在一款以系统为核心的 roguelite 中选择你的巨龙,守护城堡抵御无尽敌潮。升级以挑选天赋,开启宝箱获取战利品,并建造可升级的城墙;适应不断变化的敌人编成,把每一局推进到你的技术极限。

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开发者的话:

为何要采用抢先体验这种模式?

“We’re building a replayable, systems-driven defense game where a single tweak to XP, attack speed, or enemy composition can swing the whole run. Early Access lets us iterate in the open with real player data and feedback to tune balance, pacing, and build diversity across our three dragons (Fire/Water/Electric) and six enemy types. We want the core loop—protecting your castle/tower in an endless onslaught while drafting level-up perks and loot—to feel tight, fair, and rewarding from minute one to hour fifty. That kind of tuning is fastest with a live community.

Early Access also helps us prioritize content with you. We already have a solid foundation: three distinct dragons with unique passive level-up identities (e.g., Fire = attack speed scaling, Water = XP rate scaling, Electric = luck scaling), a growing enemy roster (goblin → elite/boss variants, splitters, titanoboa), draftable level-up choices (XP Rate, Attack Damage/Speed, Luck, Crit Chance/Damage, Projectile Multiplier, Difficulty), lootable modifiers from chests (e.g., castle HP, projectile bounce), and upgradable walls you can build around your keep. With your input, we’ll expand the best parts first—more dragons, more enemy families, more items, deeper wall upgrades, and additional synergies.

Finally, we want to ensure the game is accessible yet skillful: clear UI, meaningful choices every level, and difficulty options that scale from relaxed to ruthless. Early Access gives us the runway to test new builds, respond quickly, and ship frequent, transparent updates shaped by the community.”

这款游戏的抢先体验状态大约持续多久?

“Approximately 6 months from the Early Access launch.”

计划中的完整版本和抢先体验版本到底有多少不同?

“More content variety: additional dragon types, new enemy families (with fresh behaviors, elites, and bosses), and a broader pool of items/relics to deepen buildcraft.

Fortification depth: expanded wall tiers, more meaningful upgrade paths, and potential synergies between fortifications and your dragon/build.

Build diversity & balance: continued tuning of perks, difficulty options, and enemy compositions so different strategies (glass-cannon crit, projectile-multiplier, XP engines, etc.) all feel viable.

Progression & challenge: light meta-progression and optional challenge modifiers to support long-term goals and replayability.

Quality of life: clearer UI/UX, accessibility options, controller/rebind support, performance work, and additional localization.

Audio/visual polish: improved VFX/SFX, feedback clarity, and readability during high-intensity waves.”

抢先体验版本的现状如何?

“Core loop: Endless “defend the castle/tower” runs with decision-driven builds.

Playable dragons: Fire / Water / Electric, each with a distinct passive on level-up
(e.g., Fire = attack speed scaling, Water = XP rate scaling, Electric = luck scaling).

Enemies (6 types): goblin, elite goblin, boss goblin, splitter goblin, elite splitter goblin, boss titanaboa.

Level-up choices: XP Rate, Attack Damage, Attack Speed, Luck, Crit Chance, Crit Damage, Projectile Multiplier, Difficulty.

Loot & items: chest drops like castle/tower HP boosts and projectile bounce-type effects.

Fortifications: buildable, upgradable walls around your keep.”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“We’re not planning to change the base price between Early Access and the 1.0 release. ”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“Steam Community Hub & Discussions

Dedicated feedback threads for each major update (balance, perks, enemy behavior).

Upvoted ideas get a “On Our Radar” tag for visibility.

Discord Server

Channels like #feedback-balance, #bugs, #ideas.

Weekly community summaries highlighting key topics and actions we took.

Occasional polls (e.g., “Is Projectile Multiplier overtuned?”).

In-Game Feedback

A lightweight feedback form with optional logs so we can quickly reproduce balance/issues.

Transparent (Living) Roadmap

Public, lightweight board with states like “Testing Soon”, “Under Review”, “On Hold”—updated as priorities shift.

Test Branches / Betas

Big balance/content drops may hit an opt-in test branch first; we iterate based on feedback, then merge to main.

Dev Notes & Patch Notes

Every update includes “Why we changed it” blurbs—so you see not just what changed, but why.

Community Contributions

Regular calls for naming ideas, balance suggestions, and QoL tweaks; we’ll credit contributors in notes.”
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关于此游戏

概述

一款可反复游玩的系统驱动防御游戏;只需微调 XP、攻速或敌人组合,就可能扭转整局。选择一条巨龙——火、海(水)、雷(电)——在无尽攻势中守护你的城堡/箭塔。升级时草拟加点,开启宝箱获取强力词缀,并建造/升级外墙来塑造战场。目标很简单:用聪明选择与爽快联动,尽可能活得更久。

这是以手感、平衡与清晰度为核心的抢先体验。我们将结合社区反馈拓展内容并打磨核心循环。

主要特性(抢先体验)

  • 三种巨龙,每升一级获得独特被动:

    • :每级获得攻速

    • :每级获得经验获取率

    • :每级获得幸运

  • 六类敌人:哥布林、精英哥布林、哥布林首领、分裂哥布林、精英分裂、泰坦巨蟒首领。

  • 无尽防守:对抗逐步升级的敌人编成与波次。

  • 每次升级的选项草拟:经验率、攻击伤害、攻速、幸运、暴击率、暴击伤害、弹体倍增、难度。

  • 宝箱掉落:如城堡/箭塔生命、弹体弹跳等。

  • 可建造与升级的外墙:引导敌军走位。

  • 决策驱动的流派:玻璃大炮暴击、经验引擎、弹幕蜂群等。

展望(可能变动)

更多巨龙与敌人家族、更丰富的物品/遗物、更深入的城墙升级、可选挑战修正、轻度元进度,以及持续的易用性、性能与本地化改进。

本地化

计划逐步加入更多语言与界面本地化。

系统需求

    最低配置:
    • 操作系统: Windows 10 / 11
    • 处理器: Intel Core i5
    • 内存: 8 GB RAM
    • 显卡: NVIDIA GTX 770
    • 存储空间: 需要 1 GB 可用空间
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