
Sun Halo is a real-time combat game blending roguelike progression with strategic deck-building. Recruit and develop a roster of distinctive characters, build your own unique deck, and adapt your tactics on the battlefield. Uncover the world’s unfolding story, all the way to its final chapter.
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 31 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 20 → 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 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
씹덕 클래시 로얄인 거 같은데 재밌었음.. 가끔 카드고 뭐고 안 눌러지는 버그 같은 거 터지던데 조건은 잘 모르겠지만 그런 거 감안하면 재밌음
手ごろながら価格以上の内容とお馴染みのキャラが繰り広げる独特の世界観が特徴のRENKAシリーズ第6弾 今作はデッキ構築+タワーディフェンスって感じです
カードプレイで攻略するローグライクRTS~タワーディフェンスの香りを添えて~ エンディングに到達するだけなら簡単。でもそれ以上を目指すと、殲滅力や防衛手段の確保、コスト問題の解決など、パーティー構築が重要になってくる。ルールを理解したところで、目標や新要素がでてくるのもグッド。 選択の悩ましさ、状況にあわせた瞬間の判断、 難易度を自分で上げる仕組みなど詰まっており、攻略が楽しかった 通常攻撃依存キャラが少し弱めだったり、一部カード効果が弱いキャラクターだったり、最終盤が消化試合気味だったりなど、惜しい部分もあるのでぜひ発展形がやりたい
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
いつも通り世界設定やBGM、キャラデザが素晴らしい。 過去作やっていなくても楽しめるとは思いますが、 過去作をやっていればより世界の理解度が高まります。
[h1]《日光环》简评[/h1] 卡牌、肉鸽、自走棋,剧情、角色、二次元。这款名为《日光环》的游戏,在玩法方面,融合了上述的三种玩法,在自动战斗的局势下,以提前配好的自走棋角色队伍,加上角色自带卡牌的构筑,经历一波又一波的敌人,最终一路闯关杀出一条血路。本作以玩法为主,带有主线的剧情和角色的故事两个部分的文字内容,但是个人还是更加的喜欢这种二次元角色收集的玩法,这可比看剧情有意思的多。 玩法方面,简简单单,战场上的小兵和随机出现的敌人互相发起进攻,全程自动攻击,而玩家则消耗费用打出手中的卡牌为战场上的战争提供支援。卡牌个人将其分为两类,一类是召唤上场的各种士兵单位,另一类则是类似于魔法的一次性攻击、辅助等技能卡。当每一场战斗胜利后,作为奖励会随机抽取数位角色让玩家选择加入到角色队伍之中。每个角色入队时,自带2张卡牌,重复抽到角色会自动升级。这些角色可以分配到到出战队伍和支援队伍两个位置,前者会直接参与战斗,后者则是提供一些特殊加成。 游戏的难度个人觉得挺难的,这种难度不仅仅是建立在角色队伍的搭配、卡组卡牌的组合,更是在于每一次战斗前,玩家都要选择一个Debuff词条(或者说是给对面敌人提供Buff的词条),在这个词条的加持下,整个游戏的难度提升了不止一个档次。如何给敌人选择一条增益最少的词条,也是玩家的策略和本事。 至于游戏的剧情,无论是剧情主线还是角色支线,只能说比较普通,反正个人觉得看不看无所谓,也不影响玩家的战斗玩法,对这个游戏世界观感兴趣的玩家倒是可以看一看。相反,这种群像角色的抽取、收集,尤其是这种偏二次元美术风格的,这个环节才符合咱的兴趣,全角色收集的魅力,谁懂哦。 最后,价格不贵的“小”游戏,玩法也不错,感兴趣的玩家可以试试。 [quote] 圣火昭昭,圣火耀耀,凡我大橘,喵喵喵喵~ [url=https://steamcommunity.com/groups/bigoc]欢迎加入 『大橘为众』[/url] [u][b]我们一起学喵叫,喵喵喵喵喵~大橘~喵起来~ Q群596464232 [/b][/u][/quote] 组链接:https://steamcommunity.com/groups/bigoc https://store.steampowered.com/curator/45126697/
今回のはだいぶ面白かった 自動戦闘でカードが流れるように使われ続ける状態になると非常に気持ちいい
タワーディフェンスRTS? 自動回復するコストを使って自軍の追加や攻撃、誘導を行いwaveを耐え抜く。 カードゲームって感じはしない。序盤が楽なビルドだと後半がちゃんとしんどくなるようになってるのはよく出来ている。 ストーリーも思ったより一貫性があってわかりやすいしフレーバー程度には良い。 もちろんゲームも面白い。 ただ戦闘画面が見辛い。 手札のように重なってるスキルはクリックがしにくいし、似たスキルカードもあって判別がつきにくい。 戦闘中のキャラもドットなのでかなりわかりにくいので強化対象を選択する時まま困る(一応自身バフボーナスを持つキャラは選択時に黄色く光る)。 格安なので全然許容範囲だけど色分けとかオプションでさせてほしかった
Renka大大的又一新作
[h1] 한국어로 언어설정 하는 법 [/h1] 처음 켰을 때 4번째 클릭 -> 3번째에서 한글 찾아서 적용하면 됨
Sun Halo is an inventive single-player experience that blends deck-building, roguelike progression, character development, and real-time combat into a format that feels more active than the typical card battler. Developed by Renka and published by Renka M 01, it places considerable emphasis on combining careful preparation with quick decisions once combat begins. Rather than letting players depend entirely on a perfectly optimized deck, the game encourages them to understand their characters, recognize useful card combinations, and react appropriately when circumstances change during a fight. Deck construction provides the strategic backbone of the experience. Cards are not simply collected for the sake of increasing raw power; their usefulness depends heavily on how they interact with the characters and tactics being employed. This creates plenty of room for experimentation, particularly when an apparently modest card becomes valuable as part of a specific combination. Building an effective setup involves balancing immediate offensive potential with utility, survivability, and longer-term synergy. Because roguelike elements introduce uncertainty between runs, players cannot always expect to reproduce exactly the same strategy, making adaptability an important part of mastering the game. The real-time battle system gives Sun Halo much of its distinctive personality. Traditional deck-builders often allow players to examine every possibility before committing to an action, whereas this game introduces greater urgency. Knowing which card to use is only part of the challenge; recognizing when to use it can be equally important. Situations can evolve quickly enough that players need to pay attention to what is happening rather than simply following a predetermined sequence. This helps battles feel more immediate while preserving the satisfaction of strategic card management. Character recruitment and development deepen this structure. Different characters broaden the tactical possibilities available during a