ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs

ZOR: Pilgrimage of the Slorfs

0
in-game
Data taken from Steam
This early access game has been abandoned by the developer as it has not been updated for 8 months ago.
Steam
Historical low for Steam:
Open in Steam
There are currently no deals for this platform
Early Access Trailer
ZOR: Pilgrimage of the Slorfs - Sizzle
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
ZOR: Pilgrimage of the Slorfs
Using a deck of cards and turn based tactics, delve through a procedurally generated gauntlet of areas filled with dangerous beasts and hostile terrain. If you survive, scavenge what you can and make camp, where you can craft cards and upgrades to meet the growing dangers to come.
Developed by:
Righteous Hammer Games
Published by:
Righteous Hammer Games
Release Date:

Steam
Latest Patch:

Steam
Categories
The categories have been assigned by the developers on Steam

Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
94%
35 reviews
33
2
399.8 hours played
Written 2 years ago

ZOR is a really interesting combination of ideas, it has things in common with roguelike deckbuilders, it has survival elements. But it plays very differently from deckbuilders I am used to. It's not so much about playing out your whole hand and making big combos, but about figuring out the best way to approach the puzzle of each level and trying to maximize the impact of each card, as each turn consists of playing a single card. I love that the map isn't just about the enemies, there's always things to gather and interact with, and a lot of the strategy concerns how to get the maximum amount of resources out of each level while also dealing with the enemies and not running out of food or water. The visuals are great, even the enemies are adorable, and the whole experience has been pretty smooth so far, no major bugs or issues. There are currently only two bosses, but the devs seem to have ambitious plans and a good roadmap. And they seem eager to interact with the players and make this the best it can be. I am very excited to see where it goes.
42.9 hours played
Written 1 year and 8 months ago

It's a cute little game with a decent concept. I'll add more to the review once the new progression system is in - currently replay value is a bit limited.
4.7 hours played
Written 2 years ago

Played through the first two zones in one sitting and had a good time. Game felt a tad easy at the moment, but the core concepts are really fun, look forward to seeing how they expand upon it with future content. Also the artstyle is lovely
23.9 hours played
Written 9 months ago

Bought this game when it was in its early stages. Started by save scumming to get good starts and played only for 1 or 2 hours. Later on it was updated with astrallobes and more enemies and cards. Played again and enjoyed finding synergies and ways to last virtually forever and wear enemies out. That allowed me another 20 or so hours in the game. Looking forward to more balance patches to make the game more interesting strategy wise and hopefully experience will count more and RNG less.
4.2 hours played
Written 1 year and 3 months ago

Super cute characters and fun gameplay! I am really enjoying upgrading and unlocking cards and seeing what different resources I can collect! Looking forward to seeing what comes next :D
8.6 hours played
Written 1 year and 9 months ago

I do like the charm, crafting and play style of the game. (love the robo bomb bird boss) Tho through playing a few rounds, i wanted to point out some things. With all the crafting were allowed, I barley get to craft any. I do harvest all I can before I end the round. Why only two attack card slots? I know you can attack with movement, But in the later levels, that's not enough with how many/hard the enemies get. The enemies don't feel problematic tho, its not having the damage out put. And then there's the difficulty, buffs and burdens, There's no intensive to using them. A suggestion could be that the harder difficulty could give more EXP at days end. Buffs and Burdens could do the same or something, buffs could reduce EXP gains.
3.0 hours played
Written 2 years ago

Havent played long, but im def feeling frustrated by it. You dont really change the game by playing and losing. You start fresh after every run, which is an odd choice. I feel like rewarding your determination works well in games like these. But as it is, you can be beaten by the random level design. I'm gonna still give it a thumbs up, because so far I am having fun, but I am feeling the pull of failed repitition making me annoyed. lol edit: after another hour, ive succumb to the tedium. In time I'm sure this game is gonna be awesome, but at it's current state is frustrating and repetitious. Like I said before, losing a run unlocks nothing -- you just start fresh, which makes it a chore after awhile.
9.9 hours played
Written 1 year and 3 months ago

I got two problems with the game: 1) the game is simply not interesting for the first "level" (about 5-6 encounters). Your cards are very basic, there is 0 variability, you can only move or attack. It is just not interesting. And it takes more than a full hour to reach the second "level" where your cards have some small variability so that even though you can still only move or attack, there is a bit more decision making to be had. 2) the pacing of the game is overwhelmingly slow. I've quit the final battle twice already because it was going so slow that I got bored. Game needs serious work in pacing. I just don't have 4 hours to spare on an indie roguelike for a **single progression from level 0 to final level**. What the hell, it's supposed to be a roguelike. The value of the game comes from being able to iterate quickly.
12.5 hours played
Written 2 years ago

