
Destroy enemies and harvest blood, bones, and marrow to grow stronger, unlock forbidden skills, and wipe out the Ignoble tyrants who dare threaten your master.
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About

Unlock powerful abilities and reap the rewards from devastating combos
Harvest resources and unlock devastating abilities from an ever expanding skill tree
Equip powerful ability cards, create your deck and make the perfect build to punish the IGNOBLE
Awaken rare and forbidden powers in service of your master.
Race against the clock to harvest everything before time runs out.
Features:
Enemies exist to be harvested for blood and bones
Upgrade devastating attacks and adapt to relentless Ignoble threats
Farm marrow to unlock forbidden powers and brutal combos
Push the timer, maximize the haul, survive what comes next
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 295 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Juegazo, muy adictivo
Divertido para pasar el rato.
C'est bon la bagarre! :D
Media

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Languages: English*, French, German, Spanish - Spain, Portuguese - Brazil, Russian, Ukrainian, Japanese, Korean, Simplified Chinese, Traditional Chinese, Thai*languages with full audio support
Hours played at review time, across 296 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺好玩的,打击感很好,可以爽玩几个晚上。解锁新招式之后,也会相应的解锁新的敌人,后期不至于数值崩坏而导致无聊
越打越不爽,进入下一关收益越来越少还不允许回退的增量游戏是第一次见
This should come preinstalled on every Steam Deck. So fun.
IGNOBLE is a violent incremental roguelite that builds its identity around a simple but compelling cycle of destruction, harvesting, and permanent growth. Developed by Retromagine and published by Retromagine alongside Gamersky Games, it combines fast 2D action with progression systems that encourage players to become increasingly powerful with every attempt. Rather than relying on a complicated storyline, the game immediately establishes its purpose: serve your master, slaughter the enemies standing in your path, harvest their remains, and eventually become powerful enough to destroy the Ignoble tyrants threatening your cause. The unusual resource system is one of IGNOBLE’s defining characteristics. Enemies are essentially walking supplies of blood and bones, turning every encounter into an opportunity for advancement. Marrow serves an even more valuable purpose by contributing toward forbidden powers. This gives the game’s gruesome presentation a mechanical function instead of treating gore as decoration. Defeating larger numbers of enemies efficiently means gathering more materials, and those materials can then be invested into abilities that make future runs substantially more destructive. Combat consequently emphasizes momentum and efficiency. IGNOBLE wants players to eliminate opponents quickly rather than cautiously approaching every enemy as an elaborate tactical puzzle. Devastating combinations become increasingly important because a strong sequence of attacks can clear enemies faster and generate a larger haul before the clock becomes a problem. There is a satisfying snowball effect to this structure. Better abilities lead to more efficient harvesting, greater harvesting creates additional upgrades, and those upgrades make it possible to confront even more dangerous opposition. Progression revolves heavily around an expanding skill tree. Resources earned through combat can unlock and improve attacks, steadily transforming the player from a relatively modest fighter into an overwhelmingly destructive force. This incremental structure helps soften the frustration normally associated with repeated roguelite attempts. Failure remains part of the experience, but another run can still contribute toward meaningful growth. The satisfaction comes from returning to situations that previously caused difficulty and discovering that a newly developed build can tear through them with considerably greater efficiency. Ability cards provide another important layer of customization. Players can equip cards, construct a deck, and combine different abilities to develop a build suited to their preferred approach. This gives IGNOBLE more depth than a straightforward sequence of numerical upgrades. Experimenting with combinations becomes part of the appeal, particularly when certain cards interact effectively with upgraded attacks or rarer powers. Building an efficient setup