《战傀志》主视觉 Key Art:战傀立于神明战争遗留的河谷
战傀志Zankoi's
Chronicles
Zankoi's Chronicles · Press Kit战傀志 · Press Kit

一招一式都化为卡牌,出牌即出招!在厮杀中磨砺你的卡组吧!Your deck is your moveset, play cards as strikes — build your deck in the heat of combat.

"Your deck is your moveset, play cards as strikes — build your deck in the heat of combat."一招一式都化为卡牌,出牌即出招!在厮杀中磨砺你的卡组吧!

类型 · 动作 Roguelike 卡牌构筑Genre · Action Roguelike DeckBuilder 平台 · PC (Steam)Platform · PC (Steam) 现已发售 · 2026.08.14Available Now · Aug 14, 2026 AppID · 2458370AppID · 2458370
速览Facts
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速览Quick Facts

Quick Facts

媒体可直接复制本表作为 Factsheet 基础。Media may copy this table directly as a factsheet base.

游戏名称Game Title战傀志 Zankoi's ChroniclesZankoi's Chronicles (战傀志)
类型Genre动作 Roguelike 卡牌构筑(Action Roguelike DeckBuilder)Action Roguelike DeckBuilder
平台PlatformPC (Steam) — AppID 2458370
发售日期Release Date2026 年 8 月 14 日正式发售Full Release — August 14, 2026
定价Price$14.99 / ¥55.00
开发引擎EngineUnity
语言Languages简体中文、英语,更多语言制作中Simplified Chinese, English — more to come
游戏时长Playtime熟练玩家单难度约 40 分钟;全武器全难度通关约 7-8 小时~40 min per single-difficulty run (skilled); 7-8 hours for all weapons & difficulties
成就 / DemoAchievements / Demo51 项 Steam 成就 · 免费 Demo 可下载51 Steam Achievements · free Demo available
开发团队DeveloperLedian Digital
Steam 商店页Steam Store Pagestore.steampowered.com/app/2458370
联系方式ContactLedianDigital@outlook.com · 完整渠道见下方「授权与联系」full channels under Legal & Contact below
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简介About the Game

About the Game

按稿件篇幅点击取用对应版本;均为定稿文案,可整段直接引用。Pick a version by article length; all versions are final copy and safe to quote in full.

50 字版商店卡片段落50 WordsStore capsule paragraph

一款动作 Roguelike 卡牌构筑游戏。实时战斗中出牌即出招,命中充能触发时停、编排连招,三武器流派、神恩与状态效果构筑,五章单局 + 终战竞速。An action roguelike deckbuilder. Play cards as strikes in real-time combat; land hits to charge your gauge and trigger a time-stop, then arrange your combos across three zones. Three weapon disciplines, Blessing & Status Effect deckbuilding, a five-chapter run, and the timed Ending Battle.

▸ 用途:Steam 商店卡片段落 / 一句话推荐语▸ Use for: Steam store capsule / one-line blurb

150 字版媒体引用段落150 WordsPress quote paragraph

《战傀志》是一款将卡牌构筑与实时动作战斗深度融合的 Roguelike。你扮演一名失去血肉之躯的战傀(战争傀儡),在神明战争遗留的河谷中逆行而上。游戏最大的特色是"时停"系统:实时攻防中的每一次命中都在为充能槽积攒能量,充满的瞬间战斗进入时停——你可将行动卡与增益卡编排进护甲、增效、增伤三大区域,区域效果随卡牌数量叠加跃升;是三区均衡,还是孤注一掷,每次编排都是一道局部最优题。配合三武器流派(剑盾/枪法/弓术)、神恩/状态效果构筑与终战全球竞速排行榜,每一局可以有不同的体验,尝试找到最强组合吧!Zankoi's Chronicles is a roguelike deckbuilder that fuses card-based deckbuilding with real-time action combat. You play as a Zankoi — a "battle marionette" stripped of flesh — climbing up a river valley left behind by a war between gods. The game's signature mechanic is charge-triggered time-stop: every hit in real-time combat charges your gauge — the moment it fills, combat enters a time-stop. Arrange Action and Buff cards across three combo zones (armor / amplify / damage), with each zone's effect scaling up as you stack more cards into it. Balance all three, or go all-in on one: every arrangement is a local-optimum puzzle. Combine that with three weapon disciplines (Sword & Shield / Spear / Bow), Blessing-and-Status-Effect deckbuilding, and an Ending Battle whose clear times rank on global Steam leaderboards — every run can be a different experience; try to find the strongest combo!

