Villages & Dungeons
Villages & Dungeons

Villages & Dungeons

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Data taken from Steam
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Villages & Dungeons
Villages & Dungeons
Villages & Dungeons
Villages & Dungeons
Villages & Dungeons
A hardcore roguelite card game where deck-building strategies are at the core of everything! With a vast array of cards, random dungeons, a wealth of encounter events, and diverse enemies, it awaits your exploration and challenge.
Developed by:
CaCaFrog Studio
Published by:
Morax 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
92%
51 reviews
47
4
13.4 hours played
Written 14 days ago

Excellent game. A nice balance of speed and complexity make it a very fluid card game once you've got the hang of it.
32.4 hours played
Written 10 days ago

Super cool game. It's a labor of love for sure. Support this dev!
7.3 hours played
Written 7 days ago

Hell Yeah ! 1 of the better Roguelike games Grindy and Hard at the beginning :) but after that it opens up makes more tactical choices possible ... the FunFactor goes up and iam hooked ....havent seen all that is up to now but i would say its going to be Very good ..smile **** 4 stars out of 5
17.1 hours played
Written 8 days ago

Blends some familiar mechanics from several different titles in the genre into something great that feels new and has a great soundtrack. I can already tell it will have a ton of replay value.
16.5 hours played
Written 11 days ago

It is good game. I have feeling that it could use a little more balance, as some deck builds seems to be overpowered, but in general i have fun playing it :)
13.9 hours played
Written 3 days ago

A very good game, well worth the price. The concept was already there, but it's exceptionally well put into play, in a balanced mix that recalls both classic board card games in the use of energies (à la magic, pokemon...), the rogue-like aspect of choosing the route, options and items of a slay the spire, the fusion aspect reminded me of yu-gi-oh... And the soundtrack is excellent: you can't get enough of it. I do, however, have a few points for improvement to suggest to the developers to make the experience more enduringly addictive: - increase the number of cards for each type: you quickly run out of possible builds, despite the synergies between cards. I think incorporating a system that would modulate card stats within a certain reasonable range could be a good idea to trigger a reward addiction in the player (for example, you could have the same card with an attack that might be one point higher, or a cooldown one point lower. ... or add variability to the energy compatibility of the same card with others: the same card with the same stats could have different energy demands) it's a way of expanding the card bestiary and combinatorial possibilities in decks quite easily. - The first dungeon is too easy: it's too easy to speed up x4 and to skip animations because the enemies at the start follow on from each other without a second thought (I myself only start to lower the speed from dungeon 2 or 3 onwards). It would be a good idea to incorporate a pokemon-style “it's not very effective” or “it's super effective” system, depending on the type of enemy you're facing. This would force the player to switch decks, to have a spare deck from time to time against certain types of enemy against which he'd be weak. - Incorporate space for an extra card (I haven't finished the game yet, so I don't know if it's possible, but it's an idea I hope to see), and in the same vein, be able to go beyond 5 stars with other higher-level cards. -Add an “infinite” mode where the only limit would be the player's first death in the face of increasingly powerful enemies with decks that are both random and increasingly optimized. -Another idea that's been on my mind: a system where, when facing an enemy, each party plays a card from its hand per turn before the start of the autobattle phase. For example, J1 puts down his monster, J2 puts down his monster in return and puts down his next two support cards, J1 puts down his next 3 support cards in response, J2 puts down his support cards 3 and 4 and J1 puts down his support card 4 (a bit like league of legends champion select in a way). this could even give rise to a multi mode...
9.7 hours played
Written 12 days ago

Well, its already got me hooked, its always the little indie pixel games that I've never heard of that become my fav games and you can tell some love went into this, anyways back to it
37.1 hours played
Written 17 days ago

Easy to understand card builder. Lots of content and added runs past the first clear add to the game. Some of the times when you fuse your cards you are left to the mercy of RNG to see if you hit a good card or not, but overall fun game with a lot of content for not a huge price, cant wait to see what gets added for the future
7.8 hours played
Written 26 days ago

This game is a hidden gem. It could use a little more explanation on how to activate abilities but it is very fun and well done. Props to another small dev for putting out something great.
18.0 hours played
Written 10 days ago

Very Nice! Very strategic and relaxing at the same time! I love it!
4.4 hours played
Written 13 days ago

yeah, this game is great, Made by one dev, it's his first projact !
24.6 hours played
Written 15 days ago

very difficult. nice game
8.7 hours played
Written 5 days ago

nice game
28.5 hours played
Written 17 days ago

very good
4.4 hours played
Written 2 days ago

fun
45.5 hours played
Written 16 days ago

So much more than originally expected.
15.3 hours played
Written 27 days ago

Simple yet intricate.
22.3 hours played
Written 5 days ago

yep