
Stack game-breaking synergies until your party can slay gods. Command a party of heroes, forge powerful synergies, and level them up across runs in this turn-based tactics roguelite. Battle the gods solo or in co-op, where defeat is just another beginning.
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About

Build powerful party synergies and fight through unforgiving battles as you explore and save a realm torn apart by divine war. When one run ends in death, resurrection begins the next.
Embrace scaling difficulties that add new layers of challenges, from random modifiers added to enemies to map-wide trials that affect the entire encounter. Each run and encounter will be fresh as you try out different party builds.

Victory depends on how you combine your heroes: chain their powers and create devastating synergies. With 150+ Items to build around and 200+ Abilities, each with its own upgrade path, the build options are limitless. Theorycraft your way to broken, game-breaking combos.

Lead your champions alone or rally up to three friends in fast-paced co-op play. With simultaneous turns for all players, battles remain fast and tactical, as you fight for the realm’s survival together.

Earn Ultimate Charge from every move, whether attacking, casting spells, or defending. Each hero wields a unique Ultimate Ability to turn the tide—breaking enemy ranks, empowering allies, or unleashing overwhelming force.

Upgrades don’t just raise stats; they evolve abilities, unlock new mechanics, and deepen hero playstyles. Assemble your party from 6 unique heroes, each with their own 3 distinct subclasses to that alter their playstyle.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 243 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
roglike架构类似于横跨方尖碑,蛮好玩的,建议给技能增加变种或是增加模组槽位,可以让架构更加丰富。麻烦多增加点不同体系的技能组。
问题很多,不过玩法没问题,建议增加地形效果,参考神界原罪就好了,其次是角色养成用灵魂碎片就好了,其他解锁纯多余,直接开放即可,后面多开几条故事线,那这个游戏就相当可以
Very fun game, with lots of cool interesting interactions/combos between items/characters/skills. The tactics part is a bit less in-depth than some of the more heavy hitters, but its a fun game more along the lines of Stolen Realm / Inkbound. (Graphics are more on the Stolen realm side teehee). Game looks a bit rough when you look at it, but the gameplay is relatively smooth with minimal bugs. And the dev seems to be actively making changes to various QOL things like drawing on the map that people harped on.
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Languages: English*, French*, German*, Japanese*, Korean*, Polish*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Spanish - Latin America*, Swedish*, Traditional Chinese**languages with full audio support
Hours played at review time, across 243 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
very fun
♥♥♥♥♥♥♥ thing sucks. Every boss or elite encounter is just spawn more and more ♥♥♥♥ while hitting you with ridiculous mechanics. The act 1 boss is the most unfun ♥♥♥♥ I've ever played. Maybe make a game fun before making it hard.
Could be a good game, but the balance is pretty bad honestly. It seems to be a pretty common theme amongst untalented roguelite developers where they make some encounters just utterly broken, literally mathematically impossible to win in in order to force you to die & start over. Example is the lost mage tower encounter; boss has a lot of HP, instantly drains your party's AP and activates 2 lightning totems that AOE damage your whole group. Because of the slow, you can't immediately disable the lightning totems, as they require 3 AP to disable. They're doing 24 damage per turn, and you can't disable them until at least the second turn. On top of this, the boss is also doing large AOE attacks, so you're taking >50% of your entire party's HP per turn, with a guarantee of being hit for ~40 damage (out of ~60HP per character) on the first turn with zero counters. How fun. Also a lot of unskippable UI animations, no edge panning, no character customisation, and IMO would prefer if they shortened a lot of the descriptions, they are way too wordy, and when each character has several of them and there can be 10s of enemies, it's kind of tedious having to thoroughly inspect every single element of an enemy in order to understand what exactly it's going to do.
很难理解为什么要把职业解锁弄得那么难 一回合击杀精英 无伤精英这种困难成就,为什么要和这种基本解锁挂钩?
Good game. Played the demo, full game is exactly what you get there, but with more stuff. Thanks dev for the demo. Gameplay is similar to divinity games with ability and action economy with rogue elements similar to slay the spire. If you played stolen realm this is a better version of it. If you like divinity combat you will like this. There is meta progression to get stronger between every run. Several heroes and subclasses for each of the heroes with most likely potential to add more. Synergy between classes/skills/item is really creative with a lot of possibilities. Having a good build really makes the game easy though. Messing up your build or skill usage can kill you pretty quickly though so its oddly balanced. I enjoy that. Map is the sameish generation each time with regards to the events inside and bosses. Some extra variety would be nice but i also do not mind the mostly static format that exists because it allows you to plan your run better. You will probably learn most fights and events by your third playthrough though there /are/ some hidden stuff as well that rarely show up. Not too much story content. Game run takes about 2-3 hours with auto saves on every step so you can stop whenever. Has 3 player multiplayer, have not tried it to review.
Oh my... this game is grindy AF. Prepare to die over and over and barely unlock anything. So, why do I recommend it? Well, because it's something you can play while watching TV or listening to music where the grind doesn't hurt so much. I don't recommend this game unless you are good with just doing the same thing over and over with very little reward. I do recommend it if you can grind and chill and kind of unplug your brain while you inch forward ever so slowly until something finally happens.
This game is so good. I have too many hours in the demo. Was happy to see they carried over to release. Forsworn plays like a fun new mix of its inspirations: Tactical combat: Divinity Original Sin (without surfaces) and with some MMO feels Mood: Dark Souls / Elden Ring, maybe Diablo Runs: Slay the Spire Upgrades: Hades Art: some indie RPG (thankfully looks unique and does not look AI gen) Difficulty: challenging Tactics revolve around ability points, cooldowns and meter management (Ultimate ability) more so than positioning. The spells and abilities feel familiar (D&D) while also being unique. Mirror image is quite different! My only gripe is that positioning mostly does not matter much. Enemies will just run right by your heroes. No attacks of opportunity. You can run by enemies with no consequence. Aside from applying shields there's not much you can do to guard your squishies. The enemy is stupid enough to line themselves up for your area of effect spells and abilities. Positioning does matter a bit for that. Line of sight is implemented well. Ranged attacks can be blocked by friend, foe or object. There's a fast enemy animation setting that speeds up combat a fair bit. The default pace is relatively fast as well. Would still like to speed it up more though. This is quality software too. I found no gameplay bugs in the hours I played the demo.
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