▸ 用途:媒体引用段落 / 新闻稿主体▸ Use for: press quote paragraph / press release body

300 字版长文约稿基础300 WordsFeature article base

《战傀志》是一款将卡牌构筑与实时动作战斗深度融合的 Roguelike。你扮演一名失去血肉之躯的战傀(战争傀儡),受邪法师(the Warlock)意志束缚,在神明战争遗留的河谷中逆行而上,穿行于碎裂的记忆之间——每一次胜利,都在削弱他对你的控制。

游戏最大的特色是"时停"系统:实时攻防中的每一次命中都在为充能槽积攒能量,充满的瞬间战斗进入时停——你可将行动卡与增益卡编排进护甲、增效、增伤三大区域,区域效果随卡牌数量叠加跃升;是三区均衡,还是孤注一掷,每次编排都是一道局部最优题。

每一局跨越五个章节——混沌、河城进攻、梦魇、苏醒、终战。傀儡之躯执行着违背本心的命令,直到城门前与"死而复生"的故友重逢,愤怒与救赎都写在进行时的战斗里;章节 Intro 与 Boss 台词承载武器人物传记与战争群像叙事。

配合三武器流派(剑盾/枪法/弓术)、神恩/状态效果构筑与终战全球竞速排行榜,每一局可以有不同的体验,尝试找到最强组合吧!团队保持每 1-2 周一次重大更新的节奏,公告中逐条公开回应玩家反馈。
Zankoi's Chronicles is a roguelike deckbuilder that fuses card-based deckbuilding with real-time action combat. You play as a Zankoi — a "battle marionette" stripped of flesh — bound by the Warlock's will, climbing a river valley left behind by a war between gods and fighting through fragmented memories. Every victory weakens his control.

The game's signature mechanic is charge-triggered time-stop: every hit in real-time combat charges your gauge — the moment it fills, combat enters a time-stop. Arrange Action and Buff cards across three combo zones (armor / amplify / damage), with each zone's effect scaling up as you stack more cards into it. Balance all three, or go all-in on one: every arrangement is a local-optimum puzzle.

Every run spans five chapters — Chaos, River City Assault, Nightmare, Awakening, Final Battle. A puppet body executes orders against its own will, until an all-too-familiar face reappears at the gate; anger and redemption are written in real-time combat, while chapter intros and Boss dialogue carry weapon-specific character biographies and a war-time ensemble narrative.

Combine that with three weapon disciplines (Sword & Shield / Spear / Bow), Blessing-and-Status-Effect deckbuilding, and an Ending Battle whose clear times rank on global Steam leaderboards — every run can be a different experience; try to find the strongest combo! The team ships a major update every 1-2 weeks, with announcements responding to player feedback point by point.

▸ 用途:约稿长文基础 / 专题导语▸ Use for: commissioned long-form base / feature intro

500 字版深度报道 / 专题文章骨架500 WordsDeep-dive / feature skeleton

神明之间的战争造就了这片河谷:深壑遍布、瘴气弥漫,数百年无人踏足。厌倦战火的弱神力者们在此定居——神力继承者奉献生命孕育出驱散瘴气的圣树,相信智慧与勤劳的人们建起警示入侵的高塔。你是高塔的卫兵长,一场刺杀夺走了挚友;无尽黑夜后醒来,金光刺眼,身体已成为战傀。你受邪法师(the Warlock)意志束缚,忠贞不苟地执行进攻河城的命令,直到城门前看见那张太过熟悉的面孔——故友未死,而你正在屠戮同胞。穿行于碎裂的记忆之间,每一次胜利都在削弱邪法师的控制;在城陷之前,觉醒真正的 Zankoi。

《战傀志》是一款将卡牌构筑与实时动作战斗深度融合的 Roguelike:出牌即出招,卡牌不是菜单里的指令,而是刀刃上的每一记挥击。招牌的"时停"系统中,实时攻防的每一次命中都在为充能槽积攒能量,充满的瞬间战斗进入时停——将行动卡与增益卡编排进护甲、增效、增伤三大区域,区域效果随卡牌数量叠加跃升,风险与上限共存。

