![]() There are four playable characters, with the player picking their main and their secondary each run as they advance through a series of hex-grid levels. ![]() Roguebook is about as "like Slay the Spire but different" as they get, and that's genuinely not a bad thing. The only complaint a longtime deck builder veteran might have, if any, is that the combat starts to get pretty easy pretty quickly as long as the classes are played optimally, even on the harder difficulties. Plus, the narrative is literally built around the replayability aspect of roguelike deck builders, so it all feels like one neat package. Designing the game this way does a lot to add to the atmosphere, and all the different classes in the game are fantastically unique in their play style. Tainted Grail is basically like any deck builder roguelike in that players steadily progress through a map, fighting mobs, leveling up, getting new cards or passive abilities, and encountering random events with a series of choices.īut, as opposed to a standard game where players just click on the next area on a map, Tainted Grail has the player walking around these 3D maps. Outside of those few things, the games are radically different, of course. Its hyper-dark fantasy setting based around the concept of an apocalyptic mist called the Wyrdness is memorable, the atmosphere is dour and nihilistic, and there's even a torch-management system that heavily impacts combat. First up is Tainted Grail Conquest, and it's the type of deck builder a fan of something like Darkest Dungeon would love.
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