Info about Re:Night:

Official game description:
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About the Game
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Re:Night is a strategy game that combines turn-based tactical combat with roguelike deckbuilding. Build your deck over the course of each run while navigating battlefields filled with tactical possibilities. Any combination of three characters can create more than 20 unique builds, and the interaction between multiple strategic systems delivers deep, rewarding, and highly replayable combat.
Travel to a mysterious town, break the endless cycle of night with your own hands, and restore dawn to the world.
Tactical combat introduces strategic mechanics such as frontline and backline positioning, flanking, blocking, and protecting allies. Combined with elemental counters, equipment, and item effects, these systems create countless opportunities for powerful combinations.
Command three characters simultaneously in every battle, each with a distinct role. Whether focusing on burst damage, battlefield control, healing, or environmental interactions, careful coordination and party synergy are the keys to victory.
Fire, Water, and Grass form a cyclical elemental counter system. Exploit elemental advantages to unleash devastating critical hits and deal massive damage.
Coordinate your three characters to trigger elemental critical hits while positioning them to deny your enemies the same advantage. Every move requires careful planning, but victory also depends on adapting to an ever-changing battlefield.
Every character features unique talents and an exclusive pool of character-specific cards. Combine more than 300 cards with over 200 pieces of equipment and items to create more than 20 distinct builds for any three-character party.
Become an unstoppable brawler, a demolition expert, or a relentless lancer. Even the stone walls of the battlefield can become powerful weapons. In Re:Night, your imagination is your greatest strength.
Undo your last action, rewind to the start of the current turn, or even restart the battle from the very beginning at any time. Never let a single mistake ruin your adventure, and face unfamiliar enemies with the freedom to explore different strategies.
Study enemy behavior, experiment with different positioning, card sequences, and elemental combinations, then use each rewind to test new ideas, refine your strategy, and discover your own path to victory.
Every run offers a fresh adventure, with diverse maps, random events, challenging battles, and unexpected encounters waiting to be discovered.
Begin your journey beside the stream outside the town, venture through the dangers hidden within the village, and ultimately ascend to a castle shrouded in mystery. With every adventure, you'll unlock new content, playable characters, and even greater challenges to overcome.
Each character has their own memory fragments, known as Chrono Shards. Collect them to unlock hidden cards and equipment, expanding your tactical options with every discovery.
Gather every Chrono Shard to uncover the truth behind the endless cycle of night.

Release date: Aug 4, 2026

Categories: Roguelite Deckbuilder, Turn-based Tactical, Grid-based Tactical Combat, Elemental Combat System, Party-based Combat, Meta-Progression, Rewind and Undo Mechanics


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 70.0h
  - Story completion: N/A
  - Session length: 2.0h
  - Endgame: N/A
  - Reasoning: The 70+ hour total playtime paired with clearing the highest difficulty supports a gameCompletion value of about 70 hours. Separate reports that each run lasts 2 hours support a sessionLength of 2 hours. No review gives an hours figure specifically for story completion, and no review quantifies separate post-game or endgame duration beyond mentioning difficulty clears, so those are left null.
- Time-to-fun:
  - Summary: Players predominantly describe the game as immediately fun and addictive, especially as a tactical twist on deckbuilding that does not require heavy grinding or prior tactics experience. A minority reports that the tactic movement system can make it boring later, but this does not indicate a delayed time-to-fun.
  - Stance: Fun immediately
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: N/A
  - Unlock drivers: N/A
  - Conditions: Interest in tactical gameplay layered onto deckbuilding; No prior tactics experience required; Enjoyment does not require heavy grinding; Flexible combo play supports enjoyment; Works as a change of pace from traditional pure card roguelikes
- Player Archetypes:
  - Roguelike Deckbuilder Enthusiast (buy)
    - Motivation: Experimenting with card synergies, relics, and builds across runs.
    - Playstyle: Drafts synergistic decks, chooses branching routes, equips relics, and tries cross-character card combinations for combo variety.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Slay the Spire; Into the Breach
  - Tactical Puzzle Solver (buy)
    - Motivation: Mastering tactical puzzles and finding the optimal solution.