三武器流派各有节奏:剑盾主钳制,枪法主灵活爆发,弓术主距离控制;各流派独立卡池与神恩,配合神恩 × 状态效果双向构筑轴,构成截然不同的 build 路线,build 和 build 之间还可以通过神恩进行桥接,让组合更加丰富多彩。跨武器的初始卡组,更是让游戏的深度再上了一个台阶。每局跨越五个章节(混沌、河城进攻、梦魇、苏醒、终战),通关后在终战迎来竞速挑战——通关用时上传 Steam 全球排行榜,越快通关,排名越高。

乐典数字 Ledian Digital 是一支扎根成都、从零起步的独立团队:2019 年由主创江晓舟创立,先搭建并培训团队,砍掉两个不成熟的原型后,于 2021 年立项《战傀志》;立项后又经历三次大改,全团队在主创引导下用数年完善技术基础、基本实现自我迭代——2026 年春团队重组后迭代速度提升至 4 倍,同年 8 月完成开发并正式发售。发售后根据玩家反馈,团队继续在游戏的战斗手感、Boss 编排、宿敌遭遇等方面持续优化,完整剧情补完已在路线图上。
A war between gods carved out this river valley: ravines everywhere, petrifying miasma in the air, untouched for centuries. Those weary of war settled here — an heir of divine power gave their life to grow the Sacred Tree that drives the miasma away, while those who believed in wisdom and labor built the High Tower to watch for invaders. You were the captain of the Tower's guard; an assassination took your closest friend, and after an endless night you woke to blinding golden light — your body now a Zankoi. Bound by the Warlock's will, you faithfully executed the order to assault River City, until you saw that all-too-familiar face at the gate. Your friend never died — and you were slaughtering your own people. Fighting through fragmented memories, each victory weakens the Warlock's control; awaken the true Zankoi before the city falls.

Zankoi's Chronicles is a roguelike deckbuilder that fuses card-based deckbuilding with real-time action combat: cards aren't menu commands but every swing of the blade. In the signature charge-triggered time-stop system, every hit you land charges your gauge — fill it and combat enters a time-stop, letting you arrange Action and Buff cards across the three zones (armor / amplify / damage), each scaling up as you assign more. Risk and ceiling coexist in one gesture.

Each of the three weapon disciplines has its own rhythm — Sword & Shield for lockdown, Spear for agile bursts, Bow for range control — with independent card pools and Blessings on a two-axis Blessing × Status Effect build system. Each discipline forms its own distinctly different build routes, and builds can bridge into one another through Blessings, making the combinations even richer — while cross-weapon starting decks push the game's depth one level higher. Every run spans five chapters; after clearing, the Ending Battle mode offers a timed challenge whose clear times upload to the global Steam leaderboard — the faster the clear, the higher the rank.

Ledian Digital is an indie team based in Chengdu, built from zero: founded in 2019 by Johnny Jiang, the studio began by training and assembling its own team, killed two immature prototypes along the way, and greenlit Zankoi's Chronicles in 2021. Even then, the project went through three major reworks while the team spent years building its technical foundation toward self-iteration — after a restructuring in spring 2026, iteration speed quadrupled, and the game was completed and released that August. Since launch, guided by player feedback, the team has kept refining combat feel, Boss choreography, and Rival encounters — and the full story completion is already on the roadmap.

▸ 用途:深度报道 / 专题文章骨架,可直接粘贴为初稿基础▸ Use for: deep-dive features / paste directly as a first-draft base
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实机演示Gameplay Footage

Gameplay

本页仅自托管这支 60 秒精华(VID02S,完成后原位播放);完整视频按页面语言外链平台——中文 B 站 / 英文 YouTube,链接见下方,随语言切换自动路由;时停时刻必须出现在任何剪辑的前 1/3。B-roll 原始素材见素材库。The page self-hosts only this 60s sizzle (VID02S, plays in place once delivered); full-length cuts live on the language-matched platform — Bilibili for CN / YouTube for EN, auto-routed by the language toggle, linked below; the time-stop moment must appear in the first third of any cut. Raw B-roll is in the Media Inventory.

