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蛊道The Reverend's Path

Wkrótce

陶铸Odkryto Sep 21, 2026

About the game

Innowacyjny roguelite z walką w czasie rzeczywistym i łatwym, intuicyjnym programowaniem zaklęć jedną ręką. Władaj tajemnymi Gu, opanuj je intuicyjnie i wytycz swoją najwyższą Ścieżkę Gu na dwóch poziomach: Planszy Zabójczych Ruchów (twórz swoje umiejętności) oraz Puli Warunków (ustalaj, kiedy się uruchamiają).

Oryginalny opis ze 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.

Informacje o wersji demo i premierze

Aktualne dane kontroli nie potwierdzają dostępności wersji demo. Nie oznacza to, że gra nigdy jej nie miała; sprawdź bieżącą dostępność na stronie gry na Steam.

Demo na Steam, test gry i wczesny dostęp: czym się różnią?

Informacje i grafiki: Steam · Ostatnia kontrola UTC