    - Playstyle: Positions units carefully, sequences elemental attacks, backtracks misplays, and learns boss patterns for efficient clears.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Arknights
  - Casual Newcomer (buy)
    - Motivation: Enjoying an approachable tactics/card roguelike without harsh difficulty.
    - Playstyle: Plays low-difficulty runs, follows in-game card recommendations, and treats the game as a relaxed session game.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: newcomer
    - Reference games: N/A
  - Hardcore Completionist (buy)
    - Motivation: Completing achievements and proving mastery through high-difficulty rankings.
    - Playstyle: Pushes high-difficulty tower climbs, hunts all achievements, and optimizes for leaderboard placement.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: achievement hunter; hardcore player
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Tactics and roguelike card fusion (weight 0.42): The game successfully merges roguelike card mechanics with turn-based tactical combat, creating excellent strategic depth and high replayability. This fusion is widely praised for making the game hard to put down.
- Robust undo and rewind features (weight 0.36): The undo system allows precise step-by-step rollback and restarting battles, greatly improving fault tolerance and reducing pressure for new players. It is considered essential and a highlight of the game.
- Elemental counter system depth (weight 0.33): The fire-water-grass elemental rock-paper-scissors system is simple to understand but offers deep strategic applications and satisfying critical hits. It adds significant tactical depth and combo potential.
- Strategic gameplay over pure numbers (weight 0.24): The game emphasizes strategy rather than numerical comparison, making decision-making complex and engaging. Players appreciate the focus on tactical planning and card play order.
- Card variety and rich combinations (weight 0.22): A wide variety of cards allows for many different combinations and creative deck-building. This diversity enhances replayability and strategic options.
- Beginner-friendly guidance and difficulty (weight 0.19): Detailed guidance and adjustable difficulty make the game easy to pick up for newcomers, while lower difficulties provide a relaxing yet fun experience.
- Three-character squad synergy (weight 0.14): The three-person squad system requires clear role division and allows characters to compensate for each other's weaknesses. This adds strategic depth and team-building considerations.
- Dancer character poison build (weight 0.13): The Dancer's poison ability is highly satisfying, allowing enemies to melt on their own. The Dancer is also considered versatile and strong.
- Overall fun and originality (weight 0.12): The game concept is original and the gameplay is quite fun, with considerable playability. It successfully combines card games and tactics in an enjoyable way.
- Cards as character-specific skills (weight 0.08): Each character has exclusive cards that function as skills, with clear explanations and expected effects. This makes deck-building intuitive and character-focused.
- Reincarnation Fragment system mystery (weight 0.07): The Reincarnation Fragment system is intriguing and hints at a larger mystery, adding narrative depth and player curiosity.
- Increasing difficulty enhances engagement (weight 0.07): The game becomes more interesting as difficulty increases, providing a satisfying challenge that keeps players engaged.

Common complaints:
- Bad draws break combat rhythm (weight 0.24): Random card draws often lead to bad hands that can wipe the team, and the game's randomness conflicts with strategic planning. Players feel they cannot plan tactics in advance.
- Excessive calculation burden (weight 0.22): Too many variables, elemental counters, HP calculations, and three-character card pools make the game extremely cumbersome and unfun. Many cards and equipment feel like a burden.
- Weak character synergy (weight 0.21): Characters lack meaningful synergy, with most teams devolving into two supports carrying one core. Class synergies are closed off and hard to achieve ideal cooperation.
- AI-generated art and text concerns (weight 0.21): Reviewers suspect the portrait art is AI-generated and the text is AI-written, with no disclosure on the store page. The art style is also criticized as cheap or chibi.
- Shared card pool hurts coordination (weight 0.2): Three characters share a single card pool and energy, making it hard to coordinate and causing some characters to be unable to act. This dilutes synergy and increases variance.
