
🌋⚔ 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.
Modeled estimate, not a reported figure. How we estimate →
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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
Boring
很有创新性的游戏,但正如很多评论所言,这游戏难度很高,由于每回合自动行进,所以对算力要求很大,但玩法确实独一无二,愿意计算的玩家还是值得入手一份的。
[h1]pAxRoc's Review at 4.2 – [b]ZO:Tactics[/b][/h1] Typically, I do my reviews at 42 hours but [b]Zero Orders Tactics[/b] is such an innovative deck builder/battler game that some wordplay was needed to express my opinion earlier... In short, the standout mechanic that sets this game apart is that there is no RNG. That’s right, aside from random spawning of enemies, there is no randomness. All units will move in predefined manners, based on tiles that can or can’t step on or have a preference for. While you can deploy and/or swap units on the board with those in your hand, you do not interact directly with the units once on the board. You can, however manipulate the tiles on the board itself, and thereby changing the behavior of the units themselves by means of shaping the very map itself. As the title states, this game is all about tactics and strategy.
What looks like a very simple game, is actually a full-fleshed and deep tactics game with refreshing and innovative mechanics. I wont be spending more time with it on Steam, as i just discovered that theres an android version as well, but still dont regret buying the complete bundle and hope for a sequel in the future 😊
非常好玩的游戏,玩家对场面具有绝对的掌控力,调整地形,调整兵种并进行全自动作战是绝对的天才想法,这么优秀的游戏设计热度这么低实在是可惜。
Игра стоит своих денег определенно, но вот масштабирование сложности крайне странное, ты легко проходишь этапы не напрягаясь, а босс просто непреодолим
нет
[h1]标题欺诈的纯脑力战棋[/h1] [h2]游戏推荐指数:★★★★★★★★☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 测评版本:V1.060 [h2]玩法总览[/h2] 我完全是被这个标题骗到了才来玩的,Pauloondra所宣传的Zero Orders Tactics的特色在于,作为一款战旗游戏,你无法对你的棋子直接下达指令。所以我这个大聪明马上心领神会——[b]这一定是那种战斗类似自走棋或idle游戏那样,战前布阵,战时托管的爽游吧![/b]全错,这个游戏依旧需要频繁的操作,而且因为你不能直接干涉棋子的走向,所以你反而需要更多计算和预测来估测战局的走势。你唯一可以影响棋子行进路径的方法是更改地块,但是你每局只能进行一次地块修改(还得你手里有对应地块才行)。具体的得去游戏体验了,这不是语言能简单说完的了。 所以相比一般的roguelite战棋玩家,这个更适合传统的国际象棋玩家,你没什么数值可以肝,任何棋子没护甲都可以被一击必杀。棋子的预期操作可以右键调出计划视图查看,但是无法看到被其他棋子行动干涉后的结果,高难下大量计算无可避免,太硬核了。 [h2]局内流程和体验[/h2] 游戏的地图框架照搬杀戮尖塔,三张地图各有一个关底boss,有三条互相交错的路线。抄成功轮子我一直是鼎力支持的,但是受制于内容量,Zero Orders Tactics(以下简称ZOT)只学到了形式,体验上天差地别,因为事件类型太太太单一了。只有三种战斗事件类型(护送/防御/半奖励关卡性质的围猎),,以及三种商人,除此之外没了,没有随机事件,没有真正意义的小boss,地图上能看到接战的怪物类型,体验实在有点太可预测了,这让长程游戏的体验很容易陷入乏味,它不能像是别的爬塔roguelite一样让我在每次被击败后急不可耐地开启下一关,反正在ZOT我亦不会见识到太多新东西。 关于这点,结算流程也有责任,这个游戏的局外有点肝,游戏结束时会根据击杀计算经验值,为英雄带来共十级的局外成长。我目前玩了6h+,尚且没把初始英雄的等级刷完,而肝完一个英雄后,你解锁的新英雄也完全无法享受到任何全局增益,这让人在刷满一个满命英雄后,很难想要去体验一个强度低太多的其他英雄。开发者绝对应当把部分加成做成全局的,让低等级英雄的战斗体验和经验获取能boost一下。 [h2]操作[/h2] 还是简单提下操作吧,这个游戏的教程一定要仔细看啊! 棋子有几个基础属性: 1.移动距离,默认为1,注意,你的棋子只要能动就会尝试一直动!我方默认向右,敌方默认向左路径上遇到敌人自动攻击,如果你的棋子深入敌后,恭喜你,它基本没用了。 2.攻击范围:这个游戏的远程单位很宝贵,且基本都设计为不可攻击面前,山脉和单位都会阻隔远程视线。 3.喜好地块:核心玩法,你的棋子会优先走面前的喜好地块,比如人类基本上是喜好草地,不喜欢森林沼泽,无法进入山脉和水域。这也是你控制你棋子运行的核心,它们不会看哪里有敌人来移动的,只会看哪里有心爱的大草坪。 4.特性:接着第三点说,很多棋子都有的一个特性是非喜好地块上无法攻击,如果你的骑士跑到森林里,那他虽然下回合还能动,但是本回合不会攻击范围内的敌人,也无法反击了。风味上很有趣,操作上很红温。除此之外还有护甲,嘲讽,延迟攻击(理解为诅咒吧)等,策略深度可太足了。 你首个回合可以在较大范围放置(初始两个)棋子,后续的每个回合只能在左侧边界释放棋子,配合大部分单位1点每回合的移动速度比较红温,但好在你的操作不止于此,你每个回合可以进行一次边缘放置新棋子+一次替换场上任意棋子+替换地块,所以常规套路就是骑士快速机动,下回合把战场中心的骑士替换成高战力单位,再在边缘放一个骑士。很好,你已经学会这个游戏的所有操作,现在去保护你的平民不受伤害吧!棋盘顺序为 己方棋子→敌方棋子→己方平民,平民死亡扣你的血,平民只要存活一个即胜利,如果平民死光但是你还有血就会重开本局。 [h2]音画表现和其他[/h2] 游戏这种画风恐怕也算不上养眼了,像素小人画得比较抽象,动态也很粗糙。好在核心卖点不在于此,作为战棋游戏,做到战斗单位易于辨认已经算是尽了本分了。音乐扣分点,没什么记忆点,循环起来就开始有点烦了,加上棋子音效真的很吵,希望能替换下。 [quote][h3]鉴赏员测评配置:[/h3] CPU:Intel Core i9-13900k GPU:NVIDIA GeForce RTX 4090 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
İlk başta anlaması zor olabilir, ama biraz oynayınca eğlenceli bir oyun. Aslında oynanır, fiyatı iyi.
Excellent jeu, original, aux parties rapides mais très stratégiques. Une très belle découverte à petit prix.
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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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