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Lords of Ravage

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4/5

( 4 Reviews )

4

4 Reviews

中文(简体), English & 10 更多
9.999.99
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Lords of Ravage
介绍
While unlikely, some players may experience crashes during gameplay. The developers have identified the cause and are currently working on a fix.《Lords of Ravage》是一款带有roguelike元素的黑暗幻想战术RPG游戏。作为狂暴领主带领一支追随者大军。联合来自不同阵营的随从,以任何方式进行游戏,夷平你前进道路上的每一个王国。在紧张刺激的回合制战斗中消灭胆敢阻挡你的英雄,征服土地,寻找可以改变世界命运的神器。让你的敌人胆颤心寒:成为他们...
用户评论

4/5

( 4 Reviews )

4

4 Reviews

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产品详细信息
2025, Synthetic Domain, ...
系统要求
Windows 10, Intel Core I3 or AMD Ryzen 3, 6 GB RAM, NVidia GTX 1050 or Radeon RX 580, Version 11, 5...
介绍

While unlikely, some players may experience crashes during gameplay. The developers have identified the cause and are currently working on a fix.


《Lords of Ravage》是一款带有roguelike元素的黑暗幻想战术RPG游戏。

作为狂暴领主带领一支追随者大军。联合来自不同阵营的随从,以任何方式进行游戏,夷平你前进道路上的每一个王国。在紧张刺激的回合制战斗中消灭胆敢阻挡你的英雄,征服土地,寻找可以改变世界命运的神器。让你的敌人胆颤心寒:成为他们必须面对的终极头目!


选择你的战术,奴役这片土地,击溃你的敌人。通过削弱他们的政治和经济实力来加强你在整个王国的影响力。贿赂贵族,用无穷无尽的随从大军与强大的英雄战斗。在对手不得不面对作为终极头目的你之前全力削弱他们的实力。


决定你想要召唤什么样的随从:是黑暗联盟的忠诚战士,还是来自王国边陲的雇佣兵。你的影响力和声望足以成为他们加入你的理由,而另一些人则会被黄金的光芒所诱惑。联合不同阵营的战士,巩固他们的优势,弱化他们的弱点。但你的实力还不止于此:圣令和神器随时供你调遣。巧妙地运用它们能帮你扭转局势。


从三位领主中任选一位,加入他们各具特色的战役中,体验其独特的功能、机制和阵营。无情领主的贝罗尔德、禁忌魔法奇才扎弗里斯,或者深渊女魔头阿兹妮娅。探索蕴藏在他们灵魂深处的黑暗,以及是什么让他们走上了成为狂暴领主的道路。他们的成功,以及世界将为此付出的代价,都取决于你!


与各种具有独特机制的敌人战斗。一个经典的冒险队、一个孤独的召唤者、一个战士兄弟会、一支军事远征队……每个人都有自己的优势和可利用的弱点,这些都决定了他们在战斗中的行为。


要增强自己的实力,你必须补充国库并获得新的魔法力量。夷平并掠夺敌人的土地,将他们的黄金据为己有。用这些财富来升级战士的属性,或雇佣更多的战士。通过吸收魔法源泉中的力量来积聚你的实力,并发现圣令上的秘密知识,以在战斗中帮助你的战士,或用诅咒震慑敌人。


其他特色:

  • 精心设计且引人入胜的游戏玩法。完成每个狂暴领主的故事战役,参加紧张刺激的回合制战斗,它能让你在最后一刻都全情投入。掌管一支随从军队,联合来自不同阵营的战士,并使用强大的圣令来左右战局。

  • 重玩性高。随着游戏不断推进,你将解锁新的升级和随从。每种升级和随从都会在战场上开辟一个充满战术可能性的世界。试着仔细研究它们,发掘强大而富有创意的玩法来击溃敌人!

