
A dreamcore roguelike deck builder. Explore the mysterious Nightpark as three youths, each with distinct abilities. Build unique decks for each of them, defeat enemy adults and fiends, and uncover hidden secrets.
Modeled estimate, not a reported figure. How we estimate →
About
Welcome. You are now entering Nightpark.
Nightpark Journal is a dreamcore-style roguelike deck builder. Choose three youths, each with distinct abilities. Build unique decks for each of them, defeat enemy adults and fiends, and uncover the secrets hidden in the park.
Individual Decks For Each Character
Before entering Nightpark, you need to choose three out of ten distinctive youths to form your exploration team.
Each youth has their exclusive skill and set of cards. Build an independent deck for each one of them. With collaboration and teamwork, different combinations lead to surprising results, bringing a fresh gameplay experience to every run.
Flexible Card Play Mechanics
When fighting against fiends, make sure to use Nightpark’s unique core mechanics: Discard and Combo.
Can’t draw the cards you need? Use plum candy to discard and draw again at any time. Some cards even trigger special effects when discarded.
Short on action points? Accumulate battery energy to gain extra plays. Unused battery energy carries over to the next turn, allowing you to chain together high-damage combos with ease.
Fantastic Items From Childhood
Apart from the familiar attractions, Nightpark is filled with childhood keepsakes for you to discover.
Plum candy grants powerful global effects. Badges offer personal boosts to each youth. Collect them and try different combinations to develop new tactical strategies.
A Unique Artistic Atmosphere
Hand-drawn visuals. Ethereal music. The dreamcore art style evokes a warm sense of nostalgia from the early 2000s.
Thank you for visiting. The gates of Nightpark will always remain open.
You are welcome to return to Nightpark Journal at any time, and join the youths on another dreamlike adventure.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[url=https://store.steampowered.com/curator/44181848/] 【更多适合Steam Deck的好游戏推荐,请关注GPD掌机鉴赏家!】[/url] 千禧梦核这层皮太戳我了。手绘场景配上空灵的BGM,一进夜园就有种小时候放学后乱钻的熟悉感——校门口小卖部的零食、拿直尺铅笔当武器,细节做得很实在。 玩法也不是尖塔换皮。"弃置"和"电量"把节奏盘活了:手牌不顺就嗑话梅丹重抽,电量没用完还能留到下回合继续滚连击,三套独立卡组互相搭,换个队伍就是另一套打法。 玩了四个多小时刚过第一难度,往上走明显能感觉容错在收紧,敌人意图也阴间了不少,得开始算电量和血线,痛并快乐着。 唯一想吐槽的是buff栏:图标又小又像,叠多了要一个个指过去看,UI这块还能再打磨。 喜欢肉鸽卡牌又想换口味的可以试试。
很适合联动狐尾的《旧域怪诞》,期待早日出创意工坊
推荐,水平超出预期 梦核美术风格很突出,游乐园、童年收藏品、漫画等元素融合得很有特色。 局内的 roll 牌与电量系统比较新颖,通过 roll 牌触发特效、攒满电量打一轮多动。 卡组构筑比较浅,每名角色使用独立卡组,依赖围绕 key 牌构筑。 目前看来十名角色并不是很平衡,也有不少恶心的boss
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Languages: Simplified Chinese, Traditional Chinese
Hours played at review time, across 56 reviews with recorded playtime.
美术很有味道,在普通的肉鸽卡牌上也多了一些自己的特点,以及图鉴一定要看,通过卡牌可以看到每个孩子的少年心事、家庭、烦恼,你一定是里面的其中一个孩子。[spoiler]虫王是个头戴小蝴蝶披着仙女披肩的男孩子!体育委员是个调皮的白毛女孩子![/spoiler]
游戏性★★★:爬塔类玩法,不算出彩,但游玩门槛低、能一直玩下去,不过这并不是本作的核心看点。 美术★★★★:风格独树一帜。一开始我还以为没有单独的角色立绘,后来才发现图鉴里点击人物头像右下角的方框就能查看。美中不足的是,每个角色仅有一张图,素材偏少。 配乐★★★★:原声免费,并且已经上线某云。曲风完美烘托出神秘、梦幻又带着怀旧的氛围,美术和配乐算是这款游戏的两大亮点。 文案★:是本作最大短板,几乎没有任何文字叙事资料。不管是可操作角色、世界观背景、场景设定,还是 BOSS、精英怪、普通小怪,全都没有介绍;就连技能卡牌,也只有寥寥几句说明。这些本是填充故事、供玩家脑补的绝佳地方,如今却一片空白,实在令人遗憾。 所以制作组真的应该找个文案来填充这部分内容,再好好做一下宣传。这个游戏距离国产小众精品,就只差这一步了。
画风真的很棒,彩绘画报风?不知道这么形容是否准确,光是收集图鉴就值回票价 玩法还没深度体验,有种游DM早期低牌效摸一打一的质朴感,感觉主要看构筑思路 给我这个童年盗版碟花了之后守着电视等富哥们爆米点播、搞丢了《冒险小虎队》解谜卡、只敢悄悄幻想建秘密基地,明明要早起却熬夜写评测安利的90后老登玩湿了,这就是我缺的冒险啊
本质中评。 可能是刚打一把还没习惯玩法,玩着有种莫名的别扭感。 人物画风莫名让我想到”恐惧与饥饿“系列。 游戏主题上,比起真正的千禧年,感觉更像是长大后的”少年们“记忆构成的”千禧年“。 (毕竟游戏里有”美妆博主“和”快递小哥“...对2000年来说可能太‘时髦’了?)
美术和音乐不错,基础难度确实不高,卡池也不大,关键牌找到就通关(我是指正常角色)。 我要吐槽的就是有很多经典的设计,确实是师承杀戮尖塔的安东尼:下回合生效、牌有副作用给自己掉血上异常塞废卡;这两种意义不明的情况让你难受的同时,换来的数值还不高。 还有一些角色的卡牌combo花费也太大,刚需费用和过牌启动。比如第一次通关解锁的那个蛇大王:第一你需要先用纪念品给自己牌库里塞蛇,第二用没收武器烧蛇给自己上临时坚韧,最后用飞踢才能吃到临时坚韧的增伤,那这个combo就至少需要一个回合出牌三次,且要求牌序刚好正确。 再比如那个炮仗侠初始专属卡,5*2只能用一次,伤害只比基础攻击卡高1点的同时,用完就变废料卡手,需要你去找高稀有的牌给他组废料联动,但问题是其他正常角色的卡组收益比这种原因不明的角色高很多,我就不会去抓他的牌,就让你觉得选了这种角色就是一直带着一个白板拖后腿。 设计者你自己觉得合理吗?
很好的画风,很好的题材,小队的卡牌玩法也挺有意思的,但是有些角色过于区了,初始三人组感觉就非常强力。还有从美术和图鉴里的一些图片能看到是有很丰富的背景设定的,但是游戏里为什么文字内容这么少,图鉴里每个角色连基本介绍都没有吗?希望多增加一些设定
不平衡+神秘专怪,目前比较坐牢
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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.
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