SolForge is a free-to-play digital collectible game in which players construct their own decks to challenge their friends or battle against the computer. The current open beta version includes deckbuilding, collection management, online play, AI opponents, tournaments, drafts, and more.
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Игра с ранним доступом

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Примечание: данная игра в раннем доступе может кардинально измениться в ходе разработки. Если вы недовольны игрой в ее текущем состоянии, то, возможно, вам стоит дождаться ее дальнейшего развития. Узнать больше

О чём разработчики хотят сказать:

“SolForge is now in open beta! Play for free and start building your collection now. Your feedback will help shape the development of the game!”

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Pre-constructed Deck Bundles Now Available as DLC!

28 мая 2014

Don't miss out on the new pre-constructed deck deals now available! Each deck is ready to play right away and includes multiple Heroic and Legendary cards!

Stomp on your foes with Thundersaur out of the Dinosaurs deck, outlast your opponents with Zimus, the Undying in the Death March deck, and harness the power of the Forgeborn themselves with Ironbeard, Hammer of Anvilon in the Cruel Corrosion deck!

Check them out in the SolForge store now!

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Legendary Draft is Live!

26 апреля 2014

From now until Midnight Sunday (PDT) you can duke it out against other players in the Legendary Draft Queue!

Full details about this event can be found in-app or on our website.

Комментариев: 1 Подробнее
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" of the best demos on our showfloor."
Penny Arcade

"To say I’m excited for the game would be a dramatic understatement."
5/5 – Game Informer

"SolForge is visually stunning. The art is glowing and beautiful. Casting your creatures and spells is smooth."
Legit MTG

"With deck building, draft tournaments and multiplayer raids, I think SolForge is going to set a new trend in online mobile card gaming."
Geeks With Juniors

"Looks fantastic...I was able to jump in and start playing right away"

Об игре

SolForge is a free-to-play digital collectible game in which players construct their own decks to challenge their friends or battle against the computer. The current open beta version includes deckbuilding, collection management, online play, AI opponents, tournaments, drafts, and more. Players can customize their decks with cards from their collection that they can earn through gameplay or purchase from the store. Try it now absolutely free!

The full release of SolForge will feature all of the strategy and tactics of a full-fledged CCG, including a single-player campaign mode, co-operative raids, and more. Unlike other online collectible games. SolForge was designed specifically for the digital space, with smooth game play and an intuitive interface.

The core mechanic in SolForge is leveling. Whenever you play a card, that card levels up into a new, more powerful version. As the game progresses, you level up, and gain access to your more powerful higher level cards. Some cards start off weak and level up into powerhouses, while others start off strong and don't improve much as they level, presenting strategic and tactical choices that will challenge even the most seasoned gaming veterans.

Key Features

  • Challenge your friends or play against AI opponents with multiple levels of difficulty
  • Simple to learn, difficult to master.
  • Tutorial to get you playing right away
  • Unique leveling mechanic transforms your cards as you play
  • Online Play
  • Deck Customization
  • Tournaments and Draft Mode

Planned Features

  • New Cards
  • Card Forging System
  • Campaign Mode
  • Cooperative Raids
  • Animated Cards
  • And more!

Системные требования

    • OS:Windows Vista
    • Memory:1 GB RAM
    • Graphics:256MB DirectX 9.0c compatible video card
    • Hard Drive:200 MB HD space
    • Sound:DirectX 9.0c compatible sound card
    • OS:Windows 8
    • Memory:4 GB RAM
    • Graphics:512MB DirectX 9.0c compatible video card
    • Hard Drive:500 MB HD space
    • Sound:DirectX 9.0c compatible sound card
Полезные обзоры покупателей
4 из 6 пользователей (67%) посчитали этот обзор полезным
Товаров на аккаунте: 318
Обзоры: 17
0.3 ч. в игре
Обзор продукта в раннем доступе
Карточная игра с интересной механикой - карты получают уровни в процессе игры. Например, если сыграть заклинание 1 уровня, то в колоду добавляется карта этого же заклинания 2 уровня, более мощное.
Опубликовано: 14 февраля 2014
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1 из 1 пользователей (100%) посчитали этот обзор полезным
Товаров на аккаунте: 16
Обзоры: 1
5.2 ч. в игре
Обзор продукта в раннем доступе
Опубликовано: 12 июня 2014
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2 из 5 пользователей (40%) посчитали этот обзор полезным
Товаров на аккаунте: 61
Обзоры: 2
13.6 ч. в игре
Обзор продукта в раннем доступе
SolForge - карточная коллекционная игра от создателей Magic The Gathering. Все другие подобные игры всего лишь копируют, имитируют карточные игры, подражают MTG. Создатели МТГ, понимая ограниченность возможностей оригинальной игры, создают SolForge, которая является логическим продолжением и наследником МТГ. Новые карты, новые стратегии, удобный и понятный интерфейс, регулярные обновления. А в скором времени и турниры -все это SolForge.
Опубликовано: 16 февраля 2014
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88 из 138 пользователей (64%) посчитали этот обзор полезным
Товаров на аккаунте: 87
Обзоры: 4
208.8 ч. в игре
Обзор продукта в раннем доступе
Lazy game design, rather little skill compared to other CCGs.


