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Wildfrost

Построение колодыПошаговая стратегияСтратегия и тактика

Оригинальный текст · АнглийскийTake on the elements in Wildfrost, a tactical roguelike deckbuilder! Journey across a frozen tundra, collecting cards strong enough to banish the eternal winter…

ROGUE BY ROGUEV1

Наша оценка

79,0/ 100
Разделённое место #31
Наш обзор / RBR V1

Почему такая оценка?

Оригинальный текст · Упрощённый китайский

单位倒计时把出牌变成主动调度,饰品又能深入改变伙伴;复杂效果的顺序表达和奖励兼容性限制了公平感。

01

Основной игровой процесс

Вес 25 %8,5 / 10
Оригинальный текст · Упрощённый китайский

每次出牌推进敌我倒计时,召唤、换位和延缓之间形成紧张的顺序谜题;首回合的部署成本对新手尤其苛刻。

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02

Сборки и стратегия

Вес 25 %8,5 / 10
Оригинальный текст · Упрощённый китайский

部族、伙伴、饰品和关键字能形成实质不同的战术,单卡改造空间强;部分流派较强,选到不兼容奖励时转向困难。

Источники01 ↗02 ↗
03

Реиграбельность

Вес 20 %7,5 / 10
Оригинальный текст · Упрощённый китайский

不同领袖与伙伴组合要求调整节奏,挑战难度增加约束;遭遇和有效卡组熟悉后,部分后续局趋向相同的方案。

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04

Случайность и справедливость

Вес 20 %7,0 / 10
Оригинальный текст · Упрощённый китайский

倒计时允许提前规划,失败常能追溯到站位和时机;复杂结算次序与反击连锁不够直观,随机领袖和选牌也限制容错。

Источники01 ↗02 ↗
05

Качество исполнения и удобство

Вес 10 %7,5 / 10
Оригинальный текст · Упрощённый китайский

动画与基础界面受到肯定,核心计数规则直观;关键词交互和最终结果预判不足,实际运算仍容易超出提示表达。

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Автор обзора
Оригинальный текст · Упрощённый китайский
Rogue by Rogue · AI 资料评测
Оценённая версия
Оригинальный текст · Упрощённый китайский
具体构建未知;以所引资料描述的版本为准

Область оценки и ограничения

Оригинальный текст · Упрощённый китайский

未进行试玩;分数是依据已收录评述与社区具体反馈作出的主观资料评测。旧反馈跨版本、部分原始材料为不可重开的本地快照;本次 Steam 核查仅确认玩法与功能,未复测平衡、性能或报告的故障是否仍存在。

Источники обзора 02

  1. 01
    Архивные материалы
    Оригинальный текст · Упрощённый китайский

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的 Tier list Part 2 (2024) 的具体优缺点,以及 玩家好评、玩家批评 与 资料核查说明;不使用旧等级、外部分数或销量反推。

    Открыть архив внешних материалов ↓
  2. 02
    Интернет-источник
    Оригинальный текст · Упрощённый китайский

    Wildfrost · Steam 官方商店

    2026-10-08 访问。核对随机领袖、伙伴招募与饰品、动态倒计时、部族差异和每日挑战。未据介绍推定性能或故障已修复。

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Обсуждения игроков

Оригинальный текст · АнглийскийA tactical roguelike deckbuilder from Deadpan Games and Gaziter (published by Chucklefish) where you lead a tribe leader and companions through a frozen tundra in cooldown-based card battles on a two-lane, six-slot board.

Оригинальный текст · АнглийскийWildfrost is well received by both players and critics: Metacritic PC sits at 80 (17 critic reviews) with a user score of 8.0, and Steam shows Very Positive (about 83% across roughly 8,860 reviews in our local snapshot; the store page itself showed a higher figure, so treat exact percentages loosely). It is praised as a distinctive, hard, synergy-rich alternative to Slay the Spire with standout art and music. The main friction is difficulty and perceived RNG unfairness, a grind-heavy unlock structure, and a divisive post-win 'previous champion becomes the final boss' mechanic. It is a finished, released game (Switch/PC April 2023, mobile April 2024, Xbox December 2024) with Steam Workshop support, daily runs and difficulty customisation via Storm Bells; one reviewer notes balance patches fixed early turn-0 infinites and overpowered final bosses. Players still ask for more content.