can dramatically improve the amount of destruction and harvesting achievable during a run. Forbidden powers further reinforce the game’s macabre theme. Farming marrow allows players to awaken these abilities and incorporate them into increasingly brutal combinations. They function as desirable progression milestones while strengthening the fantasy of gradually becoming an unnatural instrument of destruction. The terminology surrounding blood, bones, marrow, harvesting, and forbidden abilities creates a surprisingly cohesive identity. Even without an elaborate narrative, the mechanics themselves communicate what kind of world and character IGNOBLE wants to portray. Time pressure is equally important to the experience. Players must harvest as much as possible before time expires, preventing encounters from becoming slow exercises in carefully clearing every available target. The timer creates urgency and turns optimization into a major part of progression. Improving a build is valuable not simply because enemies die more easily, but because greater offensive power allows more resources to be collected within the same limited period. Each attempt therefore becomes a challenge to improve both raw strength and overall efficiency. The drawback of this approach is inevitable repetition. IGNOBLE is deliberately constructed around repeating the process of fighting, harvesting, upgrading, and returning stronger. Players who need constant story developments, extensive exploration, or dramatically changing objectives may find its structure restrictive. Its long-term appeal depends heavily on enjoying incremental advancement and experimenting with increasingly powerful builds. When the progression is moving rapidly, repetition feels rewarding. During slower stretches, the simplicity underneath the system can become more noticeable. The 2D presentation complements the arcade-oriented combat without unnecessarily complicating what happens on screen. As enemies and attacks become more numerous, readability is especially important because the pleasure of producing destructive combinations would quickly disappear if players could no longer understand the action. The gothic and gruesome atmosphere also fits the mechanical premise particularly well. Violence and gore are central parts of the experience, and the mature-content warning is justified considering how frequently the game revolves around physically harvesting defeated opponents. IGNOBLE ultimately works because almost every major system feeds into the same central objective. Enemies provide resources, resources improve abilities, cards refine builds, marrow unlocks forbidden powers, and stronger combinations allow players to harvest more before time runs out. It is a tightly focused design rather than an attempt to provide enormous variety. That focus will inevitably make it more appealing to players who enjoy roguelites, incremental progression, build experimentation, and arcade-style combat than those looking for a narrative-heavy adventure. As a whole, IGNOBLE offers an entertaining interpretation of incremental progression by attaching it to aggressive beat ’em up action and an intentionally grotesque resource economy. Its repetitive foundation prevents it from feeling endlessly varied, but the satisfaction of developing stronger combinations and watching previously troublesome enemies become easy prey gives the progression loop considerable momentum. Retromagine has created a focused action roguelite that knows exactly what kind of power fantasy it wants to deliver and commits strongly to that concept. Rating: 8/10
It's okay. I think the game has a lot of potential, but it feels like a lot of the game is gated behind certain skills you unlock that make it vastly easier. The last boss is definitely the most disappointing part of the game, just mob control and killing boils.
优质的一次性小品游戏。 通过战斗交互的卡顿感、屏幕抖动、镜头缩放调度和慢镜头将打击感做得十分出彩。特别是角色的招式动作,虽然不算很多,但能看出是精心设计的。此外美术风格上,除了战斗界面的UI有些瑕疵,整体较为统一且贴合故事背景,场景和剧情也都中规中矩没什么问题。 但是都2026年了,怎么还有强制全屏,没有无边框窗口甚至连窗口模式都没有的游戏啊... 缺点明显: 游戏流程非常之短,2小时就打完了,全成就无难点,纯是为了点满技能树重复刷了5个小时多点。 数值和同类小品游戏都是同质化问题,全都是用脚填的。技能树分支看似非常多,但实际大部分都数值上的+1+2+3,技能招式大部分也都属于增加视觉效果的点缀。学完核心的血液分身、剑圣、回血、吸血之后其他分支单纯就是为了数值增长和最后做成就而点,毫无构筑性可言。至于6个卡牌槽和献祭的玩法就是纯缝合图一乐的招笑内容。 总结一下就是如果你刚好有2、3小时的无聊空闲,可以买一个来放空大脑玩玩,因为一旦关上游戏,你大概永远都不会再打开了。 评测只是因为感到可惜。
It's fun. Gameplay is unique for incrementals.
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