  • 非线性叙事。故事可以以多种方式展开,是彻底摧毁王国,还是纵横捭阖,在英雄联盟内部制造混乱 ,这一切都取决于你。

  • 令人惊叹的视觉效果。游戏的视觉风格将传统像素艺术与现代技术相结合。体验高品质的美术、灯光和视觉特效。让你享受真正的视觉盛宴!

系统要求
最低系统配置要求:

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: General Mature Content

This Game may contain content not appropriate for all ages, or may not be appropriate for viewing at work: General Mature Content

为什么 要来GOG.com购买?
DRM FREE. 无需激活或联网验证即可开始游玩。
保障与满意度,完美支持24/7最多30天內全额退款。
游戏详情
操作系统:
Windows (10, 11), Linux (Ubuntu 20.04, Ubuntu 22.04)
发行时间:
{{'2025-10-15T00:00:00+03:00' | date: 'longDate' : ' +0300 ' }}
公司:
大小:
1.4 GB
链接:

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用户评论

Edited on: October 22, 2025

Posted on: October 16, 2025

idbeholdME

验证所有者

游戏: 733 评论: 69

Run based rogue-like with a story

Firstly in general: The game starts with short a tutorial. Once that is done, the main game begins. There are 3 main hero characters you can pick from. However, only one is unlocked initially and the others need to be unlocked by progressing the story. Finish the story arc with character 1 to unlock character 2, and 2 to unlock 3. The hero you choose is one of the most important things. Not only does it dictate what units you're going to have access to, but every leader also has a couple specializations you can pick from. These are a key element of the playstyle in the upcoming run. As for the runs themselves. You get to manage multiple things. Namely units, mercenaries, gold, forbidden knowledge, building materials, edicts, artifacts, menace level, army level, upgrading your hero or healing. So quite a lot. Units - you have a starting set and have to get others through map encounters. Used in combat. Mercenaries - these cost gold and are more powerful than regular units. Over the run, you can unlock them for recruitment from a random pool. The cost of unlocking and recruitment goes up every single time you do it, so preserving units is important. Can also be gained from encounters. Gold - used for mercenaries and gained from map encounters. Forbidden knowledge - used to upgrade mercenaries. Unlike regular units, they have small skill trees you can invest forbidden knowledge into. Building materials - used to build buildings in town. Each hero's faction can build several support structures which provide beneficial effects for the rest of the run. Edicts - spells used in combat. More on that later. Can be gained/upgraded from encounters. Artifacts - used over the course of combat. More on that later. Can be gained/upgraded from encounters. Menace level - every time you move on the world map, you get menace. The higher it is, the stronger the enemies are. Every point of menace increases enemy HP and damage by 1%. This will probably be the most offputting mechanic. Every node you visit adds a set amount of menace (dependent on the difficulty level) and even moving between already visited nodes will slowly ramp it up. So gaining a pretty significant amount of it over the course of the run is pretty much inevitable. There are ways to reduce it either through events or finishing a part of the map, which will cut the menace level by a % of its current total. This reduction again depends on the difficulty level. The rate of menace gain is probably the most significant change between the difficulty levels. On the harder ones, there is not really a way to keep it down, only slow its buildup. However, if one does not like this "Doom clock" mechanic, there is also a custom difficulty option where you can disable/reduce it. Army level - the power of your army. Basically a way to counter the menace level buildup. Every level increases the HP and damage of your units by 5%. Gained from encounters or winning combat encounters. Hero upgrades - your hero has their own damage/health, as they can also participate in combat. Can be increased, usually through encounters or some alternate methods like hero specialization. Healing - ways to heal either your hero or your units. No health is regained passively between combat encounters, but some map encounters can provide it. There are some other ways of healing in combat too, but those are pretty rare/specific unit limited. Simply put - health is also a resource. With the extra caveat that units and mercenaries can die, but if your hero dies, the run is over. So managing it is equally as important as any other