本演示通过对游戏过程录像,编排和剪辑做成。意图在最少的时间内让观众知道这款游戏的核心内容和玩法。游戏还在更新中,详细内容以游戏内内容为准。This demo is edited and arranged from recorded gameplay, built to convey the game's core content and gameplay in the least time possible. The game is still being updated — in-game content prevails.

REC 战傀志 · 实机记录Zankoi's Chronicles · Live Gameplay 00:00
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核心特性Key Features

Key Features

媒体可直接引用。★ 为招牌系统;悬停卡片查看完整描述。Media-ready copy. ★ marks signature systems; hover a card for the full description.

实时战斗FOOTAGE
卡牌不是菜单里的指令,而是刀刃上的每一记挥击;你决定哪些卡成为实时战斗的格斗技,其余卡自动化作时停中的连招素材——一副卡组,两种战场。Cards aren't menu commands; they're every swing of the blade. You decide which cards become Fighting Abilities in real-time combat — the rest become combo material for the time-stop. One deck, two battlefields.
★出牌即出招的实时卡牌战斗Cards Are Strikes — Real-Time Card Combat
GF01 充能时停循环GF01
实时攻防中每次命中都在为充能槽积攒能量,充满瞬间战斗进入时停;将行动卡与增益卡编排进护甲、增效、增伤三大区域,区域效果随卡牌数量叠加跃升——三区均衡,还是孤注一掷,每次编排都是一道局部最优题。Every hit in real-time combat charges your gauge; the moment it fills, combat enters a time-stop. Arrange Action and Buff cards across three zones (armor / amplify / damage), with each zone's effect scaling up the more cards you stack into it. Balance the three, or go all-in on one.
★充能时停·连招编排(招牌系统)Charge Time-Stop Combo Arrangement (Signature)
GF02 三流派招式×3GF02
剑盾(钳制)、枪法(灵活爆发)、弓术(距离控制),各流派独立卡池、神恩与战斗节奏。Sword & Shield (lockdown), Spear (agile bursts), Bow (range control) — each with its own card pool, Blessings, and combat rhythm.
三武器流派Three Weapon Disciplines
SS03 构筑界面SS03
神恩增益与状态效果(Status Effect)构成双向构筑轴,build 和 build 之间还可以通过神恩进行桥接,让组合更加丰富多彩;跨武器的初始卡组,更是让游戏的深度再上了一个台阶——流派协同与连击设计提供深度 build 空间。Blessing buffs and Status Effects form a two-axis build system; builds bridge into one another through Blessings, while cross-weapon starting decks add yet another layer of depth — synergy and combo design reward deep theorycrafting.
神恩 × 状态效果构筑Blessing × Status Effect Deckbuilding
SS06 章节 IntroSS06
每局跨越五个章节(混沌、河城进攻、梦魇、苏醒、终战),章节 Intro 与 Boss 台词承载武器人物传记与战争群像叙事。Every run spans five chapters (Chaos, River City Assault, Nightmare, Awakening, Final Battle); chapter intros and Boss dialogue carry weapon-specific character biographies and a war-time ensemble narrative.
五章单局 + 叙事叠加Five-Chapter Runs + Layered Narrative
SS04 终战门坊决战SS04
终战既是全流程的叙事高潮,也是玩法的高潮——在邪法师之门坊迎来最终决战。The Ending Battle is the narrative climax of the run and the climax of its gameflow — the final showdown at the Warlock's gate.
END · 终战END — Ending Battle
SS05 Steam 排行榜界面SS05
终战是玩家构筑的终极试炼——通关用时被记录并上传 Steam 全球排行榜,越快通关,排名越高。The ultimate test of your build — your clear time is recorded and uploaded to the global Steam leaderboard. The faster the clear, the higher the rank.
Steam 全球排行榜Global Steam Leaderboard
SS09 更新公告 / 社区截图SS09
每 1-2 周一次重大更新,战斗手感、Boss 编排、宿敌遭遇等大量内容直接来自玩家反馈。A major update every 1-2 weeks; combat feel, Boss choreography, and Rival encounters all come directly from player feedback.
高频更新与社区共研Frequent Updates, Community Co-Development
世界观主插画(河谷 / 圣树 / 高塔)
STORY & SETTING

伍世界观Story & Setting

神明之间的战争造就了这片河谷:深壑遍布、瘴气弥漫,数百年无人踏足。厌倦战火的弱神力者们在此定居——神力继承者奉献生命孕育出驱散瘴气的圣树,相信智慧与勤劳的人们建起警示入侵的高塔。A war between gods carved out this river valley: ravines everywhere, petrifying miasma in the air, untouched for centuries. Those weary of war and blessed with only weak divine power settled here — an heir of divine power gave their life to grow the Sacred Tree that drives the miasma away, while those who believed in wisdom and labor built the High Tower to watch for invaders.

