Sol Cesto 표지 이미지게임 정보 / ROGUE BY ROGUE
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Sol Cesto

덱 구성턴제 전략전략과 전술

원문 · 영어Sol Cesto is a tactical and frantic roguelite where mastering your luck is key. Choose a hero, upgrade them using cursed teeth and magical items, and descend to the bottom of an ever-changing dungeon. In this dark world, every action has consequences…

ROGUE BY ROGUEV1

자체 평점

63.3/ 100
전체 순위 #82
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

改变概率的想法容易理解,但在本评分标准下,早期坏运气的补救空间和长期选择变化仍偏弱。

01

핵심 게임플레이

가중치 25%7.0 / 10
원문 · 중국어 간체

根据资料评估:逐行选择把风险集中到简单动作,反馈节奏明确;熟悉之后不少选择会退化成反复选最高收益概率的一行。

02

빌드와 전략

가중치 25%6.5 / 10
원문 · 중국어 간체

根据资料评估:牙齿、消耗品与角色能力可改变概率和触发关系,但快照指出少数必选组合压缩不同路线。

출처01 ↗
03

다회차 플레이 가치

가중치 20%6.0 / 10
원문 · 중국어 간체

根据资料评估:角色差异与隐藏互动有探索价值,重复场景和稳定最优选择让局面变化不足以长期改变应对。

출처01 ↗
04

무작위성과 공정성

가중치 20%5.5 / 10
원문 · 중국어 간체

根据资料评估:可见行内风险与调整概率提供有限控制,但早期危险布局和资源不足可能在有效工具到手前决定结果。

출처01 ↗
05

완성도와 편의성

가중치 10%6.5 / 10
원문 · 중국어 간체

根据资料评估:动画和声音对单次结果反馈鲜明,反复镜头和不可跳过流程拖慢重试;点击及软锁反馈也影响易用性。

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。软锁和输入故障来自历史收录反馈,未确定现补丁是否修复;不把当前好评比例用于抵消规则短板。

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

    Sol Cesto — Steam 官方商店页

    2026-10-08 访问。确认了四行中择行、行内随机落点、牙齿修改概率及消耗品化解危险。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.

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자체 점수에 미반영

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플레이어 의견 요약

원문 · 영어A French-made tactical roguelite where you pick one of four tile rows per floor and percentage odds decide which monster, treasure, trap or strawberry you land on, with cursed teeth used to rig those odds as you descend a dungeon to find a lost sun.

원문 · 영어Sol Cesto is well received by players (Steam Very Positive, about 91% of roughly 5,200 reviews in the local data; the store page showed 89% all-time and 91% recent) and is praised above all for its strange, hand-drawn tarot-and-medieval-marginalia art, animation and music. The odds-manipulation loop is seen as original and addictive for the first 10 to 20 hours. Criticism is consistent: heavy RNG, a brutally swingy opening area versus a trivial late game, thin run-to-run variety, and a grindy meta-progression that competes with in-run shopping. It entered Steam Early Access on May 27, 2025 and hit 1.0 on Apr 10, 2026 (Windows; priced $13.99). The 1.0 launch drew complaints about bugs and a controversial UI restyle, with some fixes reported within a week. Professional coverage is thin: Metacritic has only 3 critic reviews (no Metascore yet) and no OpenCritic page was found.

플레이어가 칭찬한 점

  • 원문 · 영어Distinctive art direction: tarot-card and medieval drollery style, grotesque-whimsical, with hidden interactables in the art; many reviewers buy or recommend it for the visuals alone
  • 원문 · 영어Animations, sound effects and music are repeatedly called spectacular, with one reviewer happy to listen to the soundtrack for hours
  • 원문 · 영어Core loop of nudging percentages with teeth and items is described as a genuinely novel, addictive take on risk and odds management ('a gambling game where you can change the odds')
  • 원문 · 영어Quick-run, pick-up-and-play feel that suits short sessions; scratches a Slay the Spire-like itch for some
  • 원문 · 영어Secrets, hidden interactions and a mysterious tone reward curiosity (beggar stories, final-level unlock puzzles)
  • 원문 · 영어Forgiving of small mishaps once you learn how to manage uncertainty, so risk-taking is viable rather than pure luck
  • 원문 · 영어Tooth and shop item combos allow different builds for strength versus magic characters
  • 원문 · 영어Runs well on Steam Deck according to reviewers; good value around $10-14, with advice to buy on sale

