게임 정보
| 출시일: | 2026년 4분기 |
| 개발사: | Meehnior |
| 퍼블리셔: | Meehnior |
| 플랫폼: | Windows |
| 출시 가격: | 무료 |
| 장르: | RPG, 전략 |
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게임 소개
Waywardens is a tactical roguelite deckbuilder where three heroes share one command deck. Every card can be played as an action or spent as chess-like movement, letting you attack, guard, heal, reposition, and outmaneuver enemies before their declared attacks land.
Three heroes. One shared hand. Every card is a plan.
Waywardens is a tactical roguelite deckbuilder about planning the perfect turn with an imperfect hand.
You control three heroes: a Vanguard, a Huntress, and a Mage. They do not have separate decks. They share one command deck, one hand, and one tactical problem.
Enemies move first. They show you exactly where they are going to strike.
Then you draw your cards.
Now you have to work out the sequence.
Maybe the Huntress could kill the archer, but only if the Vanguard moves first and opens the lane. Maybe the Mage can save someone with a ward, but spending that card as movement would set up a better turn next round. Maybe the Vanguard has the perfect class card, but the wrong hero is in position to use it.
The fight is not about playing the first good card you see.
It is about finding the best chain of decisions.
One Deck, Three Heroes
Every hero can play every card.
That is where the interesting decisions start.
A Vanguard card can still be useful when played by the Mage. A Mage card can still help the Huntress. But cards become stronger when played by their matching class. The Vanguard blocks harder. The Huntress shoots better. The Mage heals and wards more effectively.
So each card asks a question:
Do you use it now with the hero who can reach the target?
Do you save the stronger class synergy for later?
Do you spend it as movement instead?
Do you use a weaker play now to create a better board state next turn?
The best move is often not the most obvious one.
Every Card Is Also Movement
Every card in Waywardens has two uses.
You can play it for its action: strike, shoot, guard, heal, burn, mark, shove, swap, charge, and more.
Or you can spend it to move.
Movement is inspired by chess pieces. Some cards move in straight lines. Some cut diagonally. Some jump like a knight. Some give short king-like repositioning. Others let you step just far enough to dodge an attack or line up a combo.
This makes your hand your entire tactical toolkit.
A strong attack might be more valuable as a move.
A movement option might be the setup for a kill.
A healing card might be the only way to reach the tile that saves the run.
A simple reposition can turn an enemy attack into friendly fire.
The card is not the plan.
How you use it is the plan.
See the Danger Before It Lands
Enemies declare their attacks before they resolve.
You can see the archer lining up a shot.
You can see the brute preparing a shove.
You can see the cursed warrior threatening a cleave.
You can see which tiles are about to become dangerous.
That information is your advantage.
Move heroes out of danger. Block for the one who cannot escape. Push enemies into hazards. Swap positions at the last moment. Step into a line to protect someone else. Or set things up so an enemy walks straight into another enemy’s attack.
You are not just avoiding damage.
You are manipulating the battlefield.
Build Around Decisions, Not Just Numbers
Between fights, you choose your path across a branching route map.
Take battles, elites, treasure, rest sites, Inns, and bosses. Add new cards to the shared deck. Equip your heroes. Collect relics. Spend gold on healing, morale, cards, and gear.
Each reward changes how your party thinks.
Do you add more Vanguard cards because they are powerful in the right hands?
Do you give the Mage better movement so he can support from safer positions?
Do you build the Huntress around lane control?
Do you take flexible cards that are weaker, but easier for any hero to use?
Your deck is not just a pile of effects. It is the set of options your whole party has to plan with.
Key Features
Control three heroes as one tactical party
Build one shared command deck
Every hero can play every card
Matching-class cards gain stronger effects and movement
Every card can be played as an action or spent as movement
Chess-inspired movement patterns: straight lines, diagonals, knight jumps, king steps, and more
Enemy attacks are shown before they happen
Plan turns around positioning, timing, class synergy, and future setup
Push, swap, guard, block, burn, mark, heal, dodge, and reposition
Turn enemy attacks into friendly fire
Choose routes through battles, elites, treasure, Inns, rests, and bosses
Build your run with cards, relics, equipment, gold, morale, and healing
Wishlist
Wishlist Waywardens if you like tactical games where every turn feels like a small puzzle, every card has more than one purpose, and the best play is the one you saw coming two moves ago.
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