- Elemental counter system is flawed (weight 0.2): The three-attribute counter system causes characters to be one-shot, wastes revival stones, and forces all focus onto counter relationships. It is the biggest flaw according to many reviewers.
- Card pool pollution from unlocks (weight 0.2): Unlocking more cards pollutes the card pool, making it harder to draw build-specific cards and sometimes leading to unwinnable situations. Endgame rewards also add junk cards.
- Difficulty spikes and balance issues (weight 0.19): The game has sudden difficulty spikes, especially from difficulty 3 onward, and enemy scaling makes characters die easily. Many builds cannot win without specific cards.
- Game feels like a poor imitation (weight 0.19): Many compare it unfavorably to Slay the Spire, stating it copies surface form without capturing the fun. It feels like a factory product with stitched-together mechanics.
- Poor tutorial for core mechanics (weight 0.17): The game lacks tutorials for elemental cycles, poison crits, and other core systems. New players must learn by trial and error, leading to confusion.
- Builds fail if key cards missed (weight 0.17): Missing 2-4 key cards can completely ruin a build, and players cannot pivot or mix builds mid-run. This locks them into a bad start with no recovery.
- Tactical combat feels tacked on (weight 0.16): The tactical movement system is slow, annoying, and adds unnecessary complexity, feeling disconnected from card-based roguelike gameplay. It fails to capture the best of either genre.
- Insufficient card draw and energy (weight 0.16): There are too few card draw and energy recovery cards, making it impossible to build infinite combos. The game encourages combos but lacks operation cards.
- Elemental mechanic is inconsistent (weight 0.16): Random card draws and limited movement make the elemental mechanic self-inconsistent. Stacking elements and attributes provides no satisfaction.
- UI and UX are cumbersome (weight 0.16): The interface requires many clicks to view choices, give up rewards, or check deck order. The shop limits card selection and random events often have poor returns.
- Revival and death mechanics flawed (weight 0.16): Revival stones auto-activate, preventing planned sacrifices, and losing a key character makes boss fights nearly impossible. Monsters sometimes waste all revives by targeting fragile characters.
- Story and characters are weak (weight 0.15): The story is minimal, mediocre, and lacks memorable points. The true ending is rushed, and some characters get less screen time than others.
- Friendly fire and status issues (weight 0.13): Friendly fire adds unnecessary difficulty, and status effects like paralysis and burn are problematic. Positioning can get stuck, wasting turns.
- Crashes and technical problems (weight 0.11): The game crashes on the first battle of the second playthrough, and there are issues with refunds. Some parts could use AI polishing.
- Translation and language issues (weight 0.1): The Traditional Chinese translation is mostly literal and some cards and dialogue are incompletely translated. There is no French version, making it hard for non-English speakers.

Gameplay feedback:
- Tactical Roguelike Deckbuilder Genre (weight 0.99): The game is a turn-based roguelike deckbuilder with tactical combat on a grid. Players build decks for three characters and engage in strategic battles inspired by Slay the Spire and Into the Breach.
- Three-Character Squad Selection (weight 0.61): Players select three characters from a roster of six, each with unique cards and attributes. The choice of characters affects deck composition and team synergy.
- Elemental Counter System (weight 0.56): A rock-paper-scissors elemental system (fire, water, grass) allows players to apply elements to enemies and trigger critical hits by countering with the strong element. Attaching two countering elements can also cause extra damage.
- Rewind and Undo Mechanics (weight 0.33): Players can undo the last action, rewind to the start of the previous turn, or restart the entire battle. This feature encourages experimentation and reduces frustration.
- Grid-Based Tactical Combat (weight 0.32): Combat takes place on a square grid where positioning, movement, and blocking are key. Players control a three-character squad in turn-based battles.
- Roguelike Progression and Map (weight 0.22): A branching roguelike map includes battles, shops, card upgrades, and random events. Progression involves climbing a tower and making strategic choices.
- Multiple Difficulty Levels (weight 0.19): The game offers selectable difficulty levels, with higher difficulties providing a significantly harder challenge. Difficulty can be adjusted to suit player preference.
