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One Step From Eden

Construction de deckCombat d’actionJeu de tirAventure coopérative

Texte original · AnglaisBuild a powerful deck, cast spells on the fly, battle evolving enemies, find game-changing artifacts, make friends or make enemies, just make it to Eden.

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Notre note

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Classé après évaluation des cinq critères

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Jeu répertorié. Évaluation à venir.

Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.

Mécaniques de jeu essentielles25 %—
Combinaisons et stratégie25 %—
Rejouabilité20 %—
Hasard et équité20 %—
Finition et ergonomie10 %—
Méthode d’évaluation ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

2 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisA real-time, grid-based action roguelite by Thomas Moon Kang where you build a spell deck and dodge enemy attacks on a 4x4 battlefield, openly inspired by Mega Man Battle Network and Slay the Spire.

Texte original · AnglaisBoth players and critics rate it well. Steam lists it as Very Positive (about 93% of roughly 7,700 reviews), PC Metacritic is 82 from 9 critic reviews, and the user score is 7.8 from only 41 ratings. The praise goes to the deck-and-dodge hybrid, the build variety, the pixel art and the soundtrack. The complaints are the brutal early difficulty, screen clutter and thin explanations. It left Steam early access on March 26, 2020, and has since come to PS4, Xbox/Game Pass and Switch. Its spiritual follow-up Duelists of Eden came out in 2024, and the Steam reviews show people still playing with mods in 2026. The Switch version scored noticeably lower (74, mixed) than PC.

Ce que les joueurs apprécient

  • Texte original · AnglaisFast, dynamic mix of deckbuilding and dodge-based action. Reviewers and players call it easy to learn and hard to master.
  • Texte original · AnglaisHigh replayability: 9 heroes with distinct playstyles, 200+ spells, 100+ artifacts, alternate kits to unlock, and 'god seed' sharing of exact runs.
  • Texte original · AnglaisSkill matters more than luck. Screen Rant called the roguelike structure a highlight, and players say knowledge of cards and enemy patterns is rewarded.
  • Texte original · AnglaisFocus and type-preference systems let you steer which spell categories you are offered, which softens deck RNG.
  • Texte original · AnglaisPixel art, character design and animation are widely praised.
  • Texte original · AnglaisThe soundtrack is repeatedly called outstanding; some reviewers say it sits in their playlists for months.
  • Texte original · AnglaisDeep difficulty and modifier ladder (Hell passes up to Hel Mode 14), multiple endings (pacifist, genocide, a secret one) and the shopkeeper challenge give very long-term goals; several reviewers have 100-500+ hours.
  • Texte original · AnglaisStrong nostalgia pull for Mega Man Battle Network fans, plus Steam Workshop mods, local co-op and PvP.

Ce que les joueurs critiquent

  • Texte original · AnglaisExtremely fast pace with poor readability in busy fights. Enemy and hazard sprites blend into the background and into each other, and many low-hour negative reviews cite this.
  • Texte original · AnglaisSteep, punishing opening hours. Critics say the first hour is disheartening, and even the lowest difficulty is too hard for some players.
  • Texte original · AnglaisWeak tutorial and explanation: many keywords and status effects are only learned by trial and error (PC Invasion and Screen Rant both flag this).
  • Texte original · AnglaisEnemies feel unfairly strong compared to the player: large AoE attacks, locking you to a tile, limited telegraphing.
  • Texte original · AnglaisSome characters lock you into one archetype (for example a frost hero only makes sense with frost), so the deckbuilding feels narrow.
  • Texte original · AnglaisSlow unlock progression for new abilities and characters (GameMAG, TheGamer).
  • Texte original · AnglaisMultiplayer modes were criticised as poorly designed in the Wikipedia reception summary.
  • Texte original · AnglaisToo many keywords and status effects with too little in-game explanation; the top negative Steam reviews call for an intricate UI rework.

Caractéristiques distinctives

  • Texte original · AnglaisA genuine real-time action take on the Mega Man Battle Network chip-and-grid formula, not turn-based deckbuilding.
  • Texte original · AnglaisCards (spells) are cast continuously from a cycling deck while you dodge, so your deck is also your moveset.
  • Texte original · AnglaisDefeated bosses become playable characters, and every hero has its own mechanics and alternate loadouts.
  • Texte original · AnglaisThe Shopkeeper 'pacts', the pacifist / genocide / secret ending structure, and the Hell pass difficulty ladder.
  • Texte original · AnglaisSeed-based runs you can repeat exactly, plus Steam Workshop mods, local co-op and PvP.