Что хвалят игроки

  • Оригинальный текст · АнглийскийDistinctive cooldown-counter combat where every card played ticks down both your units and enemies, making turn order and positioning the core puzzle
  • Оригинальный текст · АнглийскийCharms (up to 3 per card) allow deep, creative unit customisation and exponential combo builds, often compared favourably to Inscryption-style run modification
  • Оригинальный текст · АнглийскийHuge variety of companions, cards and keywords across three tribes (Snowdwellers, Shademancers, Clunkmasters) gives many viable strategies
  • Оригинальный текст · АнглийскийStrong, charming cartoon art style and animation; critics and players both single out the visual polish
  • Оригинальный текст · АнглийскийWell-liked music and atmosphere; one reviewer discovered the game via its soundtrack
  • Оригинальный текст · АнглийскийSatisfying skill-testing difficulty: failures usually traceable to misjudged turn order or overlooked enemy effects, and wins feel earned
  • Оригинальный текст · АнглийскийAccessible to learn but deep; some families play it together, and reviewers say it stays as dynamic on the twentieth run as the first
  • Оригинальный текст · АнглийскийMeta-progression through Snowdwell town building, daily runs, challenges and Storm Bell difficulty scaling adds replay value

Что критикуют игроки

  • Оригинальный текст · АнглийскийUnfairness and RNG: random starting leader stats, bad character/enemy rolls, and enemy groups that feel like they counter-pick your strategy
  • Оригинальный текст · АнглийскийTurn outcomes are hard to predict because of many interacting mechanics and poorly explained order of operations; players lose turns they thought were perfect
  • Оригинальный текст · АнглийскийUneven build viability: a few keywords and archetypes per tribe dominate, and many unlocked companions or cards are conditional or worse than starter options
  • Оригинальный текст · АнглийскийEarly pacing is tough because placing a single unit costs a whole turn while multiple enemies already race ahead
  • Оригинальный текст · АнглийскийSteep learning curve and a high barrier to entry for genre newcomers (Twinfinite cautioned this); IGN France cited very high difficulty and inconsistent card balance
  • Оригинальный текст · АнглийскийPost-victory 'posse' final-boss design can lock players out of repeating a win if their winning run was very strong
  • Оригинальный текст · АнглийскийWindows-only on Steam (no Mac/Linux); a top-voted negative Steam review is purely about publisher Chucklefish's alleged treatment of unpaid interns, not gameplay
  • Оригинальный текст · АнглийскийLimited content depth for some players who finish unlocks and want more
  • Оригинальный текст · АнглийскийThe leader doubles as your lose condition, and the abundance of area attacks, counter-attacks and reflects can make the leader's own attack kill it in retaliation (tactics-minded players find this infuriating)

Отличительные особенности

  • Оригинальный текст · АнглийскийCooldown-counter (tick-down) combat on a six-slot, two-lane board instead of energy/mana-based hands
  • Оригинальный текст · АнглийскийLosing your leader ends the run instantly, while allies can be rescued in later attempts
  • Оригинальный текст · АнглийскийCharms applied to cards for extreme per-unit customisation, with some players saying it does this better than Slay the Spire 2's augmentations
  • Оригинальный текст · АнглийскийThe previous run's winning champion returns as the next final boss, scaling difficulty with your own success
  • Оригинальный текст · АнглийскийSecret true boss unlocked at maximum Storm Bell difficulty

Спорные моменты

  • Оригинальный текст · АнглийскийThe winner-becomes-the-final-boss loop: some call it inventive and self-scaling, others call it unsustainable bad design
  • Оригинальный текст · АнглийскийDifficulty: fans call it rewarding and among the hardest deckbuilders, detractors call it unfair and luck-driven rather than skill-driven
  • Оригинальный текст · АнглийскийRandomness and unlock structure: part of the roguelike appeal for some, a time-waster for others
  • Оригинальный текст · АнглийскийComparison to Slay the Spire: some place it among the genre's best, others feel mechanically something is missing despite the polish