- Diverse Card Types and Combinations (weight 0.14): The game features a wide variety of card types and combinations, allowing for diverse strategies and deck-building options. Each character has their own card pool tied to attributes.

Performance notes:
No performancepoints

Recommendations:
- Ideal for Roguelike Deckbuilder Fans (weight 0.43): Many reviewers recommend the game to players who enjoy card roguelikes, deckbuilders, and tactics games. They highlight its appeal for fans of these genres.
- Worth Trying and Buying (weight 0.19): Reviewers consider the game worthwhile to try, worth playing, and worth the price. Some mention it is worth buying after spending time with it.
- Good for Tactical Strategy Enthusiasts (weight 0.15): The game is recommended for players who like tactical strategy, challenging strategy, and deep thinking. It offers a tactical challenge for strategy fans.
- Genre Fans Should Try (weight 0.11): The game is recommended for fans of the genre and for players interested in this type of game. It appeals to those already familiar with similar titles.
- Casual and Relaxed Experience (weight 0.11): Some players find the game suitable for casual play and a relaxed experience. It is not frustrating at lower difficulties.
- Not Recommended Currently (weight 0.1): A few reviewers do not recommend the game in its current state, suggesting it may need improvements. One reviewer cannot recommend it at all.
- AI Art and Text Controversy (weight 0.05): A negative review cited suspected AI art and text without disclosure. Some suggest checking discussion board controversies before buying.
- Strategic Duels and Card Building (weight 0.05): Suitable for players who enjoy strategic duels, card building, and tactics gameplay. It combines these elements effectively.
- Hardcore and Tower Climbing (weight 0.04): Hardcore players can enjoy the tower-climbing mode and compete on leaderboards. It offers depth for dedicated players.
- Depth Over Fun and Replayability (weight 0.04): Recommended for its depth and ideas, but not for fun or replayability. Some players value depth more than immediate enjoyment.
- Not for Flashy Combo Seekers (weight 0.04): Not recommended for players looking for nonstop flashy combos and instant gratification. It requires patience and tactical thinking.
- Avoid If Tired of Traditional Roguelikes (weight 0.04): If you are tired of traditional pure card roguelikes and want more tactical space, this work is worth getting. It offers a fresh take.
- Check Demo Before Buying (weight 0.04): Players can download the demo to see if they like it within 20 minutes. It is a way to test the game before purchasing.
- Endgame and No Frustration (weight 0.04): The game attempts to solve endgame scenarios and does not intentionally frustrate players. This is a positive aspect noted by a reviewer.
- Keep Eye on Publisher (weight 0.04): Players interested in roguelikes should keep an eye on this publisher. This suggests future titles may be of interest.
- Not Fun for Some Players (weight 0.04): One reviewer implied not recommended due to it not being fun. Enjoyment may vary among players.
- Buy Equipment First in Shops (weight 0.04): A reviewer recommends buying equipment first in shops. This tip helps new players progress.
- Dislike Save Scumming? Reconsider (weight 0.04): Players who dislike save scumming might want to reconsider. The game may not cater to that playstyle.
- Decent Change from Tower 2 (weight 0.04): A decent occasional change of pace for players tired of Tower 2. It provides variety for those seeking something different.
- Shaman is Worth Playing (weight 0.04): The Shaman character is worth playing according to a reviewer. It adds value to the game.

Other player notes:
- Roguelike deckbuilder with tactical elements (weight 0.41): The game merges tower-climbing card mechanics with grid-based tactical battles, drawing inspiration from Slay the Spire and Into the Breach while adding its own twists. It offers deep strategic gameplay focused on calculation and elemental counters.
- Comparison to Slay the Spire (weight 0.2): Many reviewers compare the game to Slay the Spire, noting similarities in build depth, card upgrade systems, and level selection. Some view it as a shallow imitation, while others appreciate its unique additions.
- Extensive card and equipment variety (weight 0.18): With over 300 cards and more than 200 equipment items, plus six playable characters, the game provides a rich pool for deckbuilding and strategic diversity. This breadth supports varied playstyles and replayability.
