
Bleed the world back to life in a series of tactical, turn-based bloodbaths! Lead your STILLAE, elite warriors in the fight to save a dying world from the forces of STASIS. Slay foes, kick them back on the timeline, and trigger chain events where elegance and blood flow as one.
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About
From the Sanguis of the Mater, the Stillae are born. Elite warriors who bare the last of their divinity's hope, you will lead them in a battle to save a dying world. Fight in tactical combat against the forces of Stasis and restore the flow of life!
Plan your next moves with dynamic turn-based combat, strategically triggering epic chains of events across the battlefield:
Use Timeline Effects to speed up, delay or swap time position to impact turn order and outsmart your enemies.
Play with your surroundings that can explode, ignite enemies, or block sight... changing the outcome of the battles.
Leverage spatial effects like knock-backs, forced facings, flanking bonuses, and damage-over-time to dominate every encounter.
Unlock a vast arsenal of abilities, each offering powerful synergies and deep build customization.
Choose your own path and difficulty as you progress through the map.
Take on high-risk, high-reward missions, head straight for boss encounters, or slow down to gather resources to increase your chance of success.
All missions contribute to gradual progress and reflect the type of experience you decide.
With each return, each playthrough, you carve new strength from failure and victory alike, unlocking forgotten powers and braving ever darker depths, where your greatest enemies await.
The further away you venture toward the outer rim of the map, the harder the standard Missions become.
Regain memories and customize your Stillae for the next round by changing their loadouts and names.
In a world drained by the Purge, blood is defiance. Each drop of it paints the world in reds and blacks, as a reminder that life fights back. This is not just violence, it's a vivid rebellion in a pale, colorless world against those who would see it in Stasis forever.
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Add-ons
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Themes across 61 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1][b]《血色序曲》:落下绯红的策略战棋,战驭苍白的终末之地[/b] [/h1] [hr][/hr] 因域外打击,举世皆疮痍,近乎失色的世界像是得了绝症的病人,猩红刀光划过战场,细长人影拖拽披风,本作的美术依旧沿袭[b]同工作室前作《彼岸花》的风格[/b],[b]扮演不同职业的英雄,玩家需要在末世如月球坑一样的据点中剿灭让时间“停滞”的势力,利用行动点管理的肉鸽构筑进行策略战棋行动,[/b]将大地划出伤口,汩汩而出的鲜血不只是将敌人排异出去,也是让地球[b]重焕生机的活体反应。[/b] 游戏现EA发售,但是目前体验下来是形备而内容稍欠火候,更推荐各位观望秋季更新后再行入手,整体框架以及策略设计是极有潜力的(只差补上更多机制、敌人、角色技能等内容)。 [h2][b]时间就是生命,让敌人的下一回合变成遥遥无期[/b][/h2] 游戏的核心机制和痒痒鼠一样,敌我单位共列于一条时间轴,通过不同技能对此加速、延迟与交换时间位置,可以改变接下来的行动顺序,从而抢出多于的攻击轮次。 [i]比如说乱流这一词缀就会对时间轴进行改写[/i] 因此,在战棋策略上,或许并不用单纯追求高伤害、高防御以[b]抵消地方危险技能这一目标[/b],改写时间轴后的队友补刀,或许能让单回合收益更加高,搭配地形杀以及强制位移,玩家可以将不同的角色位置进行连携。[b]传统战旗讲究理解敌人意图后的直接防反,在本作中,因为存在一角色的多段施策,以及顺序的改变,因此敌人可能一令一动,但是玩家可以拆分成几段进行应对。[/b] 既然可以一令多动,[b]本作角色(血化生)具有相当宽裕的行动点[/b],移动和技能会共享AP,[b]因此在小地图中,如果关卡目标只是让玩家去击退数量的怪物,玩家大可不必用AP去移动,等怪物自己近身后进行多段攻击即可,选择三个法系职业(真言)打这种关卡可谓手拿把掐。