Повторы и неудобства

  • Оригинальный текст · АнглийскийUnlock grinding that reveals conditional or weak content, frustrating players who put tens of hours in
  • Оригинальный текст · АнглийскийRestarting runs or cancelling them from the town just to reroll better starting leaders
  • Оригинальный текст · АнглийскийHour-long runs ending in a loss to a boss built from your previous best run
  • Оригинальный текст · АнглийскийHaving to mentally simulate many stacked effects each turn and losing runs to misunderstood ordering
  • Оригинальный текст · АнглийскийFeeling forced into a small number of dominant keywords per tribe on higher difficulties
  • Оригинальный текст · АнглийскийNo quick-restart option, and manually calculating every stacked effect each turn because the game shows no damage predictions

Ожидаемые улучшения

  • Оригинальный текст · АнглийскийAdd a preview or simulation mechanic for a turn so players can confirm the outcome before committing, given the many interacting effects
  • Оригинальный текст · АнглийскийOffer an alternate or less punishing boss mechanic after the first win so a strong champion does not soft-lock replayability
  • Оригинальный текст · АнглийскийReduce or smooth randomness in starting leaders (for example, reroll or choose stats) so bad draws do not force restarting runs
  • Оригинальный текст · АнглийскийRebalance weaker cards, companions and keywords so more archetypes are viable, and make unlock rewards less conditional
  • Оригинальный текст · АнглийскийExplain unusual mechanics and interactions better in-game
  • Оригинальный текст · АнглийскийRelease more content (cards, tribes, modes), which reviewers explicitly request

Оригинальный текст · АнглийскийLaunched on Switch and Windows on April 12, 2023 to strong reviews, later ported to Android and iOS (April 11, 2024) and Xbox (December 10, 2024). Early balance problems (turn-0 infinite combos, overpowered final bosses) were reportedly patched. The game is not abandoned but players still ask for new content. Steam recent reviews were still Very Positive (about 85%) at fetch time, with low review volume in the last 30 days. PC is Windows-only. Note: OpenCritic could not be retrieved (web search budget was exhausted and OpenCritic/Reddit/RPS/PC Gamer fetches failed), so opencritic is null, and community detail draws mainly on Steam reviews and Metacritic user reviews rather than Reddit.

Архив мнений автора 1

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Оригинальный текст · АнглийскийTier list Part 2 (2024)

Оригинальный текст · АнглийскийWildfrost is a board-focused deck-building roguelike where you play one card per turn and units act on countdown timers. He adores its visuals, music and approachable-yet-strategic gameplay, and has played it heavily, near 100%. His main complaint is the complete lack of card rarities, which makes finds feel random and flat, and he wants a larger card and unit pool. He still calls it a phenomenal game and lands it in A tier.

Что хвалит автор

  • Оригинальный текст · АнглийскийImmersive, beautiful visuals that made him want to play immediately
  • Оригинальный текст · АнглийскийPhenomenal soundtrack; several tier-list music tracks come from it
  • Оригинальный текст · АнглийскийSimple concept (one card per turn) that is approachable but still strategic
  • Оригинальный текст · АнглийскийCountdown numbers under units create interesting pacing
  • Оригинальный текст · АнглийскийGameplay itself is almost not random; only the draw is, so everything can be figured out strategically
  • Оригинальный текст · АнглийскийFinal boss becomes your next run's deck, upgraded, which works well as progression
  • Оригинальный текст · АнглийскийVery hard true final boss on top difficulty is satisfying to beat

Проблемы, отмеченные автором

  • Оригинальный текст · АнглийскийNo rarities at all, so all cards and units feel equal in power and finds are less exciting
  • Оригинальный текст · АнглийскийCard offers are often three weak or off-build options, making runs inconsistent and less satisfying
  • Оригинальный текст · АнглийскийToo few cards and units; he thinks it could use double
  • Оригинальный текст · АнглийскийLack of rarity plus small pool creates a weird limbo of randomness

Наблюдения о дизайне

  • Оригинальный текст · АнглийскийOnly deck-builder he knows with no card rarities
  • Оригинальный текст · АнглийскийOne card played per turn while enemy and friendly units tick on countdowns
  • Оригинальный текст · АнглийскийBeaten final boss becomes your deck in the next run, upgraded, as a fight
  • Оригинальный текст · АнглийскийOne of the least RNG-focused deck builders in terms of in-combat play
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