TryNextGame次に遊ぶゲームを見つけよう
JA
← 一覧に戻る

蛊道The Reverend's Path

近日発売

陶铸掲載日 Sep 21, 2026

About the game

片手で手軽かつ直感的に術をプログラムできる、革新的なリアルタイム戦闘ローグライト。神秘の蠱を操り、直感的に使いこなし、2つのレイヤーで至高の蠱の道を切り開こう。殺招盤(スキルを構築)と条件プール(発動条件を設定)を駆使せよ。

Steamの原文説明

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.

体験版と発売について

現在の確認データでは体験版の存在を確認できていません。過去にも体験版がなかったという意味ではありません。最新の提供状況はSteamのゲームページで確認してください。

Steamの体験版、プレイテスト、早期アクセスの違いは?

情報・画像:Steam · 最終確認 UTC