게임 정보 / ROGUE BY ROGUEDecktamer
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?
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。
- 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
- 01보관 자료보관된 외부 자료 보기 ↓
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。
- 02웹 자료원문 보기 ↗
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。
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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.
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (primary source for most bullets) ↗
- 원문 · 영어Local Steam metadata: appid 2870340, developer/publisher, release date, price, review counts, SpyOwners and revenue-calculator estimate ↗
- 원문 · 영어Steam store page: description, tags, review summary, languages ↗
- 원문 · 영어Steam discussion forum: bugs, PvP/DLC/workshop requests, Russian localization, generative AI question ↗
- 원문 · 영어Metacritic page: no Metascore yet, 1 critic review (Softpedia 85), user 8.3 from 8 ratings ↗
- 원문 · 영어Revenue estimate page (shows $0.00, effectively no data), via local data snapshot ↗
- 원문 · 영어Decktamer demo listing referenced in candidate data ↗
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