Excellent, genuinely original roguelite deckbuilder that succeeds where other survival deckbuilders like As Far as the Eye failed. This is a pro buy even in early access and is a game to watch for any fan of the genre. Great mechanics, great polish, just a fantastic game.
58.1 hours played
Written 2 years ago

Really looking forward to the development of this game, its very promising and has a nice dev team actively engaging in the games development; It is fun and has difficulty settings to make more or less difficult for less or more experienced strategy gaming too
39.9 hours played
Written 2 years ago

I love this game. I was hesitant to purchase it but i like the concept of the game.
12.6 hours played
Written 2 years ago

A good tactics game but hope the devs bring more boses and randomise the roguelike gameplay more.
6.8 hours played
Written 2 years ago

My early access experience tells me they have a good 60-70% of a launch title here and thats really nicely promising. It may look basic to roguelite deckbuilder vets at first glance, and the name is a lil bit offputting, but the terrain layouts and card upgrade trees and the way crafting materials progress your deck is really quite nice and really does make you feel like there's a good system here. The enemies have a good variety so far, and I enjoyed myself in just 4 hours way more than I have for demos of some deckbuilders I've tried such as Wildfrost. The remaining 40-30% that they need to do? Making the framework more robust and fleshed out by getting the balance in place. There's currently too few ways to manage a few specific things such as RNG on upgrades, deckslots, and healing. You can guide your upgrade path to soften one of these but based on my four hours you cant reasonably do ALL of them. If you dont get good RNG on upgrades you may autolose to a boss or take a massive health hit. If you get bad RNG on upgrades for attack cards you may not be able to handle some enemies. Healing has only minor mitigation factors without some good RNG on upgrades, and focuses more on alpha striking enemies before they can hurt you. All this is smoothed out in balance after you have the framework set up. Again though, only four hours playtime! But I'm really liking what I see. And a side suggestion if the devs read, dont be afraid to really make the Slorfs have some monstrous-animal style dialogue in their text bubbles! Growl, mya, mewls, etc. They look like lil beasts and making them endearing little things with their behavior could be worth writing! Go take a peek at Ring of Pain for example, for a roguelite with a good theme to its character Owl, that gives them an interesting personality. It goes a long way!
1.0 hours played
Written 2 years ago

The game is a great — and competently made! — amalgamation of several already good ideas into a single package. At the moment though, I don't think it can offer enough variety apart from different cards. For example, there's just two biomes and only one boss in each, which can get pretty repetitive in the future. But if the devs will actually add a lot of new content, it can definitely become something special — one day.
3.7 hours played
Written 1 year ago

[h2]Hello there! Hiii![/h2] Have you, by any chance, played (and maybe even loved your time with) "[b]Into The Breach[/b]"? I'd just like to know if the Steam Recommendation Algorithm is working properly, you see.
32.3 hours played
Written 1 year and 2 months ago

A polished deckbuilder that manages to stand out in the sea of roguelite deckbuilders. All actions, including movement, are performed using cards, which makes building the deck and upgrading it very fun and strategic. Would recommend to anyone looking for a fresh experience after Slay the Spire and co.
17.2 hours played
Written 1 year and 2 months ago

Polished, clever and challenging. Clearly a labour of love, and one which, in my opinion, deserves far greater support in the form of new players and purchases than it appears to be receiving. The game is all about choices. Choices in what you move with, where you move, and what you do when you get there. Choices about what you upgrade, when you upgrade it, and what you bring with you. There's a surprising amount of depth hidden beneath its cute facade, and I really hope the developer at the very least earns enough from their efforts to continue development on this and other games, as the talent involved is undeniable.
164.8 hours played
Written 1 year and 7 months ago

This is a quality early access with polished mechanics and presentation. Will update review later once it leaves early access. For now, know that it is a very fun roguelike that combines deck building and survival elements with cute characters and interesting arenas. The updates are always exciting, bringing new content and balances. I've had this game installed since a couple summers ago, and each update has me coming back to the world of the slorfs. It's just so darn adorable, even after 120 hours clocked. A total hidden gem. Highly recommend this game! P.S. That's 120 hours of coming back to replay what exists. I am not saying there is 120 hours of content.
2.7 hours played
Written 2 years ago

Neat!! Having renewable resources for card cost is different than anything I've seen before, and it works surprisingly well. Excited to see how things change and grow!
86.9 hours played
Written 2 years ago

I love the game. The 'rules' and comands are very easy to understand and one can quickly start to enjoy different strategies instead of memorizing a ton of stuff before getting any good at the game. Of the same genre I like a lot The Darkest Dungeon and FLT, which creating "event" in which you make choices but also interesting narratives make the random generated scenarios interesting even after many hours. Zor could take from The darkest dungeon the idea of having a compelling overarching narrative with milestone to achieve before unlocking the next step. From FTL it could take the "events" with multiple choices (that can vary in combination with cards that you already have, or other characters that you may unlock...) to keep the puzzle always interesting. Anyway, I cannot wait to see the final product
12.2 hours played
Written 2 years ago

this game is very well made. Every move you make has an impact. There's no wasted moves. If you're into deck building, strategy games, this is well worth your time.
1.9 hours played
Written 2 years ago