你是高塔的卫兵长。一场刺杀夺走了你的挚友,而你自己在无尽黑夜后醒来——金光刺眼,身体已成为战傀(战争傀儡)。You were the captain of the Tower's guard. An assassination took your closest friend — and after an endless night, you woke to blinding golden light, your body now a Zankoi.

你忠贞不苟地执行着进攻河城的命令,直到城门前看见那个太过熟悉的面孔——故友未死,而你正在屠戮同胞。身穿故人衣装、窃取其位置的"他",究竟是谁?You faithfully executed the order to assault River City — until you saw that all-too-familiar face at the gate. Your friend never died. And you were slaughtering your own people. The one wearing his clothes, sitting in his place — who is he?

傀儡无法开口。手中的武器,却非常坦然。A puppet cannot speak. The weapon in your hand, however, is perfectly at ease.

CHAPTER I

第一章 · 混沌Ch.1 · Chaos

玩法主题Gameplay基础构筑教学Build fundamentals tutorial
叙事内容Narrative武器人物传记(上):河谷、圣树与高塔Weapon character biography (Part 1): the valley, the Tree and the Tower
CHAPTER II

第二章 · ES 河城Ch.2 · ES River City

玩法主题Gameplay进攻战Assault warfare
叙事内容Narrative固定:战傀进攻河城Fixed: the war puppets assault River City
CHAPTER III

第三章 · SWC 梦魇Ch.3 · SWC Nightmare

玩法主题Gameplay高压挑战High-pressure challenge
叙事内容Narrative武器人物传记(下):刺杀、苏醒与背叛Weapon character biography (Part 2): assassination, awakening, betrayal
CHAPTER IV

第四章 · 苏醒Ch.4 · Awakening

玩法主题Gameplay叙事高潮Narrative climax
叙事内容Narrative固定:苏醒Fixed: Awakening
CHAPTER V

第五章 · 终战Ch.5 · Final Battle

玩法主题GameplayBoss 决战Boss showdown
叙事内容Narrative固定:终战(邪法师之门坊决战)Fixed: Final Battle (showdown at the gate against the Warlock)
总览 · 世界观Overview
第一章 · 混沌Ch.1 · Chaos
第二章 · ES 河城Ch.2 · ES River City
第三章 · SWC 梦魇Ch.3 · SWC Nightmare
第四章 · 苏醒Ch.4 · Awakening
第五章 · 终战Ch.5 · Final Battle
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素材库Media Inventory

Assets

全部媒体资产(截图 / 动图 / 视频 / 品牌与 Key Art / 素材总包)已归档网盘,授权媒体免费使用(条款见「授权与联系」)。All assets (screenshots / GIFs / videos / Brand & Key Art / full pack) are archived in the drive — free for media use (see license under Contact).

PACK 媒体素材总包 · 网盘直达Media Pack · Drive 双网盘镜像 · 百度网盘提取码 92bc · Google Drive 免登录免提取码Two mirrors · Baidu Pan code 92bc · Google Drive needs no login or code
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开发与更新历史Development & Updates

Development & Updates

更新节奏:每 1-2 周一次重大更新,中英双语公告同步发布。完整更新日志 · Steam 新闻页Cadence: a major update every 1-2 weeks, with CN/EN announcements published simultaneously. Full changelog · Steam news

