
🌋⚔ Terraforming + Into The Breach! An experimental puzzle strategy where you are not commanding your troops - now, you are shaping the battlefield itself! Nothing is random*, everything is predictable*, and the battlefield is changing. Every turn. By you.
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About

Changing terrain is your main weapon now
Changing units, is your sidearm very helpful too
Forget traditional commands - here, your divine influence controls the tide of battle.
100% Predictable Combat - No RNG. Plan everything in advance.
Indirect Unit Control - Units move on their own, following fixed pathfinding rules.
Terraform the Battlefield - Your powers let you reshape terrain and even alter unit classes.
Roguelite Replayability - Build a unique deck of spells and units on every run. Unlock new heroes with different starting styles


(*) 0% random actually means 0% output randomness in the core game. You may still experience input randomness in the core game, as well as various types of randomness between battles. Consult your numerologist before using this product.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Japanese, Korean, Polish, Simplified Chinese, Turkish +2 more
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
Zero Order Tactics openly compares itself to Into The Breach on the store page, so I was expecting another one of those ITB clones that have been popping up recently, like Oakenfold, Tyrant's Blessing, and Mobile Suit Baba. Turns out, it's not like that at all! It's actually more aptly comparable to Attactics from UFO 50: your units move left to right on their own, and your job is to nudge and swap them around to gain an advantage. Except here you've got more complex rules, terrain, terrain manipulation, spells, and even a bit of resource management. I was pleasantly surprised by how enjoyable the core gameplay is, and the QOL undo and planning features are fantastic, so I really tried to give the game a chance, But, in the end, I can't recommend it. The problem is inconsistent difficulty. You might have read "bosses hard" in the other reviews, but that's just a symptom of the underlying issue. The underlying issue is the developer cheapening out of actually balancing the game, and instead implementing a dumb grindy cheap mobile game-like progression system that simply makes your character significantly stronger as you play more runs. As a result, you end up wasting a bunch of time on runs you're bound to lose before you get to a manageable difficulty for each character. Losing against a difficult boss because you've made mistakes is fun; losing against a boss because you need to grind more is not. And the runs can (and will) take quite a while. The game could have been salvaged if it had an "unlock all" button, but the ONE time the "unlock all" button would have been useful, it's not available, smhmh Also, defence missions are objectively better than escort missions, so you almost never have a reason to choose escorts over defence. Also, there aren't any Steam achievements for winning a run with a character, [strike]but there ARE Steam achievements for grinding the character to max level??[/strike] And the game itself doesn't actually track which characters you've won with???? What the heck. What bizarre priorities.
[h1]セールを待つ間、デモをやってウィッシュリストに入れれば良いじゃない[/h1] デモだと2・3章へは行けないんですが、どうせ1章のボスに初見殺しされると思うので、試しにやってみると良いですよ。 あとデモでアンロックしたものは製品版にも引き継がれます。 セール時にバンドルで買うのが最もお得な買い方でしょうが、小規模開発者にお金を落としてレビューを書くのも粋ですぜ旦那。 [h1]翻訳改善を手伝ってくれるイケメン求む![/h1] 私とGxoudsニキとで翻訳の手直しはしましたが、ゲーム内での確認はさっぱりなので、ご協力をお願いします。 以下のトピックは情報共有、もしくは「面倒くさいからお前に頼む」のためにお使いください。 https://steamcommunity.com/app/1877650/discussions/0/501693661482858010/ [h1]ゲームはExelanceさんのレビューとデモで大体分かります[/h1] Into the Breachに似てるってのは的を射てると思います。 頭の体操が好きで、山に敵をぶつけて倒したいお方にはピッタリじゃないでしょうか。 一応デモは7時間やったので私からも。 初期キャラのアルフレッドはベーシックな感じで、Rift Walkersに似てると思います。 それを魔法のバフ・デバフで支援する感じで、レベルアップの際に、ユニットを強化するけど代償で魔法が下手になるか、その逆かを選べます。 追加キャラの「蘇りし者ブレヴニオ」はユニットも魔法も全然違うので新鮮です。 Steel Judokaに近いでしょうか。 いきなり敵の目の前にユニットを配置したり、魔法で召喚したりと芸達者ですが、なんと直接ダメージを与える方法が限られていて、敵を倒すには山や湖に押し出す必要があります。 ゲームのコツとしては、暇なときに必要な土地カードを回収すべきってことでしょうか。 例えば騎兵を使うなら、騎兵の好む平地カードをどんどん使いたいわけで、そうすると手札が森林や沼地だらけになります。 一応お店でカードを買うこともできるんですが、運次第ですし、お金がもったいないです。 あとはアニメーション速度を上げることでしょうか。 キャラが細かく動いてかわいいんですが、ちょっと時間が掛かるし、ボスに殺されてやり直すぞって時に腰が重くなりがちです。
