Andrea is a crafting-driven roguelike RPG, featuring a unique equipment crafting system and a highly variable talent tree. Your goal is simple: grow as strong as you can and defeat the final boss. Survive if you can — death resets everything, but every run stays with you.
Andrea 在线人数与 Steam 图表
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在线人数—24 小时 —
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关于这款游戏
游戏
发行日期2026年12月2 个月后发行
开发者Lizel发行商Fyner Technology CO., LTD.类型冒险独立角色扮演
—成就1
关于这款游戏
玩家数更新于 — · 商店数据更新于 9月23日 02:27 UTC · 来源:SteamWebAPI
最低配置推荐配置系统Windows7 or laterWindows 10 or later处理器Intel Core i3-3240 (2 * 3400); AMD FX-4300 (4 * 3800)GeForce GTX 1050 (2048 VRAM); Radeon R9 380 (2048 VRAM)内存16 GB RAM32 GB RAM存储空间6 GB available space10 GB available space
关于 Andrea
Andrea Shattered Two Hundred Years Ago
They call it the Severance. Three primal forces tore loose from the collapsing leylines and warped the land, its creatures, and everyone left standing.
Survivors have lasted this long on Runes dug out of the rubble — fragments of power frozen at the instant of the Severance, each one holding somebody's obsession, or the memory of some place.
But the Severance never ended. It is still spreading.
You are a Traveler. Your job is to walk toward its source, find out what lies underneath — and put a stop to it.
How far you get depends on the decisions you can't take back.
What Drops Is Fine. What You Build Is Yours.
Gear still falls off enemies. You just don't get a say in what rolls on it.
Elites and Area Bosses leave Blueprints — a piece of gear before it has a shape. Fit material Tiles onto the crafting board; every placement buys you Malleability, and you spend it deciding which Affixes go in and which ones get pushed further.
The Tiles come off a shuffled deck. The board is different every time. The same Blueprint can become two completely different weapons.
You're not waiting on luck. You're negotiating with it.
You Will Never Walk the Whole Map
The dungeon unfolds under fog, and it always offers more paths than you have time for.
Every fight, every crafting stop, every visit to the shop burns time you can't get back. And the longer you take, the stronger the things ahead of you become.
Detour to uncover what's out there, or go straight for the Area Boss? Stop and finish that weapon, or push on while you can still win fights?
When the time runs out, the map closes in — and there's only one path left, between you and whatever is waiting at the end of it.
The Same Tree Never Grows Twice
Every character has their own Talent tree, and that tree regrows every run.
Some nodes are still blank when you reach them. This run they hand you critical strikes and life steal; the next they might grow poison and spread. Even the Capstone at the far end is no exception.
Your points only cover a fraction of it. Sigils come in four colors, and whichever ones you pick up along the way decide which core nodes will open for you. Try to have everything and you'll reach none of it.
And there's no respec. Every step counts.
Nobody Is Born a Traveler
They came out of the forges of the Iron Curtain Workshop, the corridors of the Silent Academy, the songs of the Windsong Plains — each of them left the place they came from, and none of them will say why.
Now they walk the same road: into the deepest warped ground, and back out again if they can.
Each one brings their own Talent tree, their own Runes, their own way to fight.
Clearing It Is Not the End
Win once and the Andrea Cycle turns to the next page.
The rules get rewritten: costs climb, enemies get meaner, and some thresholds stop being optional. Every character tracks how deep into the Cycle they've made it, on their own.
You think you have this continent figured out. The Cycle disagrees.