
3D card building roguelike game, a tower climbing game where you can control two characters with independent card pools and turns, a favorite for Slay the Spire fans!
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
支持一波,分析下优缺点和我认为需要改进的地方: 优点:1、各种机制很新颖,无论是法师的法力值全局使用还是虚空行者的以出牌时间为资源与类似炉石酒馆的三卡合成金卡的机制。 2、作者一直在更新,大家可以进群来监督他干活。 缺点:1、目前游戏还是半成品中的半成品,卡牌少,流派少,神器少,但是BUG特别多,我玩十小时已经遇到七八个BUG了,但是作者确实也会修。 2、卡牌与职业技能平衡还有很大问题,一个卡牌游戏里确实应该有强卡弱卡,但是有些真的太弱,有些太imba了,战士的旋风斩一费打3全体的AOE,真的有存在的必要吗?这游戏的AOE并不是刚需,有时甚至需要避免,而且普通攻击都能一费打5单体,这个游戏基本上都是应对一个或两个怪物的场面,还有回马枪,已经有老哥骂过了,我一般是拿来弃掉换主动技能能量的,相比之下,法师那个一费三耐久的装备,用一张攻击牌就摸两张牌,1费过6啊!而且法师的法力和战士的体力价值完全不能相比啊,战士两点体力的抽牌术只能抽两张兼职弱爆了。 3、流派太少了,战士普遍就只能叠甲,法师就厉害了,每张都强,只要控好法力值过牌叠盾输出和控制都能干,虚空行者没体验过,主要是虚空行者的卡牌介绍让我有种在玩动作游戏的错觉,感觉不是很适合需要慢慢计算的卡牌类游戏。 目前的体验就这样,想买的人可以试试入手,9.9也不贵,就当是入股了,毕竟未来可期吗
真的没玩过这么好玩的 卡牌游戏 我真的玩的很上瘾 。
一、职业 搭配比较讲究,战士适合先攻一号位(加盾流和破盾流);法师适合二号位(按弃卡的数量决定回蓝量);虚空行者,如果你的手速和眼力够快能够适合先攻一号位(倒计时机制),如果你想在怪物回合反打,那么就把他放在二号位(有反制卡)。 二、地图 格子选定时要提前考虑自身状态,一旦选取了随机格子(里面可能出现中陷阱扣血、补充血蓝、抽取卡片等),就不能反悔。还有一些是专属的技能格子,某些技能必须达到条件才能获取 三、怪物 重点在于精英怪,有的精英怪是下位,只是数量较多,强度比一般怪物强在每回合的被动效果,还有一种是建筑物格子上的强力精英怪,其强度不亚于前一章的BOSS强度 四、BOSS 每张的BOSS不光攻击方式不同,还有特殊的地形限制,拖延的时间越久,越会强化无敌,所以需要速杀或者叠盾硬刚 五、游戏整体的玩法还是很有趣的,看了作者的第二部作品,玩法机制上又有新的创意,期待越来越好
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Traditional Chinese
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
赢得莫名其妙,输的也莫名其妙。
MetaCard:The Turing Test is a roguelike deck-building game developed and published by 肉鸽鸽独立游戏工作室 that clearly positions itself as both a homage to classic card-based roguelikes and an attempt to meaningfully expand on the formula. At first glance, it sits comfortably alongside familiar genre staples, offering tower-climbing progression, procedurally generated encounters, and the steady refinement of a deck through repeated runs. However, as players spend time with its systems, the game reveals a more ambitious core, one that asks them to juggle multiple layers of strategy at once rather than relying on a single streamlined playstyle. The most defining feature of MetaCard is its dual-character design. Instead of controlling one hero with one deck, players are required to manage two characters simultaneously, each with their own cards, resources, and tactical identity. This immediately changes how encounters are approached, as decisions are no longer isolated to a single turn cycle. One character might focus on steady defense and reliable damage, while the other leans into burst spells, delayed effects, or long-term resource planning. Success depends not just on optimizing each deck individually, but on understanding how their strengths and weaknesses overlap, compensate, or occasionally conflict with one another. Combat unfolds in a familiar turn-based card format, but the presence of two active decks adds a constant sense of tension and foresight. Players must think several turns ahead, considering how one character’s actions will shape the battlefield for the other. This layered structure encourages experimentation, especially as new cards and relics introduce synergies that only become apparent after multiple runs. What initially feels overwhelming gradually becomes the game’s greatest strength, as mastery comes from learning how to balance tempo, resource flow, and risk across both characters rather than chasing a single optimal strategy. As progression continues, MetaCard introduces additional mechanical ideas that further differentiate it from more conventional deckbuilders. Certain characters and card sets experiment with unconventional resource systems, including mechanics that reinterpret energy as time or impose conditional costs that reward patience and sequencing over raw power. These systems can feel unusual at first, particularly for players accustomed to rigid turn structures, but they reinforce the game’s broader theme of experimentation and intellectual challenge. The result is a