Inventorism is a real-time action roguelike where your build lives in your inventory: items take up grid space, link up with their neighbors, and merge into stronger versions. Get the layout right, then take it into the horde, reading the fight and picking targets as you carve a way through.
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开发者DayDream Studio发行商DayDream Studio类型动作冒险独立角色扮演
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玩家数更新于 — · 商店数据更新于 9月23日 00:21 UTC · 来源:SteamWebAPI
Inventorism is a real-time action roguelike where fights routinely throw you against groups of enemies at once, not just single targets — so you're constantly reading the crowd, picking targets, and dodging incoming fire while you carve through them. You go down through dungeons that change every run, picking up weapons, rings, belts, and other gear along the way — except your backpack has a fixed size, and every item takes up a different amount of room in it. You can't carry everything. At some point you have to decide what gets left behind. Every death teaches you something new to try. Every run is a different backpack, a different build.
Three classes to pick from: Warrior (melee), Archer (ranged), and Mage (elemental spells). Each fights differently on its own, but the gear you build around them changes things more than the class does — a plain weapon turns into something else entirely depending on what's sitting next to it in your bag. One accessory might react to low health, another might key off whatever damage type you're already dealing. There's no single correct build here — the game is built around trying weird combinations and seeing what breaks in your favor.
Features:
- Combat against groups of enemies — melee, ranged, and area attacks, with room to be overwhelmed if you're not careful.
- Warrior, Archer, and Mage, each with different weapons and spells.
- A limited-space backpack where every item takes up its own shape — managing it is part of the strategy.
- Deep, creative itemization: items interact with each other in ways that aren't always obvious, and finding a broken combo is half the fun.
- Elemental and status effects that stack up.
- Charge-based items and effects that repeat or amplify past actions.
- Camp between runs where you upgrade gear and character stats for permanent progress.