플레이어가 비판한 점

  • 원문 · 영어RNG dominates: rooms can be statistically near-unwinnable, even on the very first floors, and reviewers report restarting the first screen repeatedly until a survivable layout appears
  • 원문 · 영어Difficulty curve is inverted: the first area is the hardest part of a run, then the game becomes easy once meta-progression and a good start are in place; early bosses are called easier than the first room
  • 원문 · 영어Low variety between runs and across characters; many teeth and items are weak while a few are obvious must-picks, so players converge on the same strategy within a few hours
  • 원문 · 영어Character balance: starting characters with 2 total power are seen as worse than the 3-power Knight/Peasant, so most players stick to one hero
  • 원문 · 영어Meta-progression is gated behind saving in-run gold, forcing a choice between mid-run shops and permanent upgrades, which many call a padded grind
  • 원문 · 영어Unskippable animations (camera zoom per row, floor clear, boss intros) that must be watched hundreds of times
  • 원문 · 영어Bugs and technical rough edges: boss-exit soft locks, animation errors covering the exit, phantom windows on Alt+Tab, a click-registration issue on the Sun power, reports of progress deletion; built in Construct 3 which a reviewer tied to hangups
  • 원문 · 영어Content ends quickly for completionists: roughly 20-30 hours to unlock everything and beat every character, versus hundreds of hours for genre benchmarks
  • 원문 · 영어Shallow moment-to-moment play: the top-upvoted negative reviews say strategy collapses into clicking the row with the best percentage, so every run and character feels the same after the first hours despite the striking art

차별화된 특징

  • 원문 · 영어Row-selection combat where you pick a row but probability, not you, picks the tile; the game is about editing those percentages
  • 원문 · 영어Stone and metal 'teeth' as a cursed, body-horror-flavoured upgrade system that modifies encounter odds and triggers combos
  • 원문 · 영어Slot-machine / gambling-meets-dungeon-crawler hybrid with a tarot-inspired dark-fantasy presentation
  • 원문 · 영어Quest for a lost sun through roughly 120 rooms across five biomes, with many hidden secrets and a mysterious, light-on-lore story
  • 원문 · 영어Meta-progression funded by depositing run gold back home, rather than a separate currency

의견이 갈리는 점

  • 원문 · 영어Randomness: some players find managing uncertainty the whole appeal, others call it a slot machine with no real agency and get angry at unavoidable deaths
  • 원문 · 영어Depth versus longevity: fans accept roughly 20 hours of delightful play as enough, while others say it runs out of variety and compare it poorly to Slay the Spire
  • 원문 · 영어The 1.0 UI and art-border overhaul, loved by the devs' direction but disliked by several reviewers who preferred the Early Access look
  • 원문 · 영어Audio/visual quality: overwhelmingly praised on Steam, though a Metacritic user called graphics and sound poor

반복과 부담

  • 원문 · 영어Grinding the opening floors repeatedly for a decent roll, then gold and runs for unlocks (about 10 hours of mostly grind to get key unlocks, per a 100% completionist)
  • 원문 · 영어Unskippable, repeated animations and cutscenes and manual clicking through floors that are already won
  • 원문 · 영어Having to skip shops to bank gold for meta upgrades, which many see as a punishing tradeoff rather than an interesting decision
  • 원문 · 영어Late-game repetition: after the sun is reached, unlocking achievements and story with each character feels like repeating near-identical runs
  • 원문 · 영어Random shop rolls blocking specific item combos (e.g. hunting for a candle for hours)
  • 원문 · 영어Unclear mechanics and tutorial gaps about how certain upgrades or unlocks are obtained