[/b] 因为AP数以十计,玩家其实更需要统筹行动点的消耗以及动作指令构建成组,一旦超限,就会在本回合构成[b]爆发(过载),[/b]越过这条线,角色虽仍能继续花费剩余AP,但下一次行动将被延后。因此玩家决策又可以有两种倾向:节流后争取下一回合的提前行动,或是[b]干脆过载,集中火力完成本关斩杀。[/b] 一击脱离,不选择过载通常适合[b]小刀割肉磨血,[/b]但是有些关卡目标是需要玩家进行大段位移后攻击地方据点,[b]完成大段位移不可避免地让玩家进入过载,因此,[/b]全队会在下一回合陷入漫长等待的同时,蓄备下一回合地火力倾泻,[b]必要的透支未来,也是本作筹算感之一。[/b] [i]玩家将在如同毛孔一般的大地图中进行探索[/i] [h2][b]肉鸽带来成长,磨刀不误砍柴功[/b][/h2] 除开机制,角色夹带的特质[b]、可以释放的不同技能类型[/b]又让战棋变得更加具有精算感。[b]即时技能[/b]在瞬发后直接造成结果[b],[/b]搭配着[b]延时技能(在时间轴排进一个延时技能的读条)[/b]可以构成错落的基本攻击,[b]反应技能为棋盘加入了条件释放的特殊攻击[/b],比如说队友攻击一次可以回补能力点,这些联动可以让单回合中追加更多行动,[b]或是直接释放打断技能,前手就能将敌人的威胁化解。[/b] [i]这些技能也会在局间作为肉鸽随机的选择出现[/i] 至于环境陷阱以及强制位移的空间关系,则是大量战棋皆有,本作更有的机制,[b]在本作中体现出了更具连锁感的布局:进入玩家回合后,可以先埋入条件技、延时技,然后利用即时攻击手段进行环境击杀,打断技作为一个补充,[/b]玩家考虑行动点计算的同时,还需要同时兼顾时空维度的顺序,现阶段已有几条相对平行的策略点,接下来的更新希望能够实现之。 至于关卡选择,也可以在主动调整任务难度,越战越勇中获取更加高额的结算奖励。结算奖励将在玩家结束本周目之后,取得相应的终局成长。 9月10日的首发内容包括目前只是包括沙漠与城市两大类场景、一个主要头目和两个小头目,以及37项技能、16 项特质(被动属性)选择。因此无疑本作现阶段还真只是[b]序曲,至于接下来的更新企划,也会主要在于增加任务目标、交互物件、环境机制、敌人种类、队员的被动能力以及其随成长变化的角色外观等[/b],如果顺利,接下来的两个季度就会有不小的更新。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
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Languages: English*, French, Spanish - Spain, German, Russian, Simplified Chinese, Ukrainian, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 61 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
地圖上的知識點, 消耗血液強化屬性是不生效的, 浪費一堆時間在那邊強化, 角色三選一強化時間位移也沒效果, 這遊戲真的在搞笑
游戏可游玩内容很少,很多小地图基本粘贴再复制,简直一样,局内游玩资源很少,角色性能成长很少,词条有很难凑一套,游戏内对比前作的优化很差,角色不能放大缩小,角色动画也不多,尤其偷袭斩杀动画一模一样,偷懒的一批,有时候还不放,尤其搞笑的是,角色之间的技能还能相互伤害,说的就是击退伤害能伤到友军简直无语,最哈人的是这作地图难度数值太爆炸了,而角色成长基本是蛐蛐
Awesome & immersive tactics game! So far given me 20 hours of that ‘one more turn feeling’ which I almost never get these days. As an Othercide player, it took a couple of hours to appreaciate. My first reaction was meh – very similar to Othercide, but changed in ways that lost what made the original so unique. But after persevering I’m seeing all the changes as a positive. Battle babes fully heal after each fight. Game is much more fast paced, single missions take 3 to 15 mins max. ( Unlike othercide where a mission could take literally hours, at least if you’re like me & refuse to let any of your babes die or sacrifice them to hell.) The way the game divides itself into runs, each with about 8 battles where the babes get a choice of random skills after each mission, helps replay ability & gives you an ongoing fun cycle powering up your team. Storytelling is more convention, and while still appealing dark, isn’t dark to the excessive degree that othercide was (the suffering child etc.) Game feels fully polished, but content can be completed in less than 5 hours if youre a tactics veteran, so very early access in that sense. Currently the game lets you play each battle on easy difficulty if you like, and you can retry as many times as you like. This might be a sensible default setting, but for me the biggest improvement the game needs is a difficulty with some kind of doom clock that pushes you to perform. I’m probably going to replay at least 50 hours even with the content we have right now, and I’d guess more than 500 hours once this is complete. Am expecting a master piece here boys!