[h1][b] TLDR: Some good creative tactics let down by unfair boss difficulty. The occasional enemy “Lying” about their upcoming action also didn’t help with the fairness. [/b] [/h1] [h1]PROS: [/h1] ➕Unique tactical elements ➕Roguelite unlockables [h1]NEUTRALS: [/h1] 🔹Lack of player power makes this that much harder [h1]CONS: [/h1] ➖Very limited options, can’t even change bindings ➖Boss fights are too hard ➖Inaccurate unit moves [h1] [b] Content (Game world/Narrative) – [5/10] [/b] [/h1] Game world consists of hexagon arenas that are fairly small. There is no narrative. [h1][b] Gameplay (Mechanics/Difficulty) – [5/10] [/b] [/h1] The mechanics here are pretty creative. As many other reviews have compared it to, the gameplay is related to Into the Breach. Essentially, all units move on their own each turn and it's up to you to prevent your units from being attacked by either changing the map tiles, deploying units, or using magic. You have limited moves per turn so you must plan your alterations out. Each map is only between 4-7 turns, so despite some thought in making difficult choices, each match is over pretty quick, often taking ~5-10 minutes. I found this game too difficult, even on Easy. The levels themselves were not bad, oftentimes those were easy enough, but the final bosses were just ridiculously hard. Here is a screenshot from turn 4 during one of my last games: https://steamcommunity.com/sharedfiles/filedetails/?id=3480147099 Obviously this may not mean much to you if you’ve never played this, but just know that the green units are what I’m trying to protect against the red units. I did 3 boss fights and found each one overwhelmingly difficult on Easy, and which my game promptly ended. [h1] [b] Graphics (Quality/Technical) – [3/10] [/b] [/h1] A bit on the low end, but I didn’t find it bad. No issues with performance, but I do want to call out possible “Bugs” with how the units make their decisions. The game very clearly mentions that the unit moves may not be accurate, and it isn't, which I consider absolute bullsh*t at best. Imagine in Slay the Spire if an enemy said they were going to buff themselves, but then decided to attack you after you’ve already completed your turn. This happens somewhat frequently here where the intended moves of enemy units are different from what they actually do. This has led me to losing many units and is incredibly annoying. i9-13900KF | RTX 4090 | 64GB RAM | 1440p @ 240hz | Windows 11 installed on SSD [h1] [b] Audio – [5/10] [/b] [/h1] Music is okay, there is no voice acting. [h1] [b] Replay Factor (Longevity) – [7/10] [/b] [/h1] There is some great replay value here. Between unlocking a bunch of characters and leveling them up via roguelite mechanics, think of Slay the Spire classes where small upgrades (like cards) persist between runs. [h1] [b] Final Verdict – [4/10] [/b] [/h1] Zero Orders Tactics (ZOT) is a strategy game that is exactly what it sounds like - you issue no orders to your units and let them do their own thing. The unique gameplay mechanics work by influencing the battlefield via friendly units and terraforming to eventually win. For my biggest negatives, it's the unfair boss difficulty and the inaccurate enemy unit orders. For the boss difficulty, I played through three full runs on Easy mode only to get completely stomped by the end boss. Like it wasn’t even close. I found the normal fights to be actually pretty easy, but there seems to be some balance issues with how the bosses work. As far as the inaccurate unit orders, I covered this above, but it's annoying that the game can’t simply tell you what the enemies are going to do. Granted, this happened to me occasionally - maybe once every 2 or 3 battles, but it was enough to where it was a noticeable disadvantage. This stacked onto the boss difficulty just made the game feel unfair. As for what I liked the most, I found the gameplay mechanics to be fairly creative. It’s a great alternative to tactical games like Into the Breach. Overall, I cannot recommend Zero Orders Tactics. While it did feel creative enough in certain elements, I did not have fun trying to overcome the negatives. Furthermore, after repeated attempts and failings at the final boss, I did not notice enough player power from leveling up the character to help me going forward. Instead, you should check out Into the Breach (My review here: https://steamcommunity.com/id/Synikx/recommended/590380?snr=1_5_9__402) [h1] [b] Recommend? [Y/N] [/b] [/h1] [h1]No[/h1] You can find my curator page here: https://steamcommunity.com/groups/Synik_GR
無限に生成される詰将棋を解くことのできる良いゲーム。 敵の配置だけはランダムだが、それが終わった自分のターン中には、全ての行動の結果を考えることができる。どこにユニットや地形を配置するか、魔法をどう使うか、それらのことを必死で考えると、するべきことが見えてくる。 白熱する場面が多く、常に考え続けることになる。 また、指導者のような最初に選べるキャラクターがあり、それらによってゲーム性が一変するところも魅力の一つ。スキルツリーが異なり、使えるユニットも全く違うものになる。違う戦略を身に着けて戦うことになる。自身の強みをどのように活かすかが大事になってくる。
Гениально, шедеврально, уникально, глубоко, реиграбельно! Снимаю шляпу и рекомендую всем любителям настольных стратегий. Единственный нюанс, что стоит начать играть на "лёгком", иначе от определённых боссов может сильно подгореть, если не прокачать в мета-прогрессии героя. Как прокачаете по максимуму - можно и норму пробовать. Рогалик же, классика:)
The mechanics are enjoyable if you are a fan of tactical puzzle games like Into The Breach. The unit variety is great. But I would like more map variety...currently the battles are either "defend", "escort", or "capture chests". Unique tiles for different maps would be nice...for instance in Into The Breach you have some levels that have a Dam or a Train or City Buildings or Crystals, and those tiles have unique mechanics.