- Unique fusion of playable elements (weight 0.16): The game distinguishes itself from common tower-climbing card games by blending board game mechanics, tactical RPG elements, and roguelike deckbuilding into a cohesive experience.
- Story and setting elements (weight 0.15): The game includes a story that explains the setting and the loop, involving a medieval village, a curse, and repairing an artifact. However, the story is minimal and not prominent, with some finding it generic.
- Comparison to Into the Breach (weight 0.14): The tactical precision and gameplay feel are frequently compared to Into the Breach, with the game building on its foundations while incorporating its own characteristics.
- Indie game with substantial content (weight 0.14): Despite being a small-scale indie title, the game offers a considerable amount of content, including characters, cards, and modes. Its production quality is noted as decent for an indie release.
- Future content and update hopes (weight 0.12): Reviewers hope future updates will add more characters and gameplay content, and some look forward to potential Steam Workshop support. The official announcement of future content adds anticipation.
- Art style and audiovisual quality (weight 0.12): The game features a good art style with cartoon Q-style visuals and smooth UI controls. However, character art style is a matter of taste, and some feel it suits mobile porting.
- Comparison to other games (weight 0.12): The game is compared to Night of the Full Moon for card pool weights, Neko Gattai for roguelike tactics, and Hearthstone for surprising enjoyment. Some joke it rivals Tower 2 and describe it as a Genshin mashup.
- Developer communication and promotion (weight 0.12): The developer posted guides and build recommendations, but promotional videos have low view counts. There are also concerns about undisclosed AI use and past hidden information.
- Shop and deck management mechanics (weight 0.11): Numerous shops help control the deck, with purchase costs lower than in similar games. The game also features a revival stone mechanic and pre-battle placement.
- Tutorial and guidance systems (weight 0.11): A tutorial system with detailed guidance and in-game descriptions for elemental counters helps players learn the mechanics. Additionally, the developer posted guides and build recommendations in announcements.
- Game length and replayability (weight 0.1): A full run lasts around two hours, and the game is a time killer due to retrying and optimizing. Some reviewers completed all character stone tablets and beat the game twice on the first difficulty.
- Localization and interface issues (weight 0.1): The English localization contains rare ambiguous phrases in card text, and the Steam page banner for Traditional Chinese users has an outdated phrase. There are also minor UI animation bugs with equipment effects.
- Demo and playtest availability (weight 0.09): A demo and a playtest version are available, allowing players to try the game before purchasing. The full release has more content compared to the demo.
- Competitive and community features (weight 0.09): The game includes a global real-time leaderboard and a Hall of Fame for top players, adding competitive elements. However, the multiplayer/ranking playerbase has shifted to be dominated by players from one country.
- Character progression and origins (weight 0.09): Hero personal levels include origin stories, and the game features three characters that function as a trinity. The Thief character was nerfed from its previous state.
- Positive value and quality feedback (weight 0.08): Reviewers describe the game as high quality, interesting, and worth the price, particularly for fans of indie roguelikes. However, some consider the price high relative to the amount of content offered.
- 103 achievements for completionists (weight 0.08): The game includes 103 achievements at launch, providing ample goals for achievement hunters and completionists.

Emotions:
- Satisfaction (weight 0.16): Players feel satisfaction from the deep strategic gameplay that combines cards, tactics, and elemental counters, leading to high damage and rewarding team-building. Quality-of-life features like rewind and restart reduce frustration, allowing experimentation and recovery from mistakes. The overall game quality, including graphics and content, is praised, making the experience feel polished and engaging.
- Frustration (weight 0.14): Frustration arises from unclear card mechanics, a shared card pool causing inconsistent draws, and a punishing elemental counter system that limits combo potential. Difficulty spikes and lack of guidance lead to repeated deaths and a sense of unfairness, while technical issues like crashes and cumbersome UI exacerbate the experience.