整体还是推荐的,美术还是很有前作《彼岸花》的味道,红黑白配色很抓人,时间轴战棋的玩法也确实有意思。推条、延迟技能、环境互动这些机制打顺了很爽,不是单纯堆伤害,还是有不少策略空间的。 但现在数值平衡有点粗暴,高难度下敌人血量和伤害涨得太快,我方成长又比较有限,很多时候会从“策略挑战”变成“硬磨数值”。再加上部分技能说明、角色属性查看和帮助信息不够清楚,玩起来偶尔会有点憋屈。 期待后续更新!
[h2]《血色序曲》简评[/h2] 《血色序曲》是一款肉鸽回合制策略游戏。 生命犹如星辰之血,我们也曾拥有生命,直到空洞之月的降临,祂将生命与回忆尽数拖入虚无,带来世界的终结。“我”在源之血中醒来,召唤“你们”现身,我令你们去杀戮,去让他们流尽最后一滴血!因为他们的血承载着我们的回忆。我的..血化生。 游戏设定在一个被“空洞之月”抽取时间与生命的濒死世界,玩家将率领名为“血化生”的精锐战士,以鲜血和时间为刃,向“停滞”势力发起反抗,让世界重焕生机。 本作采用黑白主调+血色渲染的哥特视觉风格,契合了游戏背景中被空洞之月吞噬殆尽的世界,以及依靠鲜血之力反抗的我们,大胆配色带来的视觉冲击,搭配上质量极高的打斗特效,使得整个游玩过程中画面的表现力相当出色, 游戏融合了肉鸽循环与随机能力构筑。在战术回合制的对局里,玩家可以通过操控时间轴加速、延迟等,改变战局节奏,同时还可借助引爆物件、侧翼夹击、击退与环境互动,触发连锁事件扭转战局。对局外玩家可以通过局内收集的三种素材,进行永久的天赋强化。 总的来说游戏整体游玩体验还行,游戏的机制是别出一格、较为有趣的,但是三种素材的强化机制较为繁琐,局外成长较肝,对局内每个关卡有多个难度可以自选,前几个难度都感觉打起来挺惬意的,很轻松就过去了,就是单局时间感觉在肉鸽游戏中算是较长的了。如果喜欢本作的美术风格,对肉鸽游戏感兴趣的玩家,可以抽个时间慢慢体验本作,相信不会让你失望的。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/46072643]“黄油收集师”[/url][/td][/table]
Jeu prometteur a voir au fil des mises a jours de l'accès anticipé.
This is a Roguelite Othercide, which sounded cool at first but in this current state and at that price, the game is not worth... It feels like playing a Pre Alpha. Content is empty, the game becomes boring after few runs and you better activate the accelerated mode or get ready to spend more time watching your screen than playing. Also, the models and animations are cheap, graphism is somehow uglier than Othercide which was released 6 years ago. There's plenty room for improvement but still, releasing the game at this current state was a mistake.
