Shoot down incoming missiles before they tear apart your pixel city, where every pixel can be destroyed. Draw your own buildings and missiles, arrange them into story acts with your own dialogue, and publish it all to the Workshop.
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開發人員PixelWehr發行商PixelWehr類型動作冒險
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玩家數更新於 — · 商店資料更新於 9月23日 上午01:54 UTC · 來源:SteamWebAPI
最低配備建議配備作業系統Windows 10 64-bitWindows 10/11 64-bit處理器Intel Core i3 (4th gen) / AMD equivalentIntel Core i5 / AMD Ryzen 5顯示卡Vulkan 1.0 compatible GPU (Intel HD 520, GeForce GT 730, Radeon R7 240)GeForce GTX 1050 / Radeon RX 560 or better記憶體4 GB RAM8 GB RAM儲存空間500 MB available space1 GB available space
關於 PixelWehr
PixelWehr takes the classic arcade defense game and builds a whole workshop around it. Everything you're protecting is made of pixels, every one of them can be blown off, and all of it can be redrawn by you.
The rules take about five seconds to learn. Missiles fall on your city, and you shoot them down before they land. Staying alive takes a lot longer. Waves start overlapping, you can't cover the whole skyline at once, and you end up picking which buildings you're prepared to lose. Nothing here pops out of existence when it's hit either. A near miss takes a corner off a roof, the next one opens a hole through the middle, and what's left of a tower after a long run is a record of everything you failed to stop.
The game comes with a campaign of hand-built acts to work through, and it also comes with the tools those acts were made in. You can draw your own buildings and skylines a pixel at a time, design the missiles that come down on them, arrange your levels into acts with a difficulty curve you set yourself, and publish any of it to the Workshop. Almost everything that ships with the game can be opened up, taken apart and changed.
Key Features
- Fully destructible pixel environment: Damage is dealt pixel by pixel. Buildings crumble in the shape of the hits they take, and nothing rebuilds between waves, so whatever gets through is gone for good.
- Pixel Editor: One editor for everything in the game. Draw buildings, skylines, portraits, banners and missiles pixel by pixel, or import your own drawings, pixelate them and work from there. Anything you make can be dropped straight into a level and blown apart like the rest of it.
- Act Editor: Arrange your levels into story acts and write the story that runs between them, with your own dialogue and your own character portraits. Set the progression, the star ratings and the difficulty curve yourself. It's the same editor the campaign was built in, not a cut-down version of it.
- Steam Workshop: Everything you make in game can be published — buildings, missiles, levels, whole acts — and everything other players make is one click away.
- Play at your own pace: Quit whenever you want. The game remembers the wave you were on and the state your city was in, so a long act doesn't have to be finished in one sitting.
Soundtrack: music by Ghostfeeder .