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Griftlands
Griftlands is a 2021 roguelike deck-building video game developed and published by Klei Entertainment. It was initially released in early access for Microsoft Windows in June 2019; the full version of the game was released for Windows, Linux, macOS, Nintendo Switch, PlayStation 4 and Xbox One in June 2021.
Griftlands is a roguelike deck-building game with elements of role-playing and digital card games. The player starts a game by selecting one of the predefined characters, each a mercenary seeking fame and fortune in on a planetary world that is home to an antagonistic peacekeeper body, pirates, and dangerous creatures. While the layout of the world is the same each game, the events, missions, and other elements within it are procedurally generated on starting a new game.
The game is broken up between moving about on an overworld map and engaging in conversation trees to gain quests or shop, and card-based encounters. At the start of the game, the player's character is given two pre-defined decks of cards, one representing those to be used in combat encounters, and another to be used in negotiations. As the player progresses in the game, they can gain new cards for either deck from quest rewards or through shops, upgrade existing cards to more potent versions, or have cards removed from either deck. Additionally, players can earn special implants called grafts for their character that have persistent effects throughout the rest of the game. The player can also purchase limited use item cards for either deck from vendors, as well as enlist computer-controlled allies to assist in negotiation and battle.
If an encounter results in combat, then the player takes turn with the computer opponent. Each turn, the player is drawn a hand from their combat deck, and has a number of action points available to use to play cards, which have different action point costs. Combat cards represent a mix of offensive skills to attack the opponent, and defensive skills as to block attacks. The player is informed through the game's interface of what attacks their opponents will do, so they may prepare appropriately. Once the player has used their action points, they discard all remaining cards in their hand, and the opponent's turn is resolved. If the player's character health drops to zero, the game is over. Alternatively, the player can attack to kill their opponents in the same way, but may also try to simply overpower them, allowing the opponent to flee if they take enough damage. This choice may have future impacts on mission availability and rewards.
Negotiations play out similarly to combat, though these are between the player character and a single foe. The goal in negotiations is to wear the opponent's resolve to zero before the player character's. Here, cards represent friendly negotiations which generally do not have ill effects, hostile commentary which may trigger certain actions, and defensive composure cards to prevent losing resolve. Like combat, the player is given information as to what moves the opponent will make. Additionally, special arguments may become active as a result of cards or other abilities. These arguments can damage the opponent's resolve or provide other boosts, among other effects, while they remain active. The player, instead of testing the resolve of the opponent, can try to take out the argument by attacking it directly. If the player's resolve drops to zero, this does not end the game, but changes what may follow: the attempt to swap an opponent may simply fail, or it may cause the player to engage in combat with the character.
Should the player character die in combat, the game will end, but on easier difficulties the player can choose to restart the day. Once the game ends, a score for the current run is calculated and used to unlock packs of new cards that will become available for both battle and negotiations. Victory also ends the run, as well as unlocking a new difficulty. There are seven difficulties available in addition to Story Mode, from Prestige 1 to Prestige 7. In addition, success in confrontations awards the player a bonus resource named mettle on all but the highest difficulty, which may be used at a special vendor to purchase permanent upgrades for each player character that carry over between runs.
Griftlands takes place in a futuristic science-fiction fantasy setting, where humans populate the game world in addition to anthropomorphic humanoid races such as the crustacean-like Kra'deshi. Advanced space-faring technology and energy-based weapons are available, fueled by fictional power sources Lumin and Spark. The setting is in contest between governing bodies such as the Admiralty, religious orders such as the Cult of Hesh, industrial factions such as the Spark Barons guild, and criminal organizations like the bandit guild Spree. There is a finite number of defined NPCs that populate all three campaigns with a fixed appearance, faction allegiance, and social bonuses, but the actual in-game role played by each NPC is randomly determined - some NPCs however always play the same role in each campaign as either allies or boss combat encounters. The names and purposes of locations on the overworld map are also fixed, but their availability and physical location may vary between runs.
