Ultimately what’ll make or break SteamWorld Quest for players is their willingness to tinker around with a deck that can handle situations in a timely manner. It wasn’t until I got the fourth party member that things clicked with me and I received an epiphany of how I wanted to strategize my deck for the rest of the game. SteamWorld Quest’s first few hours are disappointingly slow and the game drags its feet for a bit. The first three characters are cool and all, but their playstyles early on didn’t quite compliment each other in a satisfying way. I was worried for the slow flow of the game at first, even with the option to speed things up toggled on. As you accrue more powerful spells and skills, the cost needed to play them increases. Basic attack cards and other weaker skills charge this shared party-wide “mana bar” so-to-speak. Risk versus reward comes in the form of building up and spending your card ability points. Playing three cards of the same color will activate an extra card and depending on the weapon equipped, it could be a powerful attack or a handy support skill. Different modifiers and card effects can fudge these values later in the game.Įvery character will have their cards color-coded. Players can redraw any card from their hand twice to somewhat mitigate unlucky draws. At the beginning, up to six cards can be drawn at once and only three can be played in a turn. Since your character is jogging along in a 2.5D space, it can be quite finicky determining if you’re in the right lane with an enemy.Įach party member can equip up to eight cards so the standard deck size will always be 24. Be warned, the hitbox on your swing out in the field feels unreliable. You can shave a little HP off if you hit them before engaging. Battles have a party of three face off against foes you bump into as you’re walking around. Laying out how combat works can be a bit thick, so bear with me. In fact, I consider SteamWorld Quest an odd amalgamation between Slay the Spire and Fate/Grand Order, but it splits the difference by borrowing enough elements of both to mold its own unique take in creative ways. Its main hook is simple enough on paper a turn-based RPG caught in the middle of a deck-builder card game.
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