
Re:Night is a strategy game that blends turn based tactics with roguelike deckbuilding. In each run, build your deck, plan your tactics, and experiment with countless 3-character team combinations. Journey to a mysterious town, break the endless cycle of night, and bring dawn back to the world.
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About
Re:Night is a strategy game that combines turn-based tactical combat with roguelike deckbuilding. Build your deck over the course of each run while navigating battlefields filled with tactical possibilities. Any combination of three characters can create more than 20 unique builds, and the interaction between multiple strategic systems delivers deep, rewarding, and highly replayable combat.
Travel to a mysterious town, break the endless cycle of night with your own hands, and restore dawn to the world.
Tactical combat introduces strategic mechanics such as frontline and backline positioning, flanking, blocking, and protecting allies. Combined with elemental counters, equipment, and item effects, these systems create countless opportunities for powerful combinations.
Command three characters simultaneously in every battle, each with a distinct role. Whether focusing on burst damage, battlefield control, healing, or environmental interactions, careful coordination and party synergy are the keys to victory.
Fire, Water, and Grass form a cyclical elemental counter system. Exploit elemental advantages to unleash devastating critical hits and deal massive damage.
Coordinate your three characters to trigger elemental critical hits while positioning them to deny your enemies the same advantage. Every move requires careful planning, but victory also depends on adapting to an ever-changing battlefield.
Every character features unique talents and an exclusive pool of character-specific cards. Combine more than 300 cards with over 200 pieces of equipment and items to create more than 20 distinct builds for any three-character party.
Become an unstoppable brawler, a demolition expert, or a relentless lancer. Even the stone walls of the battlefield can become powerful weapons. In Re:Night, your imagination is your greatest strength.


Undo your last action, rewind to the start of the current turn, or even restart the battle from the very beginning at any time. Never let a single mistake ruin your adventure, and face unfamiliar enemies with the freedom to explore different strategies.
Study enemy behavior, experiment with different positioning, card sequences, and elemental combinations, then use each rewind to test new ideas, refine your strategy, and discover your own path to victory.
Every run offers a fresh adventure, with diverse maps, random events, challenging battles, and unexpected encounters waiting to be discovered.
Begin your journey beside the stream outside the town, venture through the dangers hidden within the village, and ultimately ascend to a castle shrouded in mystery. With every adventure, you'll unlock new content, playable characters, and even greater challenges to overcome.


Each character has their own memory fragments, known as Chrono Shards. Collect them to unlock hidden cards and equipment, expanding your tactical options with every discovery.
Gather every Chrono Shard to uncover the truth behind the endless cycle of night.