I'll go further into detail as to why I don't support the game anymore. The company behind it is rather high on themselves because they had a few big names behind their game, and so they charge outrageous prices for things, and have little value for customers because the entire game was kickstarted, meaning all of the money they make afterwards is more or less entirely profit due to the low maintenance cost of digital card games, and most of it being data being pulled from a database. They don't do any form of maintenance between large updates. Most games have a weekly downtime for a few hours to fix bugs, and add improvements to interfaces, or make the game flow more smoothly, not this. They only update when they have content that they can monetize, such as a new handful of cards, which leaves existing bugs present in the game for months. They have a difficult time managing the iPad version with the PC version, and both appear to be neglected at times because of it, though personally I can not speak for the mobile (phone) version. They had closed beta last for the better part of 8 months, the first six of which involved literally nothing for the player, you had the same demo decks for six months. It was technically longer than that, since it came out shortly before Christmas, but i'll round down because I don't have the exact dates, and frankly don't care enough to get them. Then, in the summer following the closed beta, they come out with their first set of cards, and go into open beta, but they give a brief window of just a few days for any of the closed beta participants and kickstarter backers to spend their store credit after having nothing to do with it for the past six months, and post it in an obscure section of their forums to even announce that it was happening. Nothing on steam, nothing in the client, nothing in the announcement section of their forums, and nothing on their homepage of their website. They did announce it on twitter once or twice, though. So if they happened to be the only people you follow, you may have seen it after having no reason to look at their page for six months. Personally, I chose to read that as trying to squeeze what value they could out of even the players who backed them before the game was even a demo, but read what you will into it.

Gameplay: If you have ever played Magic: The Gathering before, this game is incredibly simple to pick up. The mechanics in the game are outrageously simple; and many of them actually exist in Magic under other names. That being said, imagine one of the game rules in Magic being changed so that a Wheel of Fortune was cast every turn. All of the multiple-turn decision trees, and all of the long-term strategy would be removed; and that is exactly what SolForge did. You get a new hand every turn, and with no resource system, you are instead limited to how many cards per turn you can play (two, aside from a few cards enabling other cards to be free here and there, but two is the default by game rules). So you have a hand of five cards, and can play two of them, every turn, forever. With a new hand every turn. Which basically equates to you have five cards to choose from, but the game state usually dictates which of them are the best to play (if you're behind on board, or if your opponent has a creature you have to kill or you lose, that sort of thing) which leads to very few decisions actually being made by the player. Early game, of course, you have the options of what cards to play in order to level them, sure. But you have a relatively high chance of never seeing the leveled version when it matters again, which happens far more frequently than you'd think.

What the mechanics equate to, at this point is: Level your important cards, and level answers to your opponent's important cards. If you draw your answers to your opponent's cards, while they don't draw answer's to your cards, you win. The opposite is true, as well of course, but it creates for very little interesting gameplay, without ever having any complex board states, or very many things you can due since you can (almost) always only play two cards per turn.

All of that being said, I didn't mention their failure to balance anything outside of a large update, and even then, there is rather little of it going on. They don't do any balance changes until they have their large updates (which has averaged once every four months or so, thus far). Which means if something is overpowered, it is overpowered for a while. And if something is garbage and unplayable, it is that way for a while. The game is stagnant, and in a bad place, and it won't get better for a very, very long time, if at all. They couldn't even balance for draft, as everyone who has drafted more than twice can tell you exactly what the best factions are in order, and what cards among them matter. And once you know what cards you have to draft to win, it boils down to who draws what cards, and when they draw them. There is no concept of: "First turn, i'll play Dude A, and then the next turn i'll play Dude B that goes really well with Dude A" because you have a high chance of not even drawing Dude B, and in the next combat phase, Dude A is dead.

And then you have the lazy game design. All sorts of RNG where it really isn't needed. Not just in the Wheel of Fortune every turn. Not just in whether or not you drew a leveled version of a card. It is a huge factor in draft, as you aren't guaranteed any cards of any specific rarity, and once you choose two factions, you have no say in what you get beyond that. It gets even worse; though, because they have it literally invade their cards. There are currently 10 cards that have built-in randomized effects (random amount of damage, random movement, etc); which to me, is just lazy design. And that's not counting cards that only have things happen at certain times (upon leveling, for example) which is - in a way - pseudo RNG in the sense of it's much stronger on certain turns than others (An example of this would be one card that if you draw it the turn before you level, you can play it and have it end the turn with twice as much attack and health as on any other turn). Even better games implement some RNG on their cards, Magic for example has cards like Mana Clash, but the percentage of the total card pool is much lower, and it is almost never on very relevant cards (due to the whole future future league testing a set for two years before it's released publically).

