
Chrono Ark is a singleplayer roguelike that combines elements from deckbuilders and party-based RPGs. Recruit, train, and build a team of unique Investigators to restore the Twisted World!
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About
ChronoArk is a party-based deck-building roguelike single player RPG game about rescuing the world from chaos.
Recruit, train, and build a team of unique investigators throughout the abandoned land and restore the Twisted World!
Party-styled, card-based battles Recruit up to 4 party members and synergize each card you have to win the battle!
All skills and perks will appear as cards during the battle.
It is up to you to customize your own characters!
RogueLite RPG Unlike classic RPGs, everything you gain will reset when your party is eliminated. However, you will discover more options as you play through the game.

StorylineA long time ago, the world was covered in the Black Fog and mankind evacuated to the Ark.
There is only one way to restore the world: collecting the Time Shades scattered around the Twisted Land and running the Clock Tower.
The world will return to its peaceful days if the Clock Tower starts to tick again…
‘Lucy’ ends up opening her eyes on the Twisted Land beneath the Ark.
Only thing she can remember is a mysterious message to operate the Clock Tower…
You will set up your Investigation Team with Lucy on a journey to gather the Time Shades.
20 collegues, numerous skill cards and items, relics, Lucy's unique skills, events, and bosses with patterns of their own.
Discover the Twisted Land, and complete your battle strategy!
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 885 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Such a good game. One of these rare cases where rougelike has story between and during the runs, which makes the game ten times better than your typical roguelike.
真是一款好遊戲✋😭🤚
神作,无需多言。
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 888 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
TLDR: Initially, I did not like this game because I had been spoiled by games like Chaos Zero Nightmare and Darkest Dungeon. This game has a number of issues particularly in the UI/UX department, but overall it's quite solid in terms of story and unique character abilities. I'll do my best to elaborate without being too long winded. When I first jumped into this game, I was really interested in the world story and number of characters/unique abilities and animations. The game plays sort of like a hybrid of Darkest dungeon 1 and slay the spire and chaos zero nightmare style combat. However, once I got into actual battle and exploration I started to notice the issues. To preface this, I played the games mentioned above (STS, DD, and CZN) prior to ever playing this so I was a bit spoiled in the UI/UX department. But here are several issues that culminated to me almost wanting to refund the game: - Inability to view your deck from the deck number area in combat (or maybe any area as I haven't figured that out in combat). One of the most important aspects of any deck builder is to be able to see what's left in your deck to help you make decisions. Maybe I'm an idiot, but I have yet to see a way to do so in combat. - During searches for other skills in the deck (Prophecy for example) you can hide the skills you're selecting from, but the on-hover of skills in your hand doesn't work. This one was really annoying because there were times I'm trying to determine if I have enough cards with Swiftness (enemy action count doesn't decrease when used) to take one skill over the other and I can't see it. - Not all definitions have an extended definition. This is absolutely MASSIVE for any deckbuilder. Explaining exactly what each key word means through on-hovers without a player having to click through an encyclopedia (which they technically do have in the game but it's through hitting the escape key as if to exit the game). I see a card that states it does 30 damage normally but if an opponent is debuffed it does another 30 damage. So naturally you'd ask, what is considered debuffed? I had to experiment with this and I still am not 100% certain. It triggered once when I had bleed an opponent. But there are also armor reductions, evade reductions, and other status ailments as well (i had an armor debuff on an opponent and it failed before as well). Do those count towards that? I still do not know 10 hours in (and I haven't looked in the encyclopedia as of yet). - Being unable to back out of a choice when presented with options in certain scenarios. There were multiple times I had to choose between two areas and I can only presume the game does not want to cache the choices within a level and you can't hit the escape button to leave and come back. - Upgrades do not tell/show you what cards the upgrade can be applied to until after you click it (and remember, you can't go back by hitting escape more often