Broken Divide
発売済み
About the game
挑戦するたびに欲との戦いが待つ、パーティー制オートバトラー。ギルドの仲間を集め、陣形を整えて戦いへ送り出し、撤退する前にどこまで進むかを決断しよう。長く留まるほど、戦利品は豪華になる。
Steamの原文説明
Every run is a question of greed.
You don't command your heroes in battle. You decide everything before it, and one thing during.
Send your party into a zone and the fighting resolves on its own. But the zone escalates on a clock. Enemies arrive in greater numbers and hit harder. The loot gets richer. A window opens to challenge the boss, and then it closes. Push deeper and you earn more. Push too far and the zone takes the party.
Retreat is not failure
Kill the boss, walk away, or get wiped out, you keep the gold, the gear and the experience either way. Every run makes the guild stronger. The question is never whether to go in. It's how far.
Build a guild, not a character
Six classes, each with a role and a resource mechanic nobody else has. A Knight who turns punishment into Valor. A White Mage who banks wasted overhealing instead of losing it. A Rogue who builds Edge only while nobody's looking at them.
Recruit from the tavern, bench who you don't need.
39 passive skill nodes per class across three branches, each independently viable, build the Knight as an immovable wall or a punishing counter-attacker.
Position is a decision, not a default
Front, middle and back rows change who gets attacked and how hard. Enemies track threat per hero, so a tank who builds for it genuinely holds attention, until something agile ignores the threat table entirely and goes straight for your back line.
A Threat Overview panel shows exactly why every hero is being targeted. When a run goes wrong, you can find out why.
Combat runs at your pace, speed it up, pause it, or read the log line by line. Every hit, heal and status change is recorded, timestamped and filterable.






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情報・画像:Steam · 最終確認 UTC