게임 정보 / ROGUE BY ROGUEWarm Snow
원문 · 영어'Warm Snow' is a Rogue-like action game with a background set in a dark fantasy world, where the eerie 'Warm Snow' holds sway. You will play as the Warrior 'Bi-an' on a crusade against the Five Great Clans, in order to save a world teetering on the brink of destruction.
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플레이어 의견 요약
원문 · 영어A Chinese-mythology dark-fantasy action roguelite by BadMudStudio (published by bilibili) in which swordsman Bi-an fights the Five Great Clans using melee weapons plus recallable flying swords, with a deep relic/sect build system.
원문 · 영어Warm Snow is a well-liked, somewhat under-the-radar action roguelite: Steam shows about 39k reviews at roughly 93% positive (Very Positive), with the Steam store page showing a dip in recent reviews (about 79% on a small 30-day sample). Players praise build variety, the flying-sword combat and the ink-painting art style; they criticise slow meta-progression, unclear or badly translated text, a linear fixed map and fodder enemies once a build comes together. Formal critic coverage is thin: Metacritic has only two critic reviews (90 and 80), so no Metascore yet, and no OpenCritic entry was found. It is a full release (Jan 2022), not early access, with a paid DLC (The End Of Karma), a free DLC (Shao Meng / 烬梦) and console ports (Oct 2023). Commonly compared to Hades, usually as solid but a step below it in presentation and story.
플레이어가 칭찬한 점
- 원문 · 영어Large build variety: sects, relics, weapons and deities combine into many synergies, and players report late-game runs feel very flexible
- 원문 · 영어Distinctive gear system: the same relic or piece of gear has a different effect depending on which slot it is placed in, and can be re-slotted at any time
- 원문 · 영어Fast, fluid combat built around melee plus flying swords that can be launched and recalled
- 원문 · 영어Striking art direction inspired by ancient silk/ink painting, with Chinese mythology theme and a well-liked soundtrack
- 원문 · 영어Scalable difficulty and challenge options give high replay value; reviewers cite 30-40+ hours to unlock everything and multiple stories/endings
- 원문 · 영어Good boss fights and decent enemy variety according to several positive reviewers
- 원문 · 영어Lots of content for the price (around $18), including a free DLC and a paid expansion
플레이어가 비판한 점
- 원문 · 영어Translation problems: English text overflows UI boxes, some keywords and item effects are mistranslated or unclear, and some end-of-boss text is untranslated
- 원문 · 영어Meta-progression is described as very slow to upgrade, which a top-voted negative review calls the game's major flaw
- 원문 · 영어Fixed, linear level layouts and repeated bosses make runs feel repetitive compared with procedurally generated roguelites
- 원문 · 영어Many item and relic effects reduce to 'do more damage when X', so playstyle changes less than the item count implies
- 원문 · 영어Enemies become fodder with a decent build but feel like HP sponges in early runs or on weak builds
- 원문 · 영어Dash and movement are called clunky or slow by several reviewers; game feels dated to some
- 원문 · 영어Story and characters are seen as weak or forgettable compared with Hades, with average presentation of the narrative
- 원문 · 영어Some players report stuttering and performance problems on PC
- 원문 · 영어Weapons lean on specific relics to reach full power, and many weapons reuse the same swing animation so they feel like stat swaps
차별화된 특징
- 원문 · 영어Slot-dependent relic effects: the same item behaves differently in each of the four slots and can be rearranged freely
- 원문 · 영어Floating flying-sword projectiles alongside melee, with a recall mechanic
- 원문 · 영어Sect and deity choices at run start that shape the build, inside a Chinese mythology / dark wuxia setting
- 원문 · 영어Multiple stories (about three) with a hidden true ending that requires collecting fragments across many runs
- 원문 · 영어Extremely nuanced status-effect and condition-trigger item system (poison, bleed, burn, frost) with deep stacking rules
의견이 갈리는 점
- 원문 · 영어Hades comparison: some praise it as a top-tier roguelite, others say Hades and its sequel exist so just play those
- 원문 · 영어Build depth: many praise huge variety, while critics say effects mostly boil down to more damage and do not change playstyle
- 원문 · 영어Difficulty and balance: some find it hard, others find bosses and enemies trivial with a good build
