Coilbound
有试玩版
About the game
Coilbound是一款黑暗奇幻类Roguelike游戏,每个敌人都是一张具有隐藏特性的卡牌。深入蜿蜒曲折的地牢,研判每个敌人的能力,一次选择一张卡牌来决定前路——出手攻击,或悄然绕过。但有些特性拒绝终结:它死去时并不会死。
Steam 原始说明
It doesn't die when it dies.
Coilbound is a dark fantasy roguelike about reading your enemies before you fight them. You descend a single coiling tunnel into the dark, and at every step the dungeon offers you two cards — one to the left, one to the right. Attack, or slip past. That single choice, made turn after turn, is the whole game.

Every enemy is a puzzle of traits
Each foe is a card that carries up to five hidden traits — seven for a boss. Poison that ignores your armor. A taunt that locks your other card away. Growth that makes waiting deadly. And immortality, which does exactly what it says. The traits sit on the card as small icons; click one and it opens into a full rule. Learning to read those traits — and deciding which fights to take and which to walk away from — is where Coilbound lives.

It doesn't die when it dies
Some traits refuse to end cleanly. Strike an immortal enemy and it shatters — then reassembles and comes back. A dying foe may lash out in one last desperate charge. Every enemy teaches you how it behaves, and the ones that break the rules are the ones you'll remember.

Descend, or don't
There is no perfect path down. Slipping past an enemy avoids the fight but leaves its trait working against you later. Attacking costs you now. Coilbound is built to keep that tension alive on every single turn — there is no dominant strategy waiting to be solved, only the enemy in front of you and the two cards in your hands.
Features
A dark fantasy roguelike played entirely through left/right card choices
Enemies built from stacked traits — up to five each, seven for bosses
Five playable classes, each reshaping how you read and answer the dungeon
38 relics and 38 enemies to learn, combine, and counter
A 16-floor first ending, a 30-floor true ending, and an endless mode beyond
Full English and Korean support
Playable at your own pace — turn-based, no timing, no pressure but the choice itself
How far you go isn't decided by how hard you can hit. It's decided by how well you read what's in front of you.





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信息与图片:Steam · 最后检查 UTC