All in all, the game itself is okay. But if you play it as strictly free-to-play, you're going to have a highly negative experience, as there is no built-in way for you to not be paired up against someone who has played for over a year and has every card, as opposed to you with just starter cards. And if you play against their AI, you miss out on the most relevant reward for the daily system, which is only given for an online win. All in all, I can't very well advise anyone to get into this game. There are better alternatives for your money and time, but this is just one person's opinion.
Опубликовано: 19 февраля 2014
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22 из 33 пользователей (67%) посчитали этот обзор полезным
Товаров на аккаунте: 130
Обзоры: 3
74.8 ч. в игре
Обзор продукта в раннем доступе
3/23/14: When I originally wrote my review, SolForge had a very strong pay to win aspect, as getting competetively viable cards without paying real money was a major chore. With the latest update however, the severity of that chore has been greatly reduced.

They have added the ability to trade in your unwanted cards for silver, buy single cards for silver, increased the amount of silver you earn from daily rewards, and perhaps most importantly greatly improved the boosters you can get for silver, giving more cards with a better chance for decent rarities (and thus qualities) of cards.

True, you'll still progress faster and be more competetively viable if you pay real money for the game, but it's now much easier to build a competetive deck without expending real money.

--Original review follows--

So there's 2 questions to ask yourself before starting to play SolForge:
Do I want to pay money?
Do I want to be able to compete?

If you answered yes to the first, your fine. If you answered no to the second, you're fine.

If you answered no to the first, yes to the second... you might want to go elsewhere.

Despite what some want to say in their reviews, SolForge IS a Pay To Win. Yes, you CAN get everything without paying a dime. You CAN build a competetive deck without ever spending money. But you CAN also get a publishing contract that turns in to a multi-million dollar franchise the first time you throw a manuscript at a publisher.

SolForge is a pretty nifty CCG, with a mechanic that can only really exist in a computer version. Every time you play a card, it gets better for the next time it comes up. Which is cool, but slightly gimmicky. If you ignore that quirk, it's standard fare:
Playing field is 5 lanes. Each creature played attacks the opponents critter in the same lane. Attack Vs. Health. If there's no critter, opponent takes the damage instead.
4 factions: Necromancers (Nekrium), Druids (Uterra), Elementalists (Tempys) and Technomancers (they're not as fun as the elves from Spoils do I don't care). Each deck can contain 2 factions.

Deck building is the best part of the game, and the worst. You build a deck of 30 cards and see how it fares against other decks. It's cool! And you can get the currency to buy boosters by playing the game? SCORE!

Except only the basic (3 card) booster can be purchased for Silver... if you want one of the larger packs with a better chance of good cards you have to either pay money or get lucky.

Outside of paying real money, there are 3 ways to get cards:
At 'achievements' each day you get a reward, which is anywhere from 1 card to a standard booster pack. These points are: First log in, First win, 3rd win (including against the computer).
At each of those noted points, and after beating players, you earn Silver, which as mentioned can be used to buy the 'basic' (3 card) boosters.
Tournaments, the first time you beat a player every day you get a 'tournament ticket', for 7 tickets you can enter a tournament... and probably lose miserably, but you get cards for playing at all.

Now the problem with this, is the odds of beating another player when you're on a free to play deck is ... not great, especially not early on. So when you're starting out, unless you want to throw money at the game, you're pretty much stuck beating the computer 3 times a day to get your rewards, and constantly trying to build a deck you can actually compete with.

It is a pretty fun game though, with interesting potential deck synergies and some cool cards. Decent enough way to pass the time.

It is also worth noting that whilst I consider SolForge Pay To Win, the price point of cards is not at all unreasonable. It is perhaps slightly high when one considers that they're entirely digital and if the game goes away, one is not even left with cards they can look at or use to play with friends.
A 3 card pack, with a chance to open to decent things is $.25 (or can easily be earned in game)
An 8 card pack, with a guarantee of decent things and a chance for awesome things is $2 (and occasionally can be earned in game)
A 10 card pack, with guaranteed awesomness (1 legendary, 3 rare, 3 heroic) is less than $12
(prices assume spending $20 on gold, spending lower amounts will lead to slightly higher prices, while spending higher amounts will lead to slightly lower prices)

If one compares this to a real CCG, one will find this just as easy to spend stupid amounts of money on in the hopes of getting the perfect cards for your deck, but also much easier to spend very little money on.
Опубликовано: 13 февраля 2014
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