
Break Siege is a train-themed deck-building rougelike game in which you constantly construct your own deck and breakthrough forces of the Imperial in intense, real-time battles.
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Break Siege is a train-themed deck-building rougelike game in which you constantly construct your own deck and breakthrough forces of the Imperial in intense, real-time battles.
・In order to complete the important mission given to you by the Rebel, you must drive an interstellar train that can travel between different planets, breakthrough forces of the Imperial's resistance, and ultimately complete your mission.

・Each playthrough is a new procedurally-generated adventure, traveling from planet to planet in a variety of styles, encountering all sorts of unexpected events, acquiring equipment to strengthen your train, and recruiting all sorts of mercenaries to join your team.
・Every route is brimming with possibilities. Will you tread carefully or dance on the razor’s edge? The decision is yours to make!

・Unlike turn-based combat, real-time battles are more intense, thrilling, and smooth.
・Combined with deck-building, it offers you a completely different combat experience.

・Each train offers a rich and unique selection of cards for you to choose from.
・Familiarize yourself with the special effects and mechanics of each card to master your battles with ease.

・Failure is not the end; every adventure is a journey towards becoming legendary.
・With each adventure, unlock different cards, mercenaries, and abilities that will become your boost to break through the sieges.
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Languages: Simplified Chinese, English, Russian, Japanese, Traditional Chinese, Portuguese - Brazil, Korean
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
初始页面如果更多能改造车体的 类似技能树会更好玩 或是能改造主炮 或是 调整一些卡牌什麽的会更有动力冲难度吧 目前只全破最简单的难度 还没有这些改造选项 只能说如果有 才有多周目的乐趣啊
鉱山の貨物の卸先が全然ないのは仕様なのかバグなのかわからない… ゲームシステムとしては面白いので今後に期待です
《突破重围》是一款以火车为主题的构筑类卡牌肉鸽游戏。玩家需要驾驶星际列车,突破帝国封锁,完成最终的使命。老实说,第一眼看到这部游戏的时候就很喜欢本作的画风,很难想象本作居然只是由两个人制作出来复古而又精美的像素美术。 在没玩本作之前,一开始看到火车加飞机的组合,不禁让我想到了当年玩合金弹头,有一章节也是在火车上打天上的飞机。本作则是以卡牌战斗的方式展现出来,不得不说作者们的用心了,与其他卡牌游戏比起来,本作的核心主题是火车,一切的构筑都是围绕着火车,炮塔护盾战术,更能勾起笔者的兴趣。 作为一款以火车为主题的游戏,核心是什么,当然是车厢了,多一节车厢代表玩家可以多一节火力输出。除了车厢之外,玩家还可以将获得的蓝图安装在车厢上,从而可以提升在车厢上炮塔的属性。万万没想到还有羁绊的机制,凑出相应羁绊则可以获得加强! 作为一款非传统意义上的卡牌游戏,本作除了推进关卡还要避免新的敌军追上我们,你没有看错,随着时间的推移,帝国会不断派出敌军来骚扰我们。当玩家在路上耽搁的时候,敌军就会火速前来,如果被追上则会加入战斗,而且波次之多令人望而生畏~ 在每次战斗前会遇到之后随机可操作的事件,等到战斗结束后,玩家或可以招募新队友,或收集可贩卖的物资,或获得新卡牌。物资需要队员去探索,有些地方甚至有危险,而探索到的物资可以去贩卖点售卖,赚得的钱用来强化火车,或者购买删除卡牌,构筑出一副适合的卡牌去更好的应对敌人。 卡牌又分为战术卡,炮塔和护盾,战术卡可以让火车头造成输出,护盾用来抵挡伤害,炮塔则是我们其他时间输出伙伴。每轮会有几费让我们行动,消耗完就要主动刷新,重新给费数,与传统回合制卡牌不同,刷新的次数可以叠加,这就让玩家们可以更灵活的去应对每一波敌人。 这种新奇的即时动态玩法,牢牢抓住笔者小牌佬的心。优化牌组应对敌人的同时还可以加强本体增强灵活度和速度。很喜欢这种策略+肉鸽元素的洗礼,这下不得不推荐了。 [quote]关注:「[url=https://store.steampowered.com/curator/45549554/]慕之安鉴赏组」[/url],慕赏游韵,安品游情[/quote] [u][b]“慕之安鉴赏组”静候同路人。[/b][/u]
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Hours played at review time, across 42 reviews with recorded playtime.