Very cute, very clever, just the right amount of depth. The polish and gameplay ideas are there, so the question from here is just the amount of content it ends up with, which is the best kind of place for an EA game to be, I think.
11.7 hours played
Written 2 years ago

It's a polished roguelite that combines resource management and card based combat well. It has low complexity, but high depth, and is already in a state where it's easy to recommend to anyone who loves board games/card games/roguelites.
15.0 hours played
Written 1 year and 1 month ago

It looks cute, but I'l tell you it ain't easy! That said, a pretty well made game. I think I'd just like faster progression in the unlocks so I can more easily choose my strategy and deck.
9.2 hours played
Written 2 years ago

Almost 5 hours in game I gotta say if you're on the fence about pick this game up here is a small video https://www.youtube.com/watch?v=ilAWf-sLHlk talking about the game an what to expect after purchase. It's a fun Survival Card game having the two creatures become one life if either one dies the game is over. Having to craft better cards for your personal deck then having to worry about crafting tools or Quality or life furniture for your camp. It's very pleasant to look at from the art style with the mechanics are easy to understand but hard to master. It's worth checking out.
46.9 hours played
Written 2 years ago

I've had a lot of fun with the game so far. Every level is a puzzle of how to minimize damage taken and maximize resources collected. I enjoy that even with the current small card pool, I've made a couple of different winning deck "archetypes". I think the game has a lot of potential and runs will feel more varied after the card pool gets larger. I'm also hopeful that the game will continue to improve as the developers seem active on the game's discord. As someone who has played a lot of roguelike deckbuilders, the game currently skews a bit too easy for me as I've won every run past my first and most recently on the hardest difficulty (all burdens, no blessings). Hopefully the developers are able to strike a balance between adding more challenges for experienced players, while not making the game too difficult for newer players.
2.1 hours played
Written 2 years ago

[h1] An Innovative & Fun Tactical Deckbuilding Survival Mashup: but still rough around the edges! [/h1] [b] A great baseline of mechanics and fun gameplay but currently short and not so replayable experience [/b] https://youtu.be/FIaOMUOjs84 TLDR in case you don't want to watch the video: 1. In a sea of upcoming turn based tactical deckbuilders, Zor stands out with its implementation of survival and resource management mechanics! 2. Nearly every action (as dictated by the cards in your hand / deck) comes with a food or water cost - so don't forget to find food and water before you starve to death! 3. During and after fights, you can harvest sticks, stones, food, and other resources that allow you to upgrade your campsite and craft survival items (ie daggers, slingshots, sandals and walking sticks) to help you in your next fight! 4. Unfortunately the game is really short, and even with its procedurally generated 'Pilgrimage mode', does not offer much in the way of replayability aside from re-trying again and again to overcome some of the higher difficulty settings. I would only recommend this to hardcore deckbuilder fans; but for the rest of us, do keep an eye on it as I believe its a great baseline of mechanics that would turn out to be awesome with an even deeper and more lengthy campaign update!
17.3 hours played
Written 2 years ago

Pretty fun game! just needs more content, more more more
15.0 hours played
Written 2 years ago

Fun, relaxing, mentally stimulating, cute game.
3.6 hours played
Written 2 years ago

not fun after one hour
0.7 hours played
Written 2 years ago

yes :)
1.3 hours played
Written 2 years ago

Beautiful games wow!
0.2 hours played
Written 2 years ago

Shiny gem, looking forward for the release
6.1 hours played
Written 2 years ago

I love this. Here are a few descriptors to activate your neurons: - Card-driven but low-RNG - Run-based - Tight, boardgame-y resource management and tactics - Small play space, low numbers, every single move and choice is impactful - Exciting, emergent, deep behavior from simple systems - feels like a procedural puzzler - Easy to learn, hard to master - Whimsical, creepy-cute fairytale aesthetic with some evocative stone age tech in the mix It's kind of a roguelike deckbuilder, but the focus here is clearly on the intricate board tactics, not crazy synergies and extreme power progression over a run usually associated with the genre. Looks lovely, plays lovely, and I only encountered a few small cosmetic bugs, so far nothing that mechanically impacted gameplay in any way. So far I failed the Pilgrimage a few times and I very clearly only have myself to blame. It's very appropriately priced, with immense replay value even in this form, and the EA plans sound ambitious. I'm looking forward to spending many, many more hours with it.
20.4 hours played
Written 1 year and 1 month ago

fun and cute