2026-08-28
战斗手感与视觉大升级 — 基础攻击动画重制、命中特效改进、死亡慢动作演出、宿敌遭遇节点、Boss 编排重写重大Combat feel & visual overhaul — base attack animations reworked, hit feedback improved, slow-motion death sequence, Rival encounter nodes, Boss choreography rewrittenMajor
2026-08-22
v1.1.3690 终战修复 — 战斗流程卡死、AI 不工作、UI 残留等问题全面解决,相机与卡牌系统优化v1.1.3690 Ending Battle fixes — combat-flow deadlocks, unresponsive AI, and UI leftovers resolved; camera & card system polish
2026-08-22
玩家反馈更新 — 排行榜修复、招架调整(不耗气、可打断敌人)、游戏流程优化Player-feedback update — leaderboard fixes, parry adjustments (no stamina cost, can interrupt enemies), flow tuning
2026-08-17
内容精简与架构调整Content trim & architecture adjustments
2026-08-10
重大更新Major update
2026-07-29
ESR 退场状态精修、END 终战模式上线、战斗回放系统升级ESR exit-state refinement, END Ending Battle mode launch, battle replay system upgrade
路线图:Roadmap:完整剧情即将加入——游戏流程与故事叙事融合(2026-08-22 公告)。Full story mode coming next — merging gameflow and narrative (announced 2026-08-22).
社区:Community:Discord + QQ 群直连开发组,公告中公开逐条回应玩家反馈。Discord + QQ groups connect directly to the dev team; announcements respond to player feedback point by point.
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团队Team

Ledian Digital

团队简介Studio Bio

成都乐典数字科技有限公司,由主创江晓舟创立于 2019 年——先培训、搭建团队,再从零起步做游戏开发。主创是典型的 one man army:程序、AI、动画、关卡与数值设计、音效与编曲都能自己上手;途中砍掉过两个不达标的原型,最终在新成员加入后,于 2021 年立项《战傀志》。在主创的引导下,全团队用数年逐步完善技术基础,基本达到了自我迭代。2026 年春团队重组后,迭代速度提升至原来的 4 倍;同年 8 月,《战傀志》完成开发并正式发售。在如今的 AI 浪潮下,扎实的基础和不断迭代的自我进步,将是我们团队的中坚力量。Ledian Digital was founded in Chengdu in 2019 by Johnny Jiang — a game development team built from zero, and it began with training and assembling the team itself. The founder is a classic one-man army, handling programming, AI, animation, level & numeric design, sound & music single-handedly; two sub-par prototypes were killed along the way before Zankoi's Chronicles was greenlit in 2021 as new members came aboard. Under the founder's guidance, the team spent years building its technical foundation and essentially reached self-iteration. After a restructuring in spring 2026, iteration speed quadrupled; that August, Zankoi's Chronicles was completed and officially released. In today's wave of AI, solid fundamentals and constantly iterating self-improvement will be the backbone of this team.

主创简介Founder Bio

【真实素材】
头像待补
[REAL ASSET]
photo pending
头目 Production LeadProduction Lead 江晓舟 Johnny Jiang 制作人和背锅侠。Producer and designated scapegoat.

自我认定的现实理想主义者,宁愿相信内容比回报活得久,并认为团队硬实力的进步才是竞争力的基石。华盛顿大学数学系毕业,有教育与金融行业从业经验,原本可以成为 CS50 助教——最后选择自己带一个班底。全栈游戏制作人:程序、AI、动画、关卡与数值设计、音效与编曲;最新的职位,是 AI 工程 Agent 与 AI 流程管线的迭代大师。A self-proclaimed practical idealist — would like to believe content outlives revenue, and holds that the team's hard-skill growth is the cornerstone of competitiveness. UW math grad with a background in education and finance; could have been a CS50 TA, but chose to build a crew instead. All-around game producer: code, AI, animation, level & numeric design, sound & music. Most recent title: iteration master of AI engineering agents and AI workflow pipelines.

其余成员Team Members

【真实素材】
头像待补
[REAL ASSET]
photo pending
美术头目 Art LeadArt Lead Bel Yan 《战傀志》长什么样,全听这位的。The one who decides what the game looks like.
【真实素材】
头像待补
[REAL ASSET]
photo pending
2D 动画主力 2D Animation2D Animation 妖七niKy 让画面动起来的人。Makes the pictures move.
【真实素材】
头像待补
[REAL ASSET]
photo pending
美术组员 ArtArt 光芝薯条 2D 动画助手,官方视频幕后。Animation assist — and the one behind our official videos.
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媒体报道Press Coverage