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[h1]品类框架桎梏下的半即时破局创新[/h1] 关于游戏的玩法参考视频就好,这里不作太多赘述,主要讲讲游戏对品类的创新;《杀戮尖塔》可以说创造了一个“Roguelike回合制策略卡牌”品类下的完美轮子,甚至可以说,没有尖塔,我们甚至不能将这个品类独立出来。俗话说不要重复发明轮子,因为没有比圆形更好的形状了,尖塔对于这个品类就是这个级别的存在。因此,后续者大多也是在类尖塔这个既定框架下加入自己的独特创新,这个完美效仿对象对本品类既像是祝福,又像是诅咒;模仿者或有游戏加入回合外响应,或有游戏改变地图关卡逻辑,但是在最本质的“回合制”这项上动手的,本作尚属我所见的首例,这是一个根本性的大胆创新。 首先你得意识到,这可不是“给回蓝加个计时器”层面的小修小改,回合制这个地基关联着费用模型,先手优势,空窗期对策等底层设计思路。游戏为了将这套系统套入即时战斗的框架,将不少怪物火车的设计思路带入了这个爬塔玩法中,譬如游戏的地图也类似尖塔和怪物火车二者的融合,每次地图分支决策都关联着一组而非一个项目之间的选择,但是较为创新的是,作品将追逐战引入了大地图,当你因为负重过大减速,或是在地图的收集事件上浪费太多时间,就会因为追兵而需要面对额外的战斗。 游戏全面革新了攻击方式,加入了类塔防元素的炮台系统以降低过频的操作,并且由于敌机会在空中以各种阵型存在;游戏的大部分即时攻击卡也不再采用对象所定的模式,而是增加了范围攻击,穿透攻击等形式,进一步复杂化作品的伤害模型,强化了了即时操作对伤害上限的意义,让这个游戏不止是换皮的传统回合卡牌游戏。在这个修正下,游戏的思路就变成了前几个回合高频叠甲+炮台,尽量发挥其成长性优势,在有喘息的盈余后塞插件和强化,在中后期再转入即时攻击卡的使用,辅助炮台集火打击高威胁目标。 话分两头说,理想很丰满,现实则是,开发组似乎难以把控好这个因为半即时,含塔防要素,范围伤害等等一系列加法设计累加下的,复杂数值系统,而导致了游戏的即时攻击玩法收益被倒挂,留个应急即可。配合本作不短的单局时间,和由于过度分散而导致获得感加强感不足的强化项目,本作的体验确实不如预期中那样,能融合策略卡牌的决策的即时战斗的刺激二者最好的那部分,但好在体验确实独特且无可替代。 [code] No Responsibility Review,只根据个人喜好进行评测:[url=https://store.steampowered.com/curator/36266776-NRR233] 无责任评测[/url][/code]
不耐玩,容易腻
游戏还不错
题材不错 爽感也有 但是缺点很多 我说平衡就是一坨,第一把上来玩的攻击卡的流派 穿刺公配弃牌给导弹的能前面杀穿,然后你猜猜最后boss是啥 只能一回合打三张牌的东西 不是哥们 这玩意比沙漏还神秘 你打第四张牌开始一次就是6*6 你玩不玩 直接给牌组整个废掉 还有能穿盾的强制攻击 直接给你叠了半天的塔废掉 完全没法打 以上两个特点只出现一个都很头疼了 它居然同时出现在一个boss上 ui也很烂 都是一个色糊在一起 区分度很低 很难分清什么是什么 一些效果也没解释 比如升级给的充能 主炮的升级面板和卡组几乎没联动 我觉得这个是个多余的设计 可能要后面解锁一些东西才好打吧 但是我觉得一个肉鸽一上来第一把没法通关是很败笔的设计
慎买,局外成长约等于没有。只有打过boss了才获得一点解锁其他东西的点数,但是一局经常解锁不了一个。除非天糊,不然很难能够打完一局。
An incredible niche of an idea in a rogue-like brought to fruition, and unfortunately saddled by the realities of a small production team. Give it time, and with the right direction it's an experience that I believe could be a staple for those who love Mad Max, Snowpiercer, and the Hogwarts Express on a cocktail of adrenaline and the wonders of compound interest (regarding weapon combinations) ;) We all want something new and ingenious. Some of us muster the courage to make it a reality. FojoGames has taken that jump and given the attention it has deserved, which is at the point where polish is a priority. The team has done a great job realising something exciting and repayable but it certainly needs work to make it accessible and repayable. I sat down with a friend to play the version prior to the recent patch, and we loved it! Good balance, a feeling of developing a crew of rogues, and a great sense of progression and achievement. It's supply chain in a post-apocalyptic world with guns and that's, well...no one's doing that. However, I appreciate that developers have priorities, and bandwidths for designers are limited, but this game needs to take a hard look at itself in an international market for accessibility and ensuring basic quality of life changes are made if it wants to make the leap to the big-time. - Give us more train options, this game could be the FTL of locomotive madness - Bring back the station by station randomisation, the latest path has nurtured player choice - Suggestion: Bring in Upgraded Crew, a random chance to have a double or nothing member would be exciting! Is it worth your time? Yes Is the creative direction in early access taking it away from the core experience, sadly also yes. **This can be considered a point in time review given the latest patch, later patches may fix issues of accessibility and quality of life**
