Reviews from

in the past


Underrated gem. Is it as good as Slay the Spire? Not quite in my mind, but an innovative combat/health system, variety of characters with VERY different feeling playstyles and the art is just chef's kiss. Held back by a slight lack of variety and some characters feeling a little frustrating with their learning curve.

Definitely has that "just one more battle" feeling I get from a good rogue-like. I liked my build a lot and plan to try more.

The logical extreme of deckbuilding roguelikes, Astrea is an incredibly solid game which knows its audience and doesn't shy away from the complexity. It's engaging, and demands your attention- sometimes too much so, making it somewhat difficult to play for long periods- but at it's core is pure tactical bliss.

Astrea é um ÓTIMO jogo de RPG deck builder, só que com dados rs. Falo melhor sobre aqui: https://www.youtube.com/watch?v=bmxgFs25vDg&t=326s

É o jogo BR que mais me viciou nos últimos tempos. Com um visual super chamativo, esse RPG exige sim um tanto de sorte, mas não pense que a estratégia passa longe. Isso porque cada personagem tem dados e poderes específicos e você vai ter de alterar esse seu deck de dados e se adaptar a cada tipo de inimigo com frequência, por fim criando um loop de gameplay muito bom, sendo este mais um roguelike top.

Nice idea. UI is an absolute clusterfuck though.
You have to manually hover on each enemy's dice and calculate the damage you take, after that take into account enemy corruption levels and their passives.
This should be a part of the UI and it's not like it's hard to make it better.


sometimes i feel like this game is way too complicated for its own good and i would need to have about 7 brains to fully comprehend the game state at any one time. fun but like. just play slay the spire

Deep and engaging and so, so much fun

The only complaint I have is that randomness can have way more of an effect on higher difficulties. I would have appreciated something like a limited retry option

I went into this Astera with a very specific concern, one that was alleviated within ten minutes of playing. It's with great relief that I can say, the dice are not just dice.

If you have spent any substantial time with Slay the Spire, this game is an easy day one purchase. I was initially worried that the game would have the same issue that Dicey Dungeons had, where manipulation of the dice was the end all, be all and the dice themselves were just boring d6s. All the characters have a varied pool of dice drafted throughout the game that not only sufficiently delivers a level of interesting decision making and "build around" opportunities, the way they're upgraded and the sense of risk/reward actually surpasses that of StS. There are dice you will find in this game that will kill you on the spot unless you properly build around them to take advantage of their powerful effects. The risk taking elements of the game are coupled with so many ways to mitigate that risk, that getting dice screwed is rare and doesn't feel nearly as bad as some dud hands from StS. A die might have a powerful effect on half the sides, and the other half might actively damage you. You don't have to take that die at all, if you'd prefer a safer option at drafting, but if you do there's enough re-rolls and damage mitigation to where stepping on the gas is encouraged. It doesn't feel like drafting "Take your entire max health's worth of damage to draw 2" is a bad idea, it's an opportunity.

There are also party members/pets called "Sentinels" that also feel like a meaningful iteration on the deckbuidling rougelike formula. At worst, they increase your raw number total and make some turn sequences handle smoother. At best, they're another outlet for the player to build and draft around. Most are easy to slot into runs, because they don't clog up your deck and most have generically beneficial effects. And, like the dice, there's opportunities to improve and customize them further. The way damage is handled through the purification system gives the game a solid identity of its own and allows for even more ways to bend the game through drafting. As good of a game mechanic as it is, I think thematically it's more interesting. I really appreciated that there was an attempt at a nonviolent, or at least less hostile approach to conflict resolution in a deckbuilder compared to bonking a goblin over the head with a sword.

The presentation of the game is also killer, totally blindsided by how nice this looks and sounds for an indie title. Obviously, the character designs look great and the visual direction of the game helps it stand out from its peers, but the soundtrack deserves a special mention. For these types of games, I might do one run with the soundtrack just to see what it's like and then put on my own music/a podcast after. I actively avoided that through my playthroughs of this game. If you like the Final Fantasy XIII soundtrack, Rafael Langoni's gonna take you places.

I doubt that further playthroughs are going to sour my opinion of the game unless there's just a total lack of endgame. There is meta-progression, but the "here's more ways to interact with the game" type, not the "you have to fail 20 runs until you get the stats to make the game not a slog" type, and that's been going well enough after I unlocked the rest of the cast.

God, I hope this game blows up and the devs get the credit they deserve. Nothing feels better than being blindsided by a really good game.

Astrea Six-Sided Oracles:

Das Spielprinzip ist erstmal spannend.
Es ist neu, aber nicht zu abstrakt.
Es ist schnell!
Man kann sein Deck massiv beeinflussen!
Mehrere Spielstile sind möglich.

Aber es hat einfach zu viele Dinge falsch gemacht um das neue Deckbuilding Spiel zu werden.

Das Schlimmste zu erst:
-Es ist viiiel zu leicht, gerade die ersten 3 Charaktere sind absolute Selbstläufer. Beim ersten Versuch das Spiel durchzuspielen wirkt einfach falsch.
Man kann zwar mehr Schwierigkeitsstufen freischalten, aber es bleib dennoch meist zu leicht. Selbst das "Finale" konnte ich beim ersten Versuch beenden, als es dann endlich freigeschaltet war.. und das liegt an..:

- ...zu wenig Möglichkeiten. Bei Slay the Spire hat man vermutlich 1000 Entscheidungen in einem Run getroffen. Jede Abzweigung, jede Kartenbelohnung, jedes Upgrade, jeder Kamp. Immer und immer wieder Entscheidungen.
Nichts ist eindeutig falsch, alles wirkt hilfreich.
Hier trifft man nicht mal halb so viele und die Entscheidung ist meist deutlich falsch oder richtig.
Ich glaube der Endboss kommt bereits nach..7? Kämpfen oder so.
Und dadurch wird das Spiel zu simpel.

