家,爽感足难度低重复高。
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[i]Very satisfying gameplay&progression , cool artwork , sci-fi setting ...what's not to like![/i]
其实感觉有点想差评的,毕竟很多地方体验真的很差,就我目前找到的,我大概说一下 1.没有图鉴,别告诉我你这个分类不明,专属卡没区分的叫画廊的玩意叫图鉴,请问我该怎么知道哪些卡属于谁?我该怎么判断专属卡是谁的?而且你上面筛选的选项连个名称都没有,纯靠自己猜是什么意思呗,而且搜索框是真的意义不明,画廊还可以一直往空白后翻,有这么多页吗? 2.你选人页面也太简陋了,没有天赋页,天赋强化只能进关卡才能知道有什么,没有初始卡组显示,没法判断这个角色具体定位是什么,或者说推断他的玩法是什么,也只能进关卡再看,甚至你选了人物之后,出了那个重置按钮直接下掉所有人以外,我不能单独下掉一个指定的人,我是真的迷惑,每个人物的名字也完全没有什么记忆点,而且除了选人页面和强化页面,其他的时候都不知道这人叫什么 3.部分词条也完全不明,手雷这个词条是什么意思?只是说明这个是手雷?穿刺是什么?什么伤害是穿刺?所有的射击?弹药是什么?命令是什么?辐射先锋那个激怒词条解释还是叫暴怒,这俩是一个东西? 4.你第三章的boss有五轮战斗啊?第五轮还是dps检测器啊?第一次见到有回合制游戏boss战五连战无补给,清空buff,能量不回,只给抽卡就继续打的,哪怕我打过了也很憋屈,哪有这样的,还全是数值+机制 5.教程也模糊不清,物资机制到底是怎么算的?有物资时打boss有额外奖励吗?撤离时额外奖励到底是需要剩余1还是0,实际奖励减少是怎么判定的,都不知道 暂时问题就这么多,估计短时间内也不想打开了,玩的有点心累
Pleasant aesthetic, familiar synergy-based gameplay, no technical hiccups. Should probably unlock all "ascension" levels after the first successful run - the difficulty curve seems too wide for how tall it probably is. The Failsafe system and Talent tree shouldn't be permanent upgrades. It would be much more interesting to manage Mnemosynth like we do Glem, on a per run basis. More content would be nice. I'm down for DLC.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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