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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese
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Reviews
Themes across 169 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这应该算是今年比较有潜力的战术类roguelike。 首先,游戏平衡不错:元素机制简单易懂,对于有一定经验的肉鸽卡牌玩家来说上手比较容易,战棋也不会很难 而丰富的卡牌种类和阵型策略则可以不断尝试新的构筑,无论是追求爆发性的清场还是依靠坦克型阵容持续输出伤害 游戏提供了多种可行的玩法,不会被某个特定流派所限制住,期待后面更新!
もう少し狙ったカードが出やすくなるシステムが欲しくはあるけど、難易度の調整的には難しいのかなあと思う。 個人的には『前のターンの最初に戻る』ではなく『前のターンの最後に戻る』が欲しかった!ビルドによっては1ターン長い😿
这游戏发售我已经玩了70多个小时了,也已经最高难度通关了,说说我对这个游戏的看法吧: 先说总体看法:这游戏对我来说是好玩的,不然我也不会花这么多的时间和精力去玩, 我觉得好玩的点有这么几个吧: 1.游戏不是杀戮尖塔那样单纯打牌的形式,而是加了战棋的要素,这就有很大的可操作空间,牌序不好有些时候鬼抽 可以靠走位弥补,很多时候觉得挽救不了的回合(缺了几点伤害或者角色生命值低了要死)调整下站位就能解决。大多数时候战棋+卡牌都是1+1>>2的,遇到困境往往有解决办法,而不是只能右上角下一把。 2.如上条所说,游戏里有非常方便的SL机制,可以撤销上一步操作,可以重开到当回合开始,可以重开到上回合开始,可以重开整局游戏,正因如此,在局内几乎可以无限试错,在试错的过程中找到那条最正确的时间线,以最小的代价去结束这个回合,是一件很有成就感的事情,这个游戏的AI对手非常聪明,在前期不熟练的时候AI打元素克制可能比玩家都熟练,差评我看到有反馈说不能地形杀,但实际上如果真的加了地形杀,AI应该会用的比玩家熟练(笑)。很多时候觉得自己的站位已经天衣无缝而自信点下结束回合,结果看到AI之间通过配合 轻松杀掉自己后,心情像过山车一般:我真是傻x!/ 对吗?对的对的对的,哦不对我tm死了。但是正是这个原因,原来无解的局面通过SL之后能无伤或者以很小的代价结束,会非常有成就感。这也是我认为游戏开发者设计这个SL机制的核心,可以大量的简化操作,尽量方便的满足玩家的成就感。 3.游戏难度方面:就算是难度10,也不会强制要求玩家必须构建体系化的牌组,不会出现不胡过不去的情况,很多时候东拼一点,西凑一点,带上装备,莫名奇妙就过了,我自身也是塔2的玩家,塔2最高难度10是没有这么容易的,前期过渡牌少抓一两张都可能是致命的,但这游戏因为有复活石以及可以无限SL的原因,对牌组没有那样苛刻,总体难度下降了很多,从1到10,我就8难度在构筑方面有问题,在四层翻了一次车,其余都是一次就过,可见游戏还是对构建牌组比较宽容的。 4.卡组构建方面:游戏里的卡牌种类很多,可以尝试不同组合搭配出来的效果,(类似塔2里涂毒小刀猎拿到骨妹的血肉戏法,拿其它角色的牌有时候会有奇效)因为本人从1-10只玩了几种,有大量的没玩过不熟悉,我只是知道配合很多,不会无聊。我看差评里有说这游戏不好爽的,我倒是没有这样的体验,我玩学者元素流一下440+伤害秒四层boss给我爽到了(=^・ェ・^=)。 5.游戏里有很多让人不经意间哈哈大笑的小巧思:比如SL多了,有些怪在每次SL之后来那么一句:“又是一个轮回!”还有前进路上的小人会评价刚刚发生的战斗或事件,比如:(战斗后)真是一场苦战/又一场胜利,(遇到好的事件)天上掉馅饼了? 等等这些小的细节。还有浓眉大眼的农夫被打了之后的那个小表情,都很有趣吧。 再说下我这几天玩下来觉得游戏的问题吧: 1.游戏里的新手教学很少,更多的教程放在了轮盘解锁卡牌的小游戏里,像我第一次玩舞女,我都不知道元素毒也可以触发元素克制从而打出更高的伤害,而第二个挂同样的元素毒的话反而会因为元素毒结算会增加其它元素导致没有第一个挂的伤害那么高。这方面的教程没有只能靠自己悟,感觉教程还是可以适量多加一点。 2.可能是本人水平有限,正式版出了之后才接触。我个人玩下来觉得三人的小队,大多数情况下都是两人输出一个工具人,或者两个工具人看一个主C输出表演,很多理想状态下的三人配合因为种种原因(费用不足,过牌太少,关键的牌没一起上手,环境站位限制,怪物机制等等)而无法打出,抓大卡组还会增加鬼抽的风险,反而单C更容易输出而不卡手。我不知道是不是因为我玩的少理解不到位。我希望可以增加三人能一起配合的机会,让他们都有机会出力。 3.不可否认的是SL确实费时间,加了战棋的元素后,要考虑的东西更多了,这既是乐趣也是折磨吧,对一点都不喜欢SL的玩家来说,可能要慎重考虑一下吧。 顺便吐槽一下: 1.游戏难度没有默认成你能挑战的最高难度,而是上次通关的难度,导致我想打更高难度结果开了之后才发现开错了,这点希望能抓紧改一下。 2.我觉得引导剧情里元素克制说的形如“增加x倍伤害,造成额外x倍暴击伤害”等字样,简单点来说就是遇到元素克制能打元素量+1倍的总伤害就得了,这游戏压根就没有触发暴击后,暴击伤害倍率1.5或2倍的说法,第一次玩的时候我看了半天,后面慢慢才了解。 3.这游戏随机数不知道是怎么的,玩学者经常抓很多张相同的元素或者两种元素而缺少另一种元素导致打不出循环,这点开发者自己直播玩的时候5张火球术也多少体会到了吧。我经常带舞女放花粉就是为了重置一下游戏里的这个随机数,千变万化这样的牌在我的抓位里也很高。就不能平均一点嘛!
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Hours played at review time, across 169 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
猎人真正的玩法是丢炸弹,对战棋游戏来说能封怪物走位带来的收益是真的很高,而且伤害也不低能打元素暴击。
As someone who's spent a lot in playing Hearthstone, I was honestly surprised by how much I enjoyed Re:Night. At first I expected it to be just another deckbuilder, but the tactical RPG layer completely changes the experience. Instead of simply playing the strongest cards every turn, you have to think about positioning, elemental interactions, cooldown management, and how your three-character squad works together. Building a deck isn't just about powerful combos anymore, it's about creating synergies for your entire team. The elemental system is especially satisfying. Setting up weaknesses, landing critical hits feels incredibly rewarding. Every battle becomes a puzzle where careful planning pays off, rather than relying on luck alone. The Dancer has become one of my favorite characters. There are so many interesting ways to build her deck, and experimenting with different strategies is almost as fun as the battles themselves.
アクション性よりも戦略重視のゲーム。カード構築とSRPGがうまく組み合わさっていて、一戦ごとにちゃんと考える楽しさがある。 特に属性会心を意識するだけで火力がかなり変わるし、この仕組みは敵にも適用されるから、一方的なゲームにならないのも良かった。 今のところは学者とダンサーが少し強めな印象。 とはいえ、まだ全キャラを触れているわけじゃないので、その辺りは今後に期待。
萨满:雷公助我!(然后劈死两个队友)
At first I thought, "Oh, another Slay the Spire clone." Then I actually played it... and nope. This makes Slay the Spire feel relaxing by comparison. After playing the demo, I realized it's not just another deckbuilder. The strategy goes much deeper. You lose some of that rapid-fire card combo dopamine, but in return you get a much more thoughtful experience. You're managing three characters with three separate decks. Every turn, you're thinking about enemy movement, positioning, card sequencing, and how to get the most value out of every play. Then the elemental system adds another layer, where matching and countering elements can completely change the outcome of a battle. It constantly pushes you to rethink your decisions. The game also has an Undo feature, so I can rewind and test different strategies until I find the best move. If you're the kind of player who enjoys sitting down with a cup of coffee and spending hours solving challenging strategy games, you'll probably love this. If you're looking for nonstop flashy combos and instant gratification, this probably isn't your game. The fun comes from understanding the systems and earning your victories.
ローグライクというより、戦略ゲーム寄りの印象。 属性の組み合わせやダメージ計算だけじゃなく、敵の次の行動まで読まないといけない場面も多い。 難易度が上がるほど考えることが増えて面白くなってくる。
萨满你就玩吧,一推一个不吱声,恨不得直接把怪推到地图外
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