deckbuilder that frequently asks players to unlearn habits formed in similar games and adapt to new rulesets on the fly. Visually, the game adopts a restrained 3D presentation that prioritizes clarity over spectacle. Environments, enemies, and character models are functional and readable, ensuring that the focus remains on card effects and decision making rather than visual noise. Card art and interface elements are straightforward, clearly communicating mechanics without excessive embellishment. While the overall presentation lacks the polish of higher-budget titles, it remains consistent and effective, supporting the gameplay rather than distracting from it. The roguelike structure ensures that failure is an expected and even essential part of the experience. Early runs often end abruptly as players struggle to understand how the dual-deck system interacts with enemy patterns and relic effects. Over time, however, each defeat becomes a learning opportunity, gradually revealing how different strategies scale and which combinations offer the most resilience. This slow accumulation of knowledge gives MetaCard a strong sense of long-term progression, even when individual runs are short or unsuccessful. Reception among players reflects the game’s balance between familiarity and ambition. Many appreciate its willingness to push beyond standard deckbuilding conventions, praising the depth created by managing multiple characters and experimental mechanics. Others find the learning curve steep or the systems underexplained, particularly during the early hours. These mixed reactions highlight the game’s niche appeal: it is not designed to be immediately comfortable, but rather to reward players who enjoy dissecting systems and discovering optimal play through repetition. In the end, MetaCard:The Turing Test stands as a thoughtful and challenging entry in the indie deckbuilder space. It does not attempt to outshine genre giants through polish or scale, but instead differentiates itself through structural complexity and mechanical curiosity. For players who enjoy roguelike card games and are eager for something that demands deeper planning and sustained attention, it offers a rewarding and intellectually engaging experience. Those seeking a more streamlined or immediately accessible deckbuilder may find it demanding, but for the right audience, its layered design and strategic ambition make it a compelling and memorable journey. Rating: 7/10
不错 挺好玩的小游戏
玩起来还不错的卡牌小游戏
很好玩的一款游戏,休息的时候来一盘,不知不觉两小时就过去了
好评的捏 独立游戏制作不易 赶紧茁壮成长
[h1]Roguelike与卡牌碰撞出的火花你知道是怎么样的吗?[/h1] [h1]游戏简介:[/h1] 游戏总体来看为一款西幻套路式的Rougue卡牌游戏,玩家将扮演一位有着勇者形象的角色通过不断战斗爬塔来召集伙伴、获得圣器与各种增益,最终打倒最终的Boss。当然玩家也会在游戏的过程中面对各种选择。你也许会在问号格子里遇到一些奇遇从而如虎添翼,相对地在不知名的地域等待你的也许还是强力的怪物。当不管怎样他们都会成为你击败最终Boss前的助力。所以不必害怕,真正的勇士必将勇往直前! [h1]特色结合:[/h1] 与普通的闯关式卡牌游戏不同,本作在其之上结合了Rougelike元素。也就是说玩家并不能主动保存游戏,我们所控制的人物的生存便是游戏的开始与结束。一旦我们控制的人物角色死亡,游戏也由此结束。而另外要说的一点便是,游戏有着类似于爬塔的模式。而塔的每一层都有着自己的地图(一方N*M的矩形阵列)。初始时玩家仅有着一格的空间,随后我们即可向周围的四处探索,有神秘的Buff加成抑或是突如其来的怪物袭击。直至所有的格子都被探索,然后击败Boss进入下一层。对于这个方面,它也是十分契合勇者冒险的故事背景,地图探索的设计让玩家更具参与感、游更具故事感 [h1]具体玩法:[/h1] 游戏的具体玩法除了上述特色以外和一般的卡牌游戏类似·。其战斗这个方面在游戏中参与了相当一部分内容。游戏开局玩家就拥有自己的卡组(我们可以从战斗中获得它们),在战斗中开局我们都会获得五张卡牌,之后的每一回合我们都会额外获得三张卡牌。这些卡牌往往有着各色的种类与效果。比如装备了攻击性装备牌,我们每回合消耗内力点施展的攻击伤害就会更大。再比如一些功能牌留存到最后往往能让我们在最后化险为夷。而且游戏为了提高其丰富度,设定了各种状态效果、宝物Buff,另外在玩家通关一些层数后还可以解锁其他各色人物哦 [h1]缺点吐槽:[/h1] 游戏作为一款机制极为复杂的卡牌游戏,它的新手引导未免也太差。比如一些负面效果或状态调度就完全没教,极大提高了我的学习成本。还有卡牌选择界面有几率会卡住,当然这也有可能是我的电脑问题。还有就是魔法盾与格挡的优先级,明明魔法盾明显比格挡更好(魔法盾什么都能抗,而格挡只能抗物攻),所以难道人物受到攻击不应该先扣格挡吗?为什么先破魔法盾! 最后要讲的一点可能有点奇怪,就是到你的回合了It‘s your trun中的trun是啥?不会就不要用英文呀(其实有点好笑)!希望制作组在正式版推出之前抓紧把游戏优化一下吧 [quote]点击关注「 [url=https://store.steampowered.com/curator/41448772//]三言两语评测」→ [/url]简洁的语言,实用的内容 [/quote]
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Players by region
Where this game's players are, estimated from review languages.
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