run, encouraging players to investigate combinations rather than becoming attached to a single universal solution. Developing the roster also gives progression a more tangible purpose. Instead of improvement being represented solely by stronger cards or numerical upgrades, gaining access to different character possibilities can substantially alter the way encounters are approached. The interaction between characters and cards consequently becomes one of the game's most interesting areas for experimentation. The roguelike foundation complements these systems effectively. Uncertainty means players have to make the best of whatever opportunities appear rather than expecting an identical sequence every time. Successful runs reward an understanding of underlying mechanics, while unsuccessful attempts can still provide useful knowledge about combinations and strategies. This creates the familiar cycle of experimentation, failure, adjustment, and improvement that makes the genre appealing. Players who enjoy discovering efficient builds and gradually learning how separate mechanics reinforce one another should find plenty to investigate. Sun Halo also gives its progression a narrative purpose instead of presenting combat as an entirely abstract collection of encounters. Its story and character-focused presentation provide context for the journey toward the game's concluding events. The anime-inspired visual direction suits this approach particularly well, giving characters recognizable personalities and helping establish an identity beyond the underlying card mechanics. The presentation is not attempting to compete with enormous productions on technical spectacle, but that restraint works in its favor because clarity is especially valuable during real-time card-based battles. Several accessibility and convenience features make the experience easier to approach. Adjustable difficulty allows players to tailor the challenge to their preferred level, while flexible saving reduces unnecessary frustration. Audio controls and relatively straightforward input requirements further improve usability. Steam achievements offer additional objectives for players interested in completion, while cloud saving is useful for moving between compatible systems. These conveniences may not transform the underlying gameplay, but they contribute to a more accommodating overall package. Steam Deck compatibility is rated Playable rather than Verified. The game can be operated with the default controller configuration, its interface text is readable, and its default graphics configuration performs appropriately on the handheld. The primary limitation is that some interface elements may occasionally show mouse, keyboard, or other controller prompts instead of the correct Steam Deck icons. This means the portable experience is not completely seamless, but the issue is more of a usability inconvenience than a fundamental barrier to playing. The game's unusual combination of mechanics will naturally appeal more strongly to certain audiences. Players who enjoy traditional turn-based deck-builders specifically because they can spend unlimited time considering each decision may find the real-time element demanding. Conversely, someone expecting a conventional action game could find deck management and build planning too methodical. Roguelike repetition also requires some tolerance for restarting, experimenting, and learning from failed attempts. These characteristics are central to the design rather than accidental shortcomings, but they are worth considering before jumping in. Sun Halo ultimately works because its different systems are designed to reinforce each other. Deck-building determines the player's tactical resources, characters create additional strategic possibilities, roguelike progression prevents every run from becoming predictable, and real-time combat ensures that preparation alone cannot guarantee victory. Its strongest moments emerge when a carefully assembled strategy has to be adjusted on the fly because an encounter refuses to unfold exactly as expected. With an appealing anime presentation, meaningful experimentation, accessible options, and workable Steam Deck support, it offers an engaging alternative for players seeking something more dynamic than a conventional card battler. Rating: 8/10
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Players by region
Where this game's players are, estimated from review languages.
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