Decktamer 표지 이미지게임 정보 / ROGUE BY ROGUE
한 판만 더.

Decktamer

덱 구성턴제 전략전략과 전술

원문 · 영어Deck-building meets monster catching in this turn-based roguelike. Recruit enemy cards to your party as you dive into the depths of the abyss. Will you kill them or will you tame them?

ROGUE BY ROGUEV1

자체 평점

76.0/ 100
전체 공동 순위 #51
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

把招募与技能移植放进永久损耗的队伍中,提供了强策略取舍;捕获运气和恢复偏科是主要约束。

01

핵심 게임플레이

가중치 25%8.5 / 10
원문 · 중국어 간체

根据资料评估:每个生物的动作选择、执行顺序和长期存活相连,战斗有紧凑的解题感;连续消耗会加重规划负担。

02

빌드와 전략

가중치 25%8.5 / 10
원문 · 중국어 간체

根据资料评估:能力迁移和捕获替换创造丰富组合,治疗与捕获共用资源构成实质取舍;回血坦克等路线又因持续损耗过强。

출처01 ↗
03

다회차 플레이 가치

가중치 20%7.5 / 10
원문 · 중국어 간체

根据资料评估:不同捕获对象和技能转移要求调整阵容,重复事件与有限后期修饰让长期新局变化小于初次探索。

출처01 ↗
04

무작위성과 공정성

가중치 20%6.0 / 10
원문 · 중국어 간체

根据资料评估:多数战斗可算清行动,但关键捕获失败和恢复资源短缺可能让后段损失难以补救。

출처01 ↗
05

완성도와 편의성

가중치 10%6.5 / 10
원문 · 중국어 간체

根据资料评估:生物设计与图鉴能帮助识别单位,能力滚动、奖励解释和特效高负载反馈仍增加使用阻力。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。未复核所有难度的捕获概率及性能;不给尚在路线图中的改进计分。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的具体玩法优缺点(Tier list Part 5 (2026))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    Decktamer — Steam 官方商店页

    2026-10-08 访问。确认了敌人捕获入牌组、死亡永久移除、每回合动作和跨生物转移能力。该页不作为实测性能或缺陷已修复的证据。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 2개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

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자체 점수에 미반영

보관된 외부 리뷰와 커뮤니티 자료는 서로 다른 버전을 다룰 수 있습니다. 외부 의견과 평점은 별도로 표시합니다. 영상의 전체 맥락은 원본에서 확인하세요.

플레이어 의견 요약

원문 · 영어A turn-based roguelike deckbuilder where you tame enemy creatures into your deck, sacrifice or evolve them, and transfer mutated abilities between monsters while descending a Lovecraftian abyss.

원문 · 영어Decktamer launched on Steam on Oct 27, 2025 (Horizon Edge, published by Assemble Entertainment) and sits at Very Positive, about 86% of roughly 2,400 Steam reviews. Players love the hand-drawn creature art, the taming-and-mutation hook and the tactical combat. The recurring complaint is a steep, sometimes punishing difficulty curve with attrition and RNG. Even many positive reviews carry caveats about balance, and several negative reviews call it a good game that is not yet tuned. It is a full release, not early access, and the dev appears active: players mention a published roadmap, community creature-submission events and difficulty rework. Critic coverage is thin: Metacritic shows one critic review (Softpedia 85), too few for a Metascore, and OpenCritic could not be confirmed.

플레이어가 칭찬한 점

  • 원문 · 영어Striking, surreal, Lovecraftian hand-drawn creature and card art (reportedly by essentially one artist/dev), cited in nearly every positive review
  • 원문 · 영어Taming mechanic adds real tension: monsters you tame are permanent-until-dead, so you weigh healing vs taming a stronger unit vs sacrificing
  • 원문 · 영어Mutation/syringe system lets you move abilities between creatures, enabling inventive and sometimes broken synergies (e.g. speed-buff stacking snowballs)
  • 원문 · 영어Deep tactical, puzzle-like combat; reviewers describe it as highly deterministic and min-max friendly
  • 원문 · 영어Moody soundtrack and atmosphere, plus well-written bestiary and explorer diary lore entries that reward collecting new creatures
  • 원문 · 영어Good value at $15.99 with many modes, bosses, secret bosses and high replayability for players who click with it
  • 원문 · 영어Responsive developer who engages the community, runs creature-submission events and published a roadmap to address complaints

플레이어가 비판한 점

  • 원문 · 영어Difficulty is widely called overtuned, even on the lowest settings; one reviewer cited under 41% of owners beating the medium difficulty
  • 원문 · 영어Attrition problem: your creatures do not heal between fights while enemies do, so regen/lifesteal tanks dominate and glass-cannon or gimmick builds become liabilities
  • 원문 · 영어Healing items and taming items are the same resource, forcing painful tradeoffs that feel punishing rather than fun to some
  • 원문 · 영어RNG dependence at higher difficulties: missed tames, weak event rolls or no synergistic creatures late in a run can make it unwinnable
  • 원문 · 영어Performance and optimization complaints: high GPU use, card shine effects with many syringes, older PCs struggling
  • 원문 · 영어Some UI clunkiness and unclear unlocks/rewards (scrolling through abilities, battle reward clarity)
  • 원문 · 영어Windows only on Steam (no Mac/Linux) and only partial controller support
  • 원문 · 영어Limited long-term depth: some reviewers feel they have seen most of what the game offers after a few runs, citing too few ascension-style modifiers