The game is not half bad considering it is in early access. I am a very big fan of Othercide but I could not help feeling like the story has the similar plot. I am hoping it is a twist and is in the same universe as Othercide. My big gripe or gripes with this game is the combat feels extremely one sided and starting a new memory run is more tedious than anything else. Unlike Othercide where you could return units, skip bosses you have beat etc. Ex Sanguis makes you go through the slog over and over again and all of the fights are not fun. In it's current state I would not recommend buying it unless it is on a discount, you really enjoy combat that pretty one sided, or you do not mind a slog to unlock a boss fight that turns out to be really simple. Unlike othercide, the bosses are extremely easy to beat and feel anti climax when you have killed them. The lead up to the boss fights frustrating to say the least. Even with combat sped up it you are essentially trying to destroy a single objective with enemies that are never ending or you have to run around the entire arena to kill 3 or 4 targets. In my opinion neither of these are that satisfying to play to gain the corrupted blood resource cap needed to fight the bosses. A regular arena battle tends to start pretty simple and essentially turns into a race against the clock. The enemies have reloading reactions which means they never run out of them and they can be pretty oppressive. There is one enemy that has a massive range in a line and can snipe one of your stella if you attack their ally. Normally this is perfectly okay, however this enemy was well over around 10 to 15 squares away. There is another support enemy called serapheim which also has a reload ability that steals 15ap from your stellae for each action they take. These small lack of balances within this game make hard to want to continue to play as these enemies feel like they have no restrictions and for you as a player to have a "big" turn you actively have to plan out with all 3 or your pieces. The issues with enemies reactions is a balance issue and there is not feedback button to actively give developers. While I am actively frustrated at the balance of the game I understand that it is in early access and look forward to the patch notes.
[h2] 前言 [/h2] 2020年的《Othercide》在策略游戏市场掀起一阵波澜,《血色序曲》继承了前作的黑白红三色画风与优秀底层设计,而他又带来了哪些新东西? [h2] 美术与音乐 [/h2] 《血色序曲》的美术继承前作,以黑白两色作为基底,用猩红的强烈色彩突显游戏风格:极简的哥特废墟场景与细腻灰度光影共同构建暗黑画面。 游戏音乐十分空灵,战斗时的打击音效以血液的流动、爆裂等为主,不抢占游戏体验的重心,但可以放大游戏所体现的孤寂感。 [h2] 游戏玩法 [/h2] 本作是回合制游戏,玩家操作的三名血化生与各种怪物均在时间轴上按顺序移动。游戏目前处于EA阶段,共有三位职业可供选择,以及每场游戏结束后获得资源,这些资源将用于局外成长系统,局内每一次战斗结束后,三名血化生都会获得随机的技能以强化自身。 血化生以消耗能力点进行移动与技能释放,在本回合消耗过多点数时,进入爆发状态,可以提高对怪物的斩杀线,同时会将角色在时间轴移至最后的位置。因此爆发状态既可以作为斩杀手段,又可以搭配部分提前时间轴的应对技能,丰富游戏的战斗策略。 [h2] 游戏体验 [/h2] 本作的游戏体验只能说中规中矩,主要缺点在于游戏数值平衡的失衡与游戏内容稀少,这与游戏正处于EA阶段有关。游戏在不同难度上的数值平衡一言难尽,现阶段一共也只有三个职业和三个BOSS可供选择、挑战。 初次上手游戏时,新奇感与游戏扎实的基础会让你喜欢上这一款画风特点鲜明的战旗游戏,但数个小时后,游戏现阶段的内容便可以体验七七八八,而缺失的内容与数值问题难以支撑玩家后续重复性游玩。 [h2] 总结 [/h2] 《血色序曲》延续了《Othercide》黑白红哥特美学,空灵配乐烘托孤寂氛围。作为时间轴回合制策略游戏,血化生的爆发机制带来有趣战术选择。但 EA 版本短板明显:职业、BOSS 数量偏少,内容体量有限,数值平衡欠佳。期待制作组的后续优化,本作扎实的游戏基底也代表着有着不错的发展潜力。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
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