-Man hat 3 Herzen, a 7 Health.
Nach jedem Kampf wird die Health aufgeladen und nur die verlorenen Herzen sind erstmal dauerhaft weg.
Das sorgt aber dafür, dass gerade die ersten Kämpfe völlig egal sind. Bei denen kann man unmöglich ein Herz verlieren, wenn man nicht 30 Stunden reininvestiert und die hohen Schwierigkeitsmultiplikatoren freischaltet.
Wenn man also nur 7 oder 8 Kämpfe in nem Durchlauf hat und die Hälfte davon egal ist.. warum spiel ich das Spiel dann?

-Am Anfang zu viel Gelaber, das keinen interessiert, von dem dann aber zum Glück gar nichts mehr kommt, bis man dann das Spiel komplett durchspielt.

-Neustart des Kampfes speichert die Reihenfolge des "Decks" nicht, man kann also das Spiel betrügen, sollte einem die "Hand" nicht gefallen.

Very delicious roguelike game with one of the best resource management systems I've seen. You get two types of "damage," one that heals you and hurts the enemy, and vice versa. But, you get bonus actions for dropping below thresholds of health.

Your actions are your dice, but this diminishes the abstraction distance between roguelike and the gambling of your time with which is inherent to the genre. You can fuck around with the sides of each die or get pre-made ones here and there. Aesthetics are very blue. Music is sort of FF Tactics.

Good stuff, but you might get your cock stapled to your forehead by god as punishment for your hubris sometimes.

It's a very interesting game. Its mechanics are the apex of risk vs rewards in any way possible, not just on the dice, but the purification vs corruption is a really nice twist on the mechanics of deck-builders.
I was having a good time but damn it's too difficult for me haha. Having to think about all the dice possibilities and probabilities makes my head hurt. And sometimes I just forget the side effects of things.
Kind of wish for a game with this corruption/purification with just cards instead of dice :p

But anyway it's still a very good game and I recommend specially for the hardcore players!

Solid art direction, novel approach to the genre, and it plays well, but I just feel like it doesn't have the crunch or the juice compared to other deckbuilders. Playing a die just cant compare to playing a card, I guess....

It's been a long time since I've played a game this clever about its game mechanics. The Corruption/Purification system makes health mostly a resource to plan around, which in combination with the random nature of dice just clicks to create a system where every turn is really fun experiment in trying to do the best with what you're given. I really love it. The additional level of dice RNG makes this so much more satisfying to me than every other roguelike deckbuilder, the thrill of re-rolling your one incredibly powerful dice like three times to get the face you want is something really quite unique to this game, I think. The enemies, too, make use of these mechanics in clever ways, which keeps the every run exciting and challenging. Wonderfully designed! The same can be said about the audiovisual presentation, although it rings a little more hollow without the story or any theme backing it up. I'm really iffy about the Corruption/Purification dichotomy on a thematic level, the idea of an "Impurity" needing to be cleansed is something so overly simplistic and over-done (and a little too close to facist rhetoric) that I really can't derive any remote interest or motivation for playing from that. It's a weird framing that I could've done without. Other than that, the stories just a framing for the gameplay-portion of things, which is fine. I really love Astrea's engaging and clever gameplay loop and beautiful visuals, but in the end, as it is with most games I enjoy mostly because of their gameplay, I find myself wishing for something more - on a thematic and/or vibes-based level. And I'd love this even more if it had that, but I still really like Astrea for it's brilliantly designed gameplay.

really like the ideas in this game. just not good enough and I have other games to play

Jogo BR obrigatório de ser jogado, namoral — porra, um roguelike de deckbuilding só que o seu baralho na verdade são os dados e as cartas são as faces dos dados?? Absurdo

Música e sound design lindos, arte maravilhosa, e— meua migo, —game design pra dar e vender

Gostei muito de como o jogo, apesar de parecer complexo, é super inteligível e se baseia em um conjunto super simples de mecânicas e abstrações dos dados e da manipulação das faces. Mas é que, como são muitas e muitas mecânicas que vc pode ir escolhendo, e muito variadas de uma maneira super criativa, então toda vez que vc senta pra jogar uma run desse jogo, a interação entre elas sempre faz com que o gamefeel dele seja super fresco e difícil de prever.

Pralém disso, gostei muito do balanceamento de todos esse elementos: a quantidade dessas interações cria situações super desafiadoras a cada turno; namoral é muito foda — praticamente todo turno eu sinto que eu tou jogando um jogo de puzzle levemente diferente. Apesar da quantidade de mecânicas e desafios, não senti o jogo ser proibitivamente difícil ou complexo não! Morri algumas vezes, tentei outras e consegui zerar de boas.

Enfim; um dos melhores roguelikes que eu já joguei e certamente um jogo que se destaca muito entre todos os jogos brasileiros já lançados. Absolutamente imperdível. Jogue imediatamente haha