resource. Map: There is a randomly generated map with nodes. These nodes are either one of the games many encounters, or combat encounters. More on combat later, but events usually offer a choice. The vast majority of them comes down to resource management. Usually a mix of gain/loss of some resources explained earlier. One exception is locations that give memory shards. These are used to unlock new mercenaries, edicts and artifacts between runs. You go through the map towards a primary objective. Full clearing seems to be desirable, but there is the menace level buildup of course. So eventually, skipping some nodes might be more optimal than full clears. The map is split into sections. Once you finish the primary combat encounter, the region is conquered. This reduces menace level by an amount (depends on the difficulty) and you move on to a new map. Rinse and repeat. Combat: Once combat encounters are started, first comes the deployment phase. Both you and the enemy deploy 3 units each to the positions of your own choosing. There are pre-defined spots, so you only pick the position. As many attacks can hit multiple enemies in various cases, proper positioning is important to minimize incoming and maximize outgoing damage. You can also protect backline units by putting another unit in front of them Then turn based combat starts. If you have artifacts, you can pick one to activate. All units have their own set of attacks and abilites they can use. Including many passive or conditional abilities, the optimal usage of might require comboing with other stuff. Extra emphasis is put onto these combos. Some units combo extremely well with each other. You can additionally combo these further with the right edicts and artifacts. This is limited by action points. Each unit has its's own AP gain per turn and max AP. Unused AP can carry over to the next turn, as long as not at the maximum already. Some abilities cost one AP, some more. Some are free, have a cooldown or a charge limit meaning they can only be used a limited number of times in combat. This all results in pretty varied potential strategies. Edicts are spells and have their own resource. By default, you get 2 points per turn to spend (there are ways to get more). They are usually pretty impactful and are key to killer combos. As the fight goes on, it "escalates" every couple of turns. When the escalation phase increases, both sides can deploy an extra unit to the battlefield and you can activate another artifact. Your units will die. They are a resource which needs to be constantly replenished. Every unit has its own death effect, which bolsters the other living units. There is also no healing after combat. All damage sticks and units remain at the health they ended combat with. Finally, you can deploy your hero into combat at any point. This causes all your units to withdraw and only your hero remains until the end of combat. So can be used to conserve health on units. The hero is very powerful, but any lost health on them is a big loss. This incentivizes softening up the enemy first with your units before sending the hero in. Doubly so, as the hero usually gains a permanent upgrade whenever they kill an enemy. So timely use of the hero is key. Not too soon so that they lose a ton of health, but not too late so that your units get excessively hurt or there are no enemies left for your hero to kill. The hero also "escalates" every 2 turns and receives a big bonus. The longer your hero is in combat the more of a power house they become. But also risk losing more and more valuable health. Conclusion: To sum it up - the game is all about resource management and tactical combat. If you are not a fan of those two, then it's probably not for you. If you are however, you get a quite nice game with a lot of tactical depth and challenge. Difficulty options make it so that the game is not only for the min-maxing master strategists. It's wrapped in a nice coat of paint, appealing art style, accompanied by good music. And you play as the "bad guys". Always a plus in my book. Did a couple runs so far and found the game quite enjoyable. Still only on the first hero, but looking forward to toying around with the other heroes and factions. Giving this an 8/10. Considering the asking price, if you liked the things described above, you can't go wrong.