- Appreciation (weight 0.07): Players appreciate the rewind feature, detailed tutorials, and quality-of-life improvements that make the game accessible and fair. The strategic depth, elemental system, and careful design are also valued, along with the reliable late-game performance of certain characters.
- Enjoyment (weight 0.06): Enjoyment stems from the fun combination of card games and tactical combat, with elemental reactions and team synergies adding depth. Experimenting with different strategies and overcoming the learning curve leads to a satisfying and relaxing experience.
- Disappointment (weight 0.05): Disappointment is caused by complex card effects that rarely produce satisfying combos, random events with poor returns, and a sense that the game imitates other roguelikes without capturing their fun. The elemental counter mechanic limits playstyles, and character survivability and equipment feel weak, making the game feel more like a puzzle than a strategy game.
- Interest (weight 0.05): Interest is driven by the innovative fusion of tactics, card building, and elemental reactions, which offers strategic depth and variety. The game concept is intriguing, and the increasing complexity at higher difficulties keeps players engaged.
- Excitement (weight 0.04): Excitement comes from deep tactical depth, powerful builds, and high damage multipliers that make combat thrilling. The blend of card gameplay and tactical RPG, along with achievements and randomness, creates a sense of anticipation and engaging battles.
- Dissatisfaction (weight 0.04): Dissatisfaction is caused by a lack of tutorials and team balance issues, along with an unrewarding elemental stacking system. The game fails to deliver satisfying tactical or roguelike mechanics, and the art style and undo feature undermine strategic elements for some players.
- Enthusiasm (weight 0.03): Enthusiasm stems from the variety of card and character combinations that change each run, offering high replayability and fresh spins on familiar systems. The deep build variety and room for experimentation keep players engaged and eager to explore more.
- Amusement (weight 0.03): Amusement is found in humorous in-game details, character reactions, and quirky card effects like the farmer's '+1 grass' card. Absurd situations, such as the Shaman accidentally killing teammates, add lighthearted fun to the experience.
- Relief (weight 0.02): Relief comes from the rewind feature that reduces punishment for mistakes, and from cutting unnecessary cards to stabilize decks. Understanding boss patterns also makes fights more manageable, alleviating frustration.
- Relaxation (weight 0.02): Relaxation is due to the friendly difficulty, simple card effects, and the turn rewind/restart system that removes stress from each move. The lack of pressure allows players to enjoy the game at a leisurely pace.
- Engagement (weight 0.02): Engagement arises from the deep strategic thinking required for positioning, elemental calculations, and equipment choices. The need to constantly rethink decisions and manage multiple factors keeps players mentally invested.
- Surprise (weight 0.02): Surprise comes from the game being more strategic than expected, and from unexpected character transformations or damage outputs. Realizing the depth of certain builds or the strength of characters like the Scholar and Dancer leaves a strong impression.
- Amused (weight 0.02): Amusement is derived from humorous moments like getting beaten from difficulty 3 onward, heroes chatting on the map, and joking comparisons to other games. These lighthearted elements add levity to the experience.
- Frustrated (weight 0.02): Frustration is caused by a bug that crashes the game on the first battle of the second playthrough, cumbersome UI requiring multiple confirmations, and late-game card pool pollution leading to deadlocks. These issues hinder progress and enjoyment.
- Disappointed (weight 0.02): Disappointment stems from a rushed true ending plot, undisclosed AI-generated content, and a game that tries to do everything but ends up mediocre. These factors diminish the overall experience.
- Anticipation (weight 0.02): Anticipation is built by announced future content, the mystery behind the Reincarnation Fragment system, and the unfolding story. Players look forward to updates and how the narrative will develop.
- Annoyance (weight 0.01): Annoyance is caused by the tactical movement system feeling tacked on and slow, as well as confusing guide descriptions and default difficulty settings. These elements detract from the overall experience.
- Addiction (weight 0.01): Addiction is driven by the combination of tactics and card game attack methods, which makes players not want to stop playing. The game is highly addictive once it clicks, keeping players engaged for long sessions.}