- 원문 · 영어Chinese voice acting and translation: some see it as flavourful, others as a barrier for English speakers
반복과 부담
- 원문 · 영어Slow meta-progression and farming enemies for fragments to unlock all stories and the true ending
- 원문 · 영어Early runs feel repetitive before enough content is unlocked
- 원문 · 영어Nothing is explained well; players often have to play to learn what a keyword does
- 원문 · 영어Fixed maps and repeated bosses get samey over a long playthrough
- 원문 · 영어Completion is a long grind: unlocking everything means farming fragments across many runs, and some reviewers regret the hours sunk into 'unlock it all'
기대하는 개선 사항
- 원문 · 영어Clearer UI, status and keyword explanations and a proper retranslation of the English text
- 원문 · 영어Faster or less grindy meta-progression and unlock pacing
- 원문 · 영어More varied or procedural level layouts and more enemy types
- 원문 · 영어Better balance so that some relics/weapons are not dependent on specific relic pairings and some builds are not broken
- 원문 · 영어Stronger narrative delivery and more developed characters
- 원문 · 영어Tighter dash and movement feel
원문 · 영어Released on Steam Jan 18, 2022 (Windows only, priced $17.99) by BadMudStudio / bilibili and never in early access. It had a strong Chinese launch and later gained an English audience; console versions (Xbox, PS, Switch) followed around Oct 2023. Post-launch content includes the free 'Shao Meng / 烬梦' DLC and the paid 'The End Of Karma' DLC. Steam-wide all-time rating stays around 93% positive, but a recent-reviews dip (about 79% on a small sample per the store page) suggests newer players are more lukewarm, mainly over translation and meta-progression. Third-party estimates (steam-revenue-calculator, Boxleiter-based, order of magnitude only) put Steam gross revenue near $30M and owners at 1-2M. Limitations of this research: the web search budget was exhausted, so no Reddit threads or major outlet reviews could be read; OpenCritic has no confirmed entry and Metacritic has only two critic reviews (no Metascore).
커뮤니티 자료 출처
- 원문 · 영어Top helpful positive and negative English Steam reviews (local file) ↗
- 원문 · 영어Steam store metadata: appid 1296830, review counts, tags, SteamSpy owners estimate ↗
- 원문 · 영어Steam store page: review summaries (all-time and recent), DLC list, languages ↗
- 원문 · 영어Steam community discussions: bugs, boss strategies, completion posts ↗
- 원문 · 영어Metacritic page: no Metascore yet, user score 7.5 from 10 ratings ↗
- 원문 · 영어Two critic reviews: TheXboxHub 90, Movies Games and Tech 80 ↗
- 원문 · 영어TheXboxHub console review: 4.5/5, praises art and build depth, notes difficulty and tricky achievements ↗
- 원문 · 영어Boxleiter-method revenue estimate (~$30M gross) ↗
보관된 제작자의 의견 1
자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.
원문 · 영어Tier list Part 1 (2023)
원문 · 영어Warm Snow is a Chinese hack-and-slash roguelike that plays its serious tone straight and pulls it off. Everything in it is wildly overpowered, both the player and the enemies, which makes it visually crazy and very fun. He admits the balance is only okay, but he has played it a lot and keeps enjoying it. The lack of boss variety holds it back from S, so he places it at the top of A and recommends it to fans of action-heavy hack and slash.
제작자가 칭찬한 점
- 원문 · 영어Takes itself seriously without turning goofy, and the tone works
- 원문 · 영어Makes you feel really powerful, with absurd scaling such as +300% damage passives
- 원문 · 영어Overpowered enemies keep the power fantasy from getting boring across runs
- 원문 · 영어Strong pre-run customization: every run starts with a boon from a different god that sets your elemental damage
- 원문 · 영어A starting relic that synergizes with the boon gives character-like choice from the start
- 원문 · 영어Visually impressive, with awesome-looking bosses
제작자가 지적한 문제
- 원문 · 영어Bosses are great but always the same ones every run
- 원문 · 영어Balance is merely okay and not the best design
- 원문 · 영어Constant overpowered state could bore players in some games, though here it mostly holds up
설계에 대한 관찰
- 원문 · 영어Everything is overpowered, enemies included, so scaling is mutually absurd rather than one-sided
- 원문 · 영어Starting god boon acts like choosing a different character by fixing the elemental damage type
- 원문 · 영어Design lesson: roguelikes benefit from varied bosses, especially action-based ones