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Edited on: October 21, 2025

Posted on: October 21, 2025

djraft7894

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游戏: 76 评论: 1

Menance Meter And You: A Guide

At first I was going to ignore this product as a "baby dev's game" but after someone tried to review-bomb it in it's infancy, something that can spell death to indie game sales, I felt obliged to try it out and see if the {Menance Meter} was that much of a boogeyman. And the answer is... IT WAS NOT ! To those that want to try out this game, but might struggle to understand to understand the mechanics, like s o m e o n e . . . allow me to explain the gist of it. The entire gameplay loop of Lords of Ravage is centered around managing attrition, both in the form of the titular Menance Meter and the health bars of your army and hero. Instead of trying to make your menance level completely disappear you've the option to decide if you want to stall it's progression, or, accelerate it for potential rewards at the expense of your survivability later on. Yes, each point of menance that you gain buffs enemy damage and hp by 1% each. But since the power of your units also rises gradually, this means that this mechanic is actually the game's basic enemy progression system, not an extra layer of difficulty tackled on top of it. And you've got plenty of insurance types to get you on pair with the power curve, such as: >Universal skill trees shared by all individuals of the same class, on your army or recruited afterwards for the rest of the run; >Universal leveling up system that guarantees every unit bought, found or already in your army has the same level as everyone else; >Relics and edicts that can used during battle to buff or heal allied units, and, debuff or damage enemy units; >Hero unit who's entire purpose is tanking enemy damage in place of your army and end fights quicker BY GIVING THE PLAYER A SECOND TURN IN A ROW WHEN SUMMONED; >Upgradeable base that permanently boosts your commander and troops; >Events and main story quests that reduce the menance meter (by a lot, in case of the later); >post mortem currency in the form of [memory shards] that can be used to unlock new stuff to make your next run easier. {BONUS} [THE TURN BASED COMBAT]: Your objective in every fight is to win whilist taking the least damage as possible to preserve your soldiers in between fights. always, ALWAYS keep that in mind when tackling how you want to approach it and deciding who you want to take out first, as it is not that black and white which enemies you can endure and which need to die as soon as possible. And also "ThE enEMy hAS HeaLinG" my brother in christ you have damage-over-time, heavy hitters, decent action economy, combat spells and bonus items to deal with it. Use your brain and use your tools, flinthead!


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Edited on: October 19, 2025

Posted on: October 19, 2025

Quality

Two important notes so you don't bounce off Lords of Ravage: 1. Menace. Every time you travel between nodes, menace will build up, buffing your enemies. If you end up wandering around the map or backtracking, it will build up very quickly, so set a course and stay focused instead of exploring...sometimes the random map will screw you and you'll end up with 80-100% menance anyway. Don't ragequit. if your run is going decently, this is still perfectly beatable. 2. Get stuck in: don't wait for your minions to start dying before sending your boss in. Your minions are meant to set the stage for your boss (by either buffing him, eliminating priority enemies or weakening them enough for the boss to sweep up), not wipe out the enemy forces themselves. You will run out of minions fast if you don't use your boss enough. If you go in knowing that, you'll find a tight, intuitive tactics game with a short but surprisingly good story. "Play as the villain" games don't always deliver on the premise, but Lords of Ravage nails the fantasy with three genuinely malevolent player characters who know exactly what they are. Or maybe two - if I have a criticism, it's that Azneya and her demons are just too damn nice, more reminiscent of post-retcon Warcraft orcs than demons. They're also too damn easy (upgrade your Ironclads ASAP and they'll see you right), making it a little baffling that she's the last unlockable character. Having completed all three campaigns on normal, I'm interested to see if the harder/custom modes will give Lords of Ravage real longevity, but at this price point, it's already earned its five stars and anything else is a bonus.


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Posted on: October 17, 2025

Cowboyeehaw

验证所有者

游戏: 60 评论: 2

Stupid design.

Thought this would be cool, like Final Fantasy or Heroes of Might and Magic....started out that way at least. The menace mechanic makes the game ridicously difficult. Enemies everywhere gain 1% dmg and hp with every point of menace. You gain menace everytime you move anywhere on the map! There's places that offer to reduce menace by 3-6 points but oh wait...it's going to add 3-6 points just to go there! So you completed a raid map! Do you get hp restored...NO...no hp restored between raids! Soldiers and hero have low hp? Ok cool...begin a new map with same hp you left previous map with and continue to fight enemies with full hp that deal tons more dmg than your guys thanks to menace constantly making all enemies on map stronger! Oh and don't forget that the enemies are the good guys so they have healers too! Would be a good game but the design is so stupid, I don't even want to try dealing with it.


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