Press

媒体报道:indienova《Steam 上架游戏推荐》收录(2026-08-13) · Steam 评测页 · KOL 视频报道持续收录中 · 里程碑:51 项 Steam 成就 · 9 条评测 100% 好评(Steam250 2026-09-13 拉取,样本尚小)· 发售首月 4 次内容更新Press: featured in indienova's Steam New Releases roundup (Aug 2026) · Steam reviews · KOL video coverage being collected · Milestones: 51 Steam Achievements · 9 user reviews, 100% positive (Steam250, 2026-09-13; small sample) · 4 content updates in the first month post-launch

"两者看似矛盾,但在本作中这两种要素融会贯通,成为了本作的最大特色……整体上是一款创意十足,体验出色的动作游戏。""The two elements seem contradictory on paper, yet here they fuse into one another — the game's defining strength... On the whole, a remarkably inventive action game that plays beautifully." (translated from Chinese)
— Steam 玩家评测 · 不协和音 · 2026-09-03 · 战斗手感大更新后— Steam player review · 不协和音 · Sept 3, 2026 · after the combat-feel overhaul
"游戏跳出传统卡牌游戏的回合框架,把高速实时格斗和卡组构筑融为一体,算是相当有辨识度的作品。""It breaks out of the turn-based framework of traditional card games, fusing high-speed real-time fighting with deckbuilding — a genuinely distinctive work." (translated from Chinese)
— Steam 玩家评测 · 一十三谒 · 1717 篇评测 · 游玩 10 小时+— Steam player review · 一十三谒 · 1,700+ reviews authored · 10+ hrs played
"很久没有玩到这样一款游戏,他非常独特,独特到将卡牌与战斗相结合,给玩家带来全新的体验。既有国风的动作,又有卡牌的搭配。""It's been a long time since I played something this unique — a game where the cards themselves become the combat. Martial-arts action meets deckbuilding." (translated from Chinese)
— Steam 玩家评测 · 不胜人间一场醉 · 鸢尾花鉴赏家 · 2026-08-23— Steam player review · 不胜人间一场醉 · Iris curator group · Aug 23, 2026
"卡牌+即时动作,很有新意的想法……卡牌构建加上即时动作意外的有趣。""Cards plus real-time action — a genuinely novel idea... deckbuilding combined with real-time combat turns out to be unexpectedly fun." (translated from Chinese)
— Steam 玩家评测 · 爱缪 · 走心评测鉴赏家 · 2026-08-23— Steam player review · 爱缪 · curator critic · Aug 23, 2026
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授权与联系Legal & Contact

Contact
  • 商务/媒体邮箱Business / Press EmailLedianDigital@outlook.com
  • Steam Key 申请Steam Key Requests邮件标题注明「Press Key + 媒体名称」,附作品链接即可Email with subject "Press Key + [Outlet]" and a link to your work
  • 社区与社媒Community & SocialDiscord: discord.gg/thRMKyrypd · QQ 群 Group: 285300298 · 哔哩哔哩Bilibili: LeDianDigital · 小红书RedNote: 4217274076
  • 即时通讯Instant Messaging微信WeChat: jxz49546200(媒体直连制作人) (press direct line to the producer)
  • 公司 BoilerplateStudio BoilerplateLedian Digital —— 2019 年起自学游戏开发的独立团队,曾为守住质量线砍掉两个原型;首作《战傀志》已于 2026 年 8 月正式发售。Ledian Digital — a self-taught indie team active since 2019. Two prototypes were killed to protect the quality bar; debut title Zankoi's Chronicles shipped in August 2026.
几乎所有好的游戏都在想创新,但并不是所有创新都成功的提升了玩家的体验。我们想做的,是让玩法的创新可以完整的体现在玩家的体验上。让动作和卡牌进行组合,就是为了让传统的拟态卡组游戏,变成有真实打斗的卡组游戏。通过认真对待每一条来自玩家的意见,让作品本身一步步变得完整完善。Not all innovations in gameplay were well-received. What we're trying to do is figure out a way to present the innovation in a more acceptable way — so players can fully experience it, and enjoy it. By combining deck-building games with fighting, we replace simulated still-image action with real fights, creating a more immersive feel for deck-building games. By taking every piece of player feedback seriously, the game itself grows more complete, step by step.
— LedianDigital ·《战傀志》制作人 · Ledian DigitalLedianDigital · Producer, Zankoi's Chronicles · Ledian Digital(可引用的官方陈述suggested quote)