Beyond Krukmore
近日発売
About the game
A turn-based dice-building roguelite where your weapons and spells are the dice you roll. Lead two heroes and a companion through a dark fantasy world, piece together powerful builds, and weigh the promise of better loot against the cost of one more fight.
Steamの原文説明
Your best weapon might be a die you almost left behind.
Beyond Krukmore is a turn-based dice-building roguelite that sends two heroes and their companion down the old roads of Sanilob. Build around the equipment you find, study the enemy in front of you, and choose which dice to commit to each turn. You can inspect every face. You still have to live with what lands.
A new blade or spell can change how your whole party fights. Keep the reliable damage, or make room for a die with a devastating hit and far too many blanks. Find a relic that turns those blanks into defense, and the gamble starts to look different. Your heroes fight together, so protecting a wounded partner can matter just as much as landing the biggest attack.
That tension follows you beyond combat. Health doesn’t reset between fights. Resting heals the survivors, but makes every enemy ahead hit harder. A dangerous detour could earn you a powerful relic or lead to a captive companion. A bargain beside the road could cost you gold, blood, or some of your maximum health. The next reward is tempting. Getting there is another matter.
Follow branching roads through forests overtaken by roots, past bells ringing beneath drowned ruins, and into the ash of the Cinder Crown. The Hollow Sovereign waits at the journey’s end, and the party you started with will need more than its starting dice to face him.
Even defeat doesn’t take everything. Companions you rescue remain available for future expeditions. Return with a different pair of heroes, new company, and a plan for the enemy that stopped you.
Beyond Krukmore is a turn-based dice-building roguelite that sends two heroes and their companion down the old roads of Sanilob. Build around the equipment you find, study the enemy in front of you, and choose which dice to commit to each turn. You can inspect every face. You still have to live with what lands.
A new blade or spell can change how your whole party fights. Keep the reliable damage, or make room for a die with a devastating hit and far too many blanks. Find a relic that turns those blanks into defense, and the gamble starts to look different. Your heroes fight together, so protecting a wounded partner can matter just as much as landing the biggest attack.
That tension follows you beyond combat. Health doesn’t reset between fights. Resting heals the survivors, but makes every enemy ahead hit harder. A dangerous detour could earn you a powerful relic or lead to a captive companion. A bargain beside the road could cost you gold, blood, or some of your maximum health. The next reward is tempting. Getting there is another matter.
Follow branching roads through forests overtaken by roots, past bells ringing beneath drowned ruins, and into the ash of the Cinder Crown. The Hollow Sovereign waits at the journey’s end, and the party you started with will need more than its starting dice to face him.
Even defeat doesn’t take everything. Companions you rescue remain available for future expeditions. Return with a different pair of heroes, new company, and a plan for the enemy that stopped you.






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情報・画像:Steam · 最終確認 UTC