蛊道The Reverend's Path
À venir
About the game
Un roguelite innovant proposant des combats en temps réel et une programmation de sorts intuitive, sans effort et à une main. Maniez des Gu occultes, prenez-les en main instinctivement et tracez votre suprême Voie du Gu sur deux niveaux : le plateau des techniques meurtrières (créez vos compétences) et la réserve de conditions (définissez quand elles se déclenchent).
Description d’origine sur Steam
A roguelite real-time combat game built around crafting Killer Moves (skills).
In other words: spell programming.
Clear a round within a run and you gain semi-random Gu — the smallest component of a skill — or other rewards tied to one of dozens of Schools. The game is about the joy of combat itself.
Combine Gu into Killer Moves that are yours alone, and walk your own Path of Gu.
Combat Runs Deep — It Is Never a Numbers Race
Play is varied and the battlefield has real depth. It is never a simple stat check. Ways to win outright include:
Sea of Consciousness — offense and defense
Dao Mark refinement (the equivalent of chemical elements — the smallest unit there is)
Immortal Body limits
Immortal Essence expenditure
Battlefield environment
and more...
Together these make for a multidimensional, genuinely engaging battlefield. A Gu Immortal who pours everything into direct attack — and leaves their Sea of Consciousness undefended against the Wisdom Path — is very likely to be sunk by that one blind spot.
Every School has its own strengths and specialties, and none hard-counters another. Water quenches fire — but when the fire burns hot enough, water only feeds the flames.
Killer Moves Collide as Physical Entities
Most Killer Moves are physical entities, with a life of their own. When two offense-oriented Killer Moves collide, both are annihilated — and both casters walk away unharmed.
Two Layers of Spell Programming
The Killer Move Board — an intuitive place to edit and create Killer Moves. Pins, distinguished by type and by direction (in / out), carry signals between your moves; that signal routing is the core wiring of your Killer Move logic.
The Condition Pool — a logic pool built from the three classic gates, AND · OR · NOT, that governs how your Killer Moves cast themselves. In high-level play it doubles as a Relay Layer, letting multiple Killer Moves communicate and chain off one another.
Design
Controls — built for one-handed play, so you can unwind and enjoy yourself at any time.
Content — a low barrier to entry, with strategic and build-crafting depth underneath.
Visuals — dense, tight, dazzling combat, for instant, visceral joy — and the best possible feedback on your build.
Thank you for witnessing the Path of Gu.






Informations sur la démo et la sortie
Aucune démo n’est confirmée dans les données de vérification actuelles. Cela ne signifie pas que le jeu n’a jamais eu de démo ; consultez sa page Steam pour connaître sa disponibilité actuelle.
Démo Steam, playtest et accès anticipé : quelle est la différence ?
Informations et visuels : Steam · Dernière vérification UTC