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 上線人數與 Steam 圖表
即時
玩家人數—24 小時 —
24 小時峰值玩家0今日最高樣本
30 天峰值玩家0平均 —
歷史峰值玩家0自開始追蹤以來
30 天遊玩時數—估計值
Steam 圖表 · 30 天玩家人數等待取樣中
正在收集每日樣本此遊戲尚未儲存任何每日樣本。累積最初幾天的歷史資料後,曲線就會出現。
24 小時—7 天—趨勢持平
評論0 篇評論
—No user reviews
0 篇好評0 篇負評
推薦數—
媒體
6 張圖片
遊戲資訊
關於此遊戲
遊戲
發行日期2026年12月2 個月後發行
開發人員Lizel發行商Fyner Technology CO., LTD.類型冒險獨立角色扮演
—成就1
關於此遊戲
玩家數更新於 — · 商店資料更新於 9月23日 上午02:27 UTC · 來源:SteamWebAPI
最低配備建議配備作業系統Windows7 or laterWindows 10 or later處理器Intel Core i3-3240 (2 * 3400); AMD FX-4300 (4 * 3800)GeForce GTX 1050 (2048 VRAM); Radeon R9 380 (2048 VRAM)記憶體16 GB RAM32 GB RAM儲存空間6 GB available space10 GB available space
關於 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.