than not). Here's an example: you have an upgrade that says "When this is played from hand, silverstein's mark will trigger twice on the target". There's no small note that I've seen that states with that upgrade "Silverstein cards can not be chosen for this upgrade". That would immediately give you a lot more knowledge and control when it comes to choosing the upgrade. Instead, you click it and now you're locked in (at least that's how it was in the two runs I've done) and have to select another unit to apply it to. So if you've read this, you may be asking why the heck did this person still recommend the game? I pushed through two runs, the first getting to the end and losing to the initial final boss due to one mistake. The second beating said boss and getting an "ending". I was feeling really disappointed until a few cutscenes played and the game opened up a lot more after that. So ultimately, you have to beat the first run (5 bosses) to get the game to open up to the deeper more challenging depths. Additionally, there's like a dark souls style difficulty modifier attached to this game. You don't draw 5 cards per turn but just 2. TWO. Cards are retained across turns (unless it has a modifier that makes it so it doesn't) so you can blow your load on one turn and have absolutely nothing the following turn or two potentially getting absolutely destroyed for doing so. That makes this far more challenging in terms of strategy. Additionally, your characters have up to 6 levels and your leader (the character you play as) also has the ability to level up increasing either total mana or gambling on random card draw cards (you chose 1 of 3 each level into that) That's another layer of strategy that other games just don't have. If you choose to have no card draw, you will most certainly die. Same if you have low mana. But you also need to buff your character levels so they gain access to new skills and not just basic attacks and increase stats. Finally, after winning your first run and onward, you start unlocking new biomes, bosses, and characters to play that further increase the difficulty of the game as each boss has some unique mechanic that if you don't manage properly you will pretty much die. I've just beaten that previous final boss again and i think I can proceed past him now to additional challenges while revealing more of the world's story (I've only done 3 runs including this one). Ultimately if they could clean up a lot of the UI/UX issues, add some more animations and effects this game could easily be a top tier competitor in the deckbuilding market. As it is now, it's still solid, but it does come with its fair share of frustrations. 7/10.
再见了,所有的灵魂,无论是虚拟还是现实的。
好玩
全成就了,最适合二次元宝宝体制的卡牌游戏,角色好看,卡片演出好,非常好故事,推荐
Faz muito bem em tudo que promete, consegue combinar varias '' Features '' e ainda sim não bagunça com a gameplay principal...
Good Game.
[h1]Story (7/10)[/h1] Pretty interesting. I like it how the story works with the rogue-lite nature of the game. Kind of like a visual novel. There are a few plot points that didn't got resolved, which I found to be important (betrayer etc.) Liked also the character stories. There is a database where you can read bits of story and gets unlocked the further you are in the game which I liked. To read it you need to go to sleep which I didn't think of doing (and there wasn't the necessity to do so) until mid game where I was curious what it will do. [h1]Graphics (5/10)[/h1] Serves the purpose. There are some nice animations. [h1]Gameplay (7/10)[/h1] First time playing a rogue-lite like this, so I had my share of troubles. Thank god there was a mode, where you don't lose progress and even got stronger each you die. Without that, I am not sure if I would have made it past the first final boss. The battle system is fun and there are lots of characters to choose from with distinct play styles. The number of effects are overwhelming at the beginning and kind of is at the end. You absolutely need to read all of them since ignoring them will lead to your demise very quickly, especially fighting against bosses. [h1]Sound (7/10)[/h1] Liked the vocal tracks. Due to the nature of the game I heard the "standard" tracks too often for my taste. [h1]Performance/Configuration/Settings (6/10)[/h1] On start up the game was in Korean. Luckily it was easy to change it to another language. Also the controller is disabled by default. You have to go into the settings to enable it. Half of the times the controller wasn't recognized on startup so I had to unplug and then plug it to get it to work. I think the game was designed to be played with keyboard and mouse. I had a bit of a problem with the controller to navigate through the UI, but it was not bad enough to not play it with a controller. Transitions are sometimes not smooth but that's ok.
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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