想法很有创意,但就是不好玩。或者说跟期待不符。 如果你期待的是一个Into the breach这样的需要仔细精算的游戏,那这款游戏或许还有60%适合你(但还是远不如后者)。 但如果你原本期待的是自走棋,或者是rogue like,又或者是SLG如火焰纹章这三类游戏,那我直接建议不要买。(对我来说,因为是跟另一款游戏打包买的,而且本身很便宜,就不退款了) 首先,这款游戏的每个兵都有一个地形偏好,比如骑兵会优先选择走平原,其次森林之类的。而当多个优先级相等时,会优先选最前方的。攻击也是每个兵都有固定的范围和固定的优先攻击顺序。然后作为玩家的你就需要在已知所有这些逻辑的情况下,仅通过投放替换兵力和地形的操作过关。 这款游戏对大脑的考验是非常大的。所有怪无论敌我都只有1滴血,每一回合都要仔细精算。而且因为几乎没有什么成长要素,你在获胜的时候获得的成就感是极少的。然后就进入了一些Zack-like的通病就是我上班已经这么累了为什么还要玩这个
Une pépite vidéoludique : simplicité, stratégie et rejouabilité au rendez-vous! Après quelques heures de jeu, il est temps de partager mon évaluation. Honnêtement, ce jeu est une vraie *découverte*! Il me rappelle un peu **Into the Breach**, tout en ayant une approche bien à lui. C'est un *roguelike* simple à prendre en main, mais qui cache une profondeur incroyable. 🎮 Le concept est super fun : tu as une chance de jouer, tu meurs, et hop, tu peux recommencer. Et pour les plus courageux, un mode hardcore est disponible. Il y a aussi 8 personnages à débloquer, chacun avec ses particularités, et une tonne d’évolutions possibles pour tes unités. 📈 Ce que j'adore, c'est que tu ne contrôles pas directement les unités. Tu dois les guider stratégiquement, transformer le terrain, lancer des sorts – tu te sens littéralement comme un dieu qui façonne le combat. ✨ Malgré des graphismes simples, la complexité du gameplay est impressionnante. La rejouabilité est énorme grâce à la génération procédurale des parties. Tu peux jouer une petite session de 10 à 15 minutes et reprendre plus tard – parfait pour les agendas chargés. ⏳ Pour être franc, je ne comprends pas pourquoi ce jeu n’a pas plus de succès. Il combine tout ce qu’on aime : du tactique, de l’innovation, une accessibilité immédiate, et ce petit frisson d'un jeu qui ne pardonne rien. 🎲 En résumé : **si tu veux un jeu stratégique, amusant, et qui te tient en haleine longtemps, fonce!**
I've been playing this game for a few hours now, and at this point, I would likely recommend it to fans of turn-based strategy. I say "likely" only because it hasn't been very long yet. I think this game is unique, and I am enjoying it a lot so far. Zero Order Tactics is a turn-based strategy that shares a link with auto-battlers in that both your units and the enemy's have scripts for walking across the battlefield and fighting. In general, one hit --> one kill (like in chess), so the main gameplay mechanic revolves around controlling the terrain to force units to navigate where you want them to. Every turn, friendly units advance right, and enemy units advance left--both in accordance to their movement speeds and their "preferred" terrain (as well as some other basic movement rules). Each unit has its own movement speed and attack area (e.g. archers can shoot in three fixed directions but not into an adjacent tile). Additionally, all units have terrain preferences. Normally, friendly units advance directly right, but they may move up-right or down-right if those tiles are more preferable. For example, horsemen prefer plains and avoid forests and swamps if possible. The player has access to spells and the ability to switch terrain tiles in order to influence troop movement/line of sight. They can also switch out one friendly unit for another once per turn. Killed/replaced units are returned to your hand to be played again. All of these mechanics are direct and straightforward, but when combined, they allow for tons of interesting gameplay options. You can use a reversal spell to send an enemy away--or use it on a friendly to move them to safety. Swapping units is an interesting mechanic since units will find themselves in unfavorable terrain which is more advantageous for a different