Points qui divisent

  • Texte original · AnglaisMega Man Battle Network fans are split. Some see it as the best spiritual successor, others feel it lacks the deck-perfecting of the original.
  • Texte original · AnglaisDifficulty: fans call it balanced and mastery-rewarding; others call it unfair or inaccessible.
  • Texte original · AnglaisWhether it is truly a 'deckbuilder' or an action game with card flavour. Some players want deeper deck control, others are happy with focus-steered randomness.

Répétition et contraintes

  • Texte original · AnglaisHunting the remaining unlocks, endings and Hell Mode levels can feel like a grind, and unlock pacing was called slow.
  • Texte original · AnglaisLayered RNG (spell offers, artifact offers, focus picks) can ruin a run even when you play well.
  • Texte original · AnglaisMemorising enemy and boss patterns is the main route to improvement, which some players find wearing.
  • Texte original · AnglaisMany spells are niche or weak, so filling out a coherent deck can feel like sifting through clutter.
  • Texte original · AnglaisRuns start the next battle immediately, with no beat to read the new enemy lineup.
  • Texte original · AnglaisSome players say the speed and screen clutter make it feel like luck rather than skill, and that the real-time format loses the deck-perfecting of Battle Network.

Améliorations espérées

  • Texte original · AnglaisClearer UI and keyword tooltips, plus a more thorough tutorial.
  • Texte original · AnglaisA better difficulty curve or gentler onboarding between casual play and bullet-hell difficulty.
  • Texte original · AnglaisBetter visual clarity and animation so enemies and projectiles are easier to tell apart, for example spawning enemies in one at a time before a fight starts.
  • Texte original · AnglaisSome kind of pacing or rhythm indicator (a 'metronome' UI was suggested) to help read action flow.
  • Texte original · AnglaisFaster, more rewarding unlock progression.
  • Texte original · AnglaisMore spells and content to bridge the casual and expert difficulty tiers, and better balance for trap or useless spells.

Texte original · AnglaisIt was funded by a January 2019 Kickstarter that reached its $15,000 goal in two days and paid for extra features such as pets and Switch support. It launched on PC and Switch on March 26, 2020, then PS4 (June 2020), a physical Switch release in Japan (Feb 2021) and Xbox One / Game Pass (Nov 2021). Critics were favorable on PC, with scores ranging from 60 to 100 and most in the 80-90 band, and the main knocks were difficulty and thin explanation. Steam sentiment has stayed Very Positive, with Steam reviews from 2025-2026 still recommending it and praising mods. Third-party estimates put it at 200k-500k owners and about $4.3M gross / $1.26M net revenue on Steam (Boxleiter-style, unaudited). No official sales figures were found. I could not verify a separate OpenCritic score, and no controversies were found beyond the recurring difficulty and readability complaints.

Commentaires archivés du créateur 1

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 1 (2023)

Texte original · AnglaisOne Step From Eden is a real-time, grid-based deck-building roguelike where you cycle spells while dodging and positioning on a tile board. He stresses it is extremely fast and forces your brain to juggle spell knowledge and movement at once. He play-tested it in beta and was excited for release. He finds it fun but demanding and not for everyone, and he places it in high B tier.

Ce que le créateur apprécie

  • Texte original · AnglaisHighly unique concept: real-time strategy on a grid blended with deckbuilding
  • Texte original · AnglaisSpells each behave very differently (range, direction, tile patterns), giving distinctive gameplay
  • Texte original · AnglaisLove of the art style
  • Texte original · AnglaisMany characters with their own abilities
  • Texte original · AnglaisNumerous passives that synergise with spells and with each other
  • Texte original · AnglaisEach run feels different from the others
  • Texte original · AnglaisStrong uniqueness of gameplay

Problèmes relevés par le créateur

  • Texte original · AnglaisVery challenging and not for everyone
  • Texte original · AnglaisCannot be played when tired because of the speed and mental load
  • Texte original · AnglaisFun only if you can manage to handle its pace

Observations sur la conception

  • Texte original · AnglaisBoard-based real-time strategy fused with spell deckbuilding, running far faster than comparable strategy-puzzle games
  • Texte original · AnglaisPlayer must think in two modes at once: what spells do and where to move on the grid while casting
  • Texte original · AnglaisSpells can be fired several per second, each with unusual placement-dependent effects
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