차별화된 특징

  • 원문 · 영어Creature-catching as the deck-building engine: enemy cards are recruited into your deck rather than picked from reward pools
  • 원문 · 영어Nuzlocke-like permanence: units that die are gone, and low-tier tames are treated as disposable fodder to trade up
  • 원문 · 영어Ability extraction and mutation system (syringes) that moves abilities between monsters, which affects how creatures evolve
  • 원문 · 영어Enemies have non-static moves and abilities, so the same monster species can appear stronger or weaker in later stages
  • 원문 · 영어Lore delivered through a bestiary and explorer diary tied to the monsters you tame
  • 원문 · 영어Turn-based battles closer to tactical puzzles or XCOM-style positioning than typical card-draw combat

의견이 갈리는 점

  • 원문 · 영어Difficulty: some say it is fair and rewarding once you adopt the sacrifice mindset, others say it is brutal or unbalanced even on easy
  • 원문 · 영어RNG vs determinism: some praise it as deterministic and min-maxable, others find late-game RNG and unreliable tames decisive
  • 원문 · 영어Run length and pacing: slow deliberate turns are a feature for some and draining for others
  • 원문 · 영어Disposable units: seen as fresh tension by some and as a lack of long-term attachment by others

반복과 부담

  • 원문 · 영어Runs feel draining: roughly 8 encounters per depth, each needing heavy thinking with little breathing room between them
  • 원문 · 영어Very long turns and runs (turns of several minutes; Very Hard runs around 1.5-2 hours; Endless waves taking about 15 min each due to effect text)
  • 원문 · 영어No sense of attachment or build identity: every creature eventually gets scrapped, so some players feel nothing builds on itself like in Slay the Spire
  • 원문 · 영어Counterpoint complaint that levels are too short to assemble a deck, leaving finished levels feeling unsatisfying
  • 원문 · 영어Losing runs teaches little, because the next run's creatures and events differ so much

기대하는 개선 사항

  • 원문 · 영어Retune the difficulty curve and give better guidance for learning higher difficulties, where reviewers say there is no reference for what works
  • 원문 · 영어Add more between-battle activity and events, such as a Slay-the-Spire-style run map; events are few and their order is random
  • 원문 · 영어Offer a toggle to turn off or speed up effect explanations and animations, especially for Endless mode where battles drag on
  • 원문 · 영어Make the undo/redo on easier modes more useful; it only returns to before combat and does not refund items or placements
  • 원문 · 영어Add more content and meta-progression: more ascension-style modifiers, since extra modes are seen as only added harshness, plus more bosses and events
  • 원문 · 영어Broaden viable builds so that not only high-HP regen units work, and add optimization options
  • 원문 · 영어Additional language support (Russian requested repeatedly) and platform support

원문 · 영어Metacritic needs 4 critic reviews for a Metascore and currently has 1 (Softpedia 85); user score 8.3 from only 8 ratings. Steam: Very Positive, with the scraped page showing 89% and a recent-30-day 88% positive; the local dataset shows 86.2% of 2,409. Early negative reviews focused on difficulty and balance, and several reviewers reference a difficulty rework, a published roadmap and developer assurances to rebalance, so reception has been partly shaped by ongoing patches. Commercial data is unavailable: steam-revenue-calculator shows $0 and SteamSpy shows 0-20k owners, so no reliable sales figure. Limitation: web search was unavailable (session budget exhausted), so this is based on Steam reviews, the Steam store and forum, and Metacritic; OpenCritic, Reddit and outlet reviews could not be read, and Steam patch notes were not retrievable.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 5 (2026)

원문 · 영어Deck Tamer is a board-centric deck-building roguelike where you fight beasts, capture them into your team, and extract their actives and passives to move onto other monsters. Combat is simple: place beasts, pick an ability each, and they attack automatically left to right. He finds it a deeply strategic, under-the-radar game that more people should know about. He beat it, calls it challenging, and places it in a really solid A tier, describing it as one of the best deck builders of recent years.

제작자가 칭찬한 점

  • 원문 · 영어Very simple core gameplay (place beast, choose ability) that produces extensive, domino-effect strategy
  • 원문 · 영어Fair encounters: you always fight things you could field yourself, so nothing feels unfair
  • 원문 · 영어Capture-and-extract system (syringes, even mid-combat) creates unique self-made synergies and varied runs
  • 원문 · 영어Pokemon-like tension of weakening enemies to capture them rather than kill them
  • 원문 · 영어Every monster stays relevant, even weak starters, since they can absorb blows; constant deck churn
  • 원문 · 영어Undo/redo mechanic that scales down with difficulty, good for teaching then committing
  • 원문 · 영어Strong audio-visuals with attack art popping out; not AI generated; single final boss makes no-capture feel justified

제작자가 지적한 문제

  • 원문 · 영어Animation/zoom is a bit claustrophobic; he wishes it could zoom out to appreciate visuals
  • 원문 · 영어Only two path choices before each battle; he wants a third
  • 원문 · 영어Capture chance RNG (e.g. 80%) can abruptly end a deep run, which feels bad at high levels
  • 원문 · 영어Losing monsters permanently feels rough at first and takes getting comfortable with
  • 원문 · 영어Challenging; requires wrapping your head around many possibilities

설계에 대한 관찰

  • 원문 · 영어Monster-collecting plus extracting abilities/passives between monsters for self-made synergies
  • 원문 · 영어Forced use and disposal of monsters and consumables teaches you not to hoard
  • 원문 · 영어Limited redos as a core, difficulty-scaled mechanic
  • 원문 · 영어Starter monsters always retain value
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