기대하는 개선 사항

  • 원문 · 영어Revert or rework the 1.0 UI: new star text borders and overall restyle are called harder to read and less fitting than the Early Access look (two highly upvoted positive reviews lead with this)
  • 원문 · 영어Smooth the opening difficulty, for example a low-health healing option, character-aware odds adjustment, or an earlier blacksmith, so early floors are not decided by an unwinnable layout
  • 원문 · 영어Add animation skip or speed-up options and a fuller options menu; avoid forcing four manual row picks on floors already safe to clear
  • 원문 · 영어Rebalance characters, teeth, flute spells and weak items, and make more of them viable; let flute spells recharge between areas instead of once per run
  • 원문 · 영어Add run-saving/resume (quit and return later) and controller support, which appear in user requests
  • 원문 · 영어Loosen the artificial gating to the final level and give reasons to experiment with different characters (character-specific secrets), plus more enemy and shop variety and better late-game money sinks

원문 · 영어Early Access began May 27, 2025 at 11.99 EUR; early reviews already praised art and flagged repetitive runs. The 1.0 release on Apr 10, 2026 was criticised within days for technical issues (extra invisible window on Alt+Tab, Linux build initially not updated though later reported fixed, click-registration and soft-lock bugs, a boss animation error) and for an overhauled UI with star-bordered text borders; one reviewer noted on Apr 17 that some issues were reportedly fixed. Steam discussion threads show ongoing bug reports (soft lock when exiting boss level, wrong damage calculation, no sound on Linux, progress deletion) plus requests for controller support and a macOS version. Steam data lists Windows only at time of reading. Metacritic has 3 critic reviews (78, 70, 70; 1 positive, 2 mixed), so no Metascore yet; user score 7.6 from 19 ratings. Developer listing shows Tambouille, Geraud Zucchini, Chariospirale, published by Goblinz Publishing and Maple Whispering Limited; Goblinz's own page says 10 characters while the Steam page says 7 playable characters. Limitation: the WebSearch budget for this session was exhausted, so no OpenCritic page, Reddit threads or full critic articles could be read; Reddit and Gamekult fetches were blocked.

보관된 제작자의 의견 1

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

원문 · 영어Tier list Part 5 (2026)

원문 · 영어Sol Cesto is a turn-based, luck-driven roguelite where each turn you pick one of four lanes, each with a chance of enemies, treasure or traps, and you bend the odds with items, consumables and stats. He is drawn in mostly by its strikingly unique, dark-yet-bright hand-animated art, which reminds him of the artist Felix Colgrave. He finds the meta progression well balanced against in-run spending, and likes the hidden secrets, but the early game and run-to-run variety feel repetitive and RNG heavy. Verdict: really solid and enjoyable, elevated well above a plain B by its visuals, and placed just below Scoplings on the board.

제작자가 칭찬한 점

  • 원문 · 영어Some of the most unique art and animation he has seen in a roguelike, with a striking dark/bright blend
  • 원문 · 영어Every enemy has a different animation depending on whether you can kill it without taking damage
  • 원문 · 영어Meta progression vs in-run spending of gold is balanced well and makes sense
  • 원문 · 영어Lots of secrets, including fourth-wall-breaking puzzles and a true ending gated by collecting gems
  • 원문 · 영어More strategy than expected: removing one spot changes the probabilities on the whole floor
  • 원문 · 영어Different biomes bring new enemies and traps that keep discovery exciting

제작자가 지적한 문제

  • 원문 · 영어Early game is repetitive and runs feel similar and luck based until you unlock interesting characters, builds and passives
  • 원문 · 영어Some meta unlocks cost a lot for unknown content and some upgrades feel less satisfying than others
  • 원문 · 영어Still RNG heavy, especially early, with 'just unlucky' outcomes
  • 원문 · 영어Runs lack variation and he keeps hitting the same biomes, so he saw everything quickly relative to remaining secrets
  • 원문 · 영어Gameplay itself could be more interesting

설계에 대한 관찰

  • 원문 · 영어Core loop of picking one of four lanes with visible odds, where eliminating spots shifts probabilities
  • 원문 · 영어Art style and per-enemy animation states that react to whether you avoid damage
  • 원문 · 영어Secret-heavy design with fourth-wall-breaking puzzles and codes
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