Wow, what a fun little gem! It's still an early ver so it has many minor issues, but the core gameplay loop is pretty solid. I like that the game allows us to bring in many crews and has different ways to earn money, and it's always trading risk and rewards between what you can handle and what might break your build. [hr][/hr] Issues I hope will be improved: 1. The tutorial really isn't great as it didn't cover some key tips. For example, do you know that you can send out crews to multiple events at the same time? Well, I didn't, so I was wasting time sending and waiting one event at a time. Similarly, the "high price buy back at location X" means we go to the Recycle tab, which I was wondering where to sell. 2. We need more cards removal especially the game tends to give us many cards, and not nearly enough ways to remove them. Maybe after some battles, we can choose to remove cards or add cards? Some locations allows us to do card removal, but those are rare. There are also card removal stations on the map, but they only removes one card per visit, not sure if that's a bug. 3. Weapons lose their enhancements and stats after being destroyed or swapped, but that also means either we must keep the turrets up somehow, or we ignore the enhancements cards. Maybe give us some cards to [b] repair [/b] the turrets? Honestly there's no incentives to swap the weapons unless we want to trigger the bonus like draw extra cards or gain energy, at the cost of losing the improvements. 4. The weapons cards seem to clog up the deck. This is related to the card removal problem, but also there's little reason to not wait for the strong weapon and then enhance that. 5. Too many gear types for the trains blueprints to match. Like, not only the blueprints have their own effects, they also have gear to match. The UI itself doesn't even handle too many schematics as we have to start drag the screen while risking misclicking the new ones. 6. This is related to the above, adding train slot is expensive if we want more space for blueprint gear matching... but if we prioritize upgrading the function of the train, and adding and removing cards, then train slots would be very low priority as it's not as high value as doing other improvements. 7. Very limited meta progression. 8. Only two train types to choose from for now. 9. Needs borderless window option, seriously. 10, Didn't see any "cargo/haul" quest spawning after the 1st level. Maybe a bug or just bad luck? [hr][/hr] All the being said, I still enjoy the game and will be waiting for future updates.
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