Instruments of Power
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Build your spells. Prime the ground. Summon your selves. Instruments of Power is a turn-based tactical RPG where every spell you cast is one you built. Primordial spells spread fire, lay ice, choke passages with thorns, strike with lightning. Ritual spells consume those effects to summon your selves, drain foes, or change the shape of the fight. Every turn you prime, consume, strike. Every spell grows from a catalyst: a Primestone you conquered, with its own damage affinity, its own cost, its own skill tree. Extend your spell's ground footprint with effects and shape mods, each drawing from the catalyst's energy budget. Spend aether to upgrade your catalysts: more energy, new behaviors, sharper damage, wider range. Every spell you bring to battle is one you built. Fire spreads and catches what's flammable. Ice raises walls and freezes water into platforms. Thorns choke corridors and burn when fire finds them. Lightning strikes where you point it. Your primordial spells deal damage now and leave trails your rituals can spend next turn. Prime, strike, or both on the same cast. Ritual spells spend what's on the ground. The right terrain setup lets you summon your selves, each avatar carrying the spells you built. Throw them forward. Hold them back. Sacrifice one for a powerful burst. Every summon costs tether, the thread that holds your soul to the world. The shadows don't stop. Waves rush through the terrain you primed. Some are Archons: bosses with powers no common foe has. Evasive teleport. Damage mirror. Magic that slides right off. The question is not how long you last. The question is whether what you built is enough. Spell building: wire catalysts, effects, and shape mods in the spell editor. Every spell you cast is one you built. Primordial and ritual layers: primordial spells shape the ground with fire, ice, thorns, and more. Ritual spells consume what's there to summon, drain, and transform. Catalyst upgrade trees: spend aether on each catalyst's upgrade tree for more energy, sharper damage, wider range, and new behaviors. Avatar-team play: summon your selves through the ground you shaped. Each carries the spells you built. Throw them forward, hold them back, or sacrifice one for a powerful burst. Tether: your soul's thread thins with every round. Run out and you're pulled back to Sanctuary. Sanctuary hub: between battles, build, upgrade, test spells, and plan your next conquest. Varied foes: Hounds chase. Reapers strike hard and fold fast. Lancers hold the line. Each gains new tricks as the campaign opens. Archons arrive with powers no common foe has. Conquer Primestones: each one becomes a catalyst you'll wield. Every conquest adds a new way to build. Every spell you cast, you built. Every avatar you summon, your soul flickers. Every ruin you reclaim, you fought for.

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