![]() ![]() Although it plays more like StS in the sense that battles take place on a single plane and without the use of other main units, the dual-element system and fighter arrangement of MT come into play with how deck-building is handled as well as the significance of how the champions are physically positioned on the field. I mentioned it may look like blending of Monster Train and Slay the Spire and that’s really the best way to get the idea across. But, by having the player select two heroes at the start of a run, each with vastly different card archetypes and abilities/weaknesses, there’s a real spice that keeps things interesting. The basic mechanics around deck-building, card improvements, and stacking of permanent upgrade items are present but there’s a few big twists with how the heroes work and what goes on in between fights to really stand out and at least warrant trying the demo if you’re a fan of the genre.Ĭardplay during combat is exactly what one would expect – play attacks and blocks by paying their cost in mana/energy/whatever, try to combo effects, and prioritise the right targets. However, whilst Roguebook may look like a simple mash-up of those concepts on the surface, it ends up feeling fresh and gets away with doing its own thing. Who better to craft a roguelike deck-builder than Abrakam the team that brought us Faeria, and the great Richard Garfield the father of the modern Collectible Card Game, most well known for creating a little game called Magic: The Gathering and other, even better(!), games? At first glance it’s easy to see inspiration has been taken from the fantastic design of Slay the Spire, in the way that enemy intentions are displayed to allow the player to plan their moves appropriately, and even from Monster Train and its clan system. ![]() DEMO AVAILABLE TO PLAY NOW as part of the Steam Game Festival!
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