unit. You can replace a fast unit with a slow one to attack an enemy point-blank and then put the fast unit back on the battlefield in the backline. It's pretty clear that there are many possibilities that I haven't discovered yet, and I look forward to figuring out what I can do. Also, there seems to be a lot of content to unlock, so I believe this game is well worth the purchase on several fronts. If nothing else, it's very innovative. Its comparison to Into the Breach comes from the fact that it gives you near-perfect information and that it's mainly a defensive game, but it's pretty distinct otherwise. There are a few things I would change and a few I'm neutral about. My biggest issue is that the character models are very small and the pixel art makes it difficult to distinguish their features. I don't know how this could be improved, but maybe a sharper resolution on the pixel characters would help? I'm no artist. At least the game makes it easy to see what units do and what passives they have. There are many subtle mechanics--such as the retention of tiles from the previous round--which are not made apparent to the player and can be a little frustrating to figure out on your own. Finally, after each battle, you are returned to a screen with tabs to let adjust your hand and allocate your run XP. These tabs should be reversed though. I can spend my XP after almost every battle, but the perks often affect what my hand looks like. The primary tab should be the skills tab, and the hand tab should be secondary. As you might have noticed, these issues are all minor. To the dev: I ran into one bigger issue I don't know if you can solve. Upon letting my computer idle to sleep (while in a round), the game became windowed but did not recognize my mouse except in a small portion of the center of the screen--away from the options/exit buttons. As a result, I had to Alt+F4 more than once to close the game and reopen it. The game is unplayable when this happens, but to note, the small character models would make playing in windowed mode a challenge regardless of the mouse problem. Here's my neutral take: I'm not hot on roguelite progression. It's a decent Skinner-box system, but mentally, the progression in a roguelike feels like the point of the game. When I get the characters to max level, my brain tells me I've beaten it and to put it down. Conversely, I don't really feel like I'm playing the game until everything is unlocked. As an example, I'm close to level 5 on the first hero--which will provide +3 mana to me at the start of each round. That's huge. It's like I can't give the game a fair shot until I have the powerful unlocks, but what am I doing until then? Intentionally losing to grind XP? Supposing I don't burn out, once all of the characters are leveled, I'll put the game down without using them at their full power. This is definitely a me problem, but if it's true for me, it might be true for others. Overall, I think this is a great game and worth my time and money.
에셋 가져다 쓴 그래픽 때문에 저평가 되어있는거 같은데 게임성이 독보적임 spark를 불꽃이라고 하거나 스파크 그대로 쓰기도 하는둥 번역으로 문제가 좀 있다 싶으면 영판으로 전환해서 확인해야 되는 귀찮음이 있음 적 기물도 아군 기물과 똑같은 방식으로 움직이기 때문에 선호,비호하는 타일을 적절하게 배치해서 타일 하나로 모든 적병력을 다른 코스로 이탈시키는 플레이도 이 게임만의 특징이라 할 수 있음, 그 타일 하나 때문에 아군 병력의 이동경로가 박살나는 경우도 나옴 보스들이 하나같이 개떡같은 패시브를 둘둘 감고 있어서 근접유닛들이 모조리 갈려나가는 바람에 궁수를 2,3기 데리고 다닐 수 밖에 없는데,산이니 숲이니 시야 안닿는다고 공격도 못하는거 보고 있으면 아주 재밌음. 시즈탱크마냥 니가와 플레이하는 궁수 앞에 산깔아주면 바보가됨-근데 드워프 궁수놈은 산을 선호해서 숲을 깔아서 시야 차단을 해야되다보니 그 숲을 타고 전진하는 역겨운 플레이를 함 요즘 겜들 다 거기서 거기라서 질렸으면 츄라이
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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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