There are three playable campaigns available in the game, each following the multi-day journey of a specific protagonist: the formerly indentured servant Sal Ik-Derrick who now seeks revenge on the criminal that sold her into slavery as a child, the secretive and experienced spy Rook on a dangerous mission, and the alcoholic vagrant Kra'deshi Smith Banquod who returns home seeking his inheritance after the death of his wealthy parents.
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Griftlands AI simulator
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Griftlands
Griftlands is a 2021 roguelike deck-building video game developed and published by Klei Entertainment. It was initially released in early access for Microsoft Windows in June 2019; the full version of the game was released for Windows, Linux, macOS, Nintendo Switch, PlayStation 4 and Xbox One in June 2021.
Griftlands is a roguelike deck-building game with elements of role-playing and digital card games. The player starts a game by selecting one of the predefined characters, each a mercenary seeking fame and fortune in on a planetary world that is home to an antagonistic peacekeeper body, pirates, and dangerous creatures. While the layout of the world is the same each game, the events, missions, and other elements within it are procedurally generated on starting a new game.
The game is broken up between moving about on an overworld map and engaging in conversation trees to gain quests or shop, and card-based encounters. At the start of the game, the player's character is given two pre-defined decks of cards, one representing those to be used in combat encounters, and another to be used in negotiations. As the player progresses in the game, they can gain new cards for either deck from quest rewards or through shops, upgrade existing cards to more potent versions, or have cards removed from either deck. Additionally, players can earn special implants called grafts for their character that have persistent effects throughout the rest of the game. The player can also purchase limited use item cards for either deck from vendors, as well as enlist computer-controlled allies to assist in negotiation and battle.
If an encounter results in combat, then the player takes turn with the computer opponent. Each turn, the player is drawn a hand from their combat deck, and has a number of action points available to use to play cards, which have different action point costs. Combat cards represent a mix of offensive skills to attack the opponent, and defensive skills as to block attacks. The player is informed through the game's interface of what attacks their opponents will do, so they may prepare appropriately. Once the player has used their action points, they discard all remaining cards in their hand, and the opponent's turn is resolved. If the player's character health drops to zero, the game is over. Alternatively, the player can attack to kill their opponents in the same way, but may also try to simply overpower them, allowing the opponent to flee if they take enough damage. This choice may have future impacts on mission availability and rewards.
Negotiations play out similarly to combat, though these are between the player character and a single foe. The goal in negotiations is to wear the opponent's resolve to zero before the player character's. Here, cards represent friendly negotiations which generally do not have ill effects, hostile commentary which may trigger certain actions, and defensive composure cards to prevent losing resolve. Like combat, the player is given information as to what moves the opponent will make. Additionally, special arguments may become active as a result of cards or other abilities. These arguments can damage the opponent's resolve or provide other boosts, among other effects, while they remain active. The player, instead of testing the resolve of the opponent, can try to take out the argument by attacking it directly. If the player's resolve drops to zero, this does not end the game, but changes what may follow: the attempt to swap an opponent may simply fail, or it may cause the player to engage in combat with the character.
Should the player character die in combat, the game will end, but on easier difficulties the player can choose to restart the day. Once the game ends, a score for the current run is calculated and used to unlock packs of new cards that will become available for both battle and negotiations. Victory also ends the run, as well as unlocking a new difficulty. There are seven difficulties available in addition to Story Mode, from Prestige 1 to Prestige 7. In addition, success in confrontations awards the player a bonus resource named mettle on all but the highest difficulty, which may be used at a special vendor to purchase permanent upgrades for each player character that carry over between runs.
Griftlands takes place in a futuristic science-fiction fantasy setting, where humans populate the game world in addition to anthropomorphic humanoid races such as the crustacean-like Kra'deshi. Advanced space-faring technology and energy-based weapons are available, fueled by fictional power sources Lumin and Spark. The setting is in contest between governing bodies such as the Admiralty, religious orders such as the Cult of Hesh, industrial factions such as the Spark Barons guild, and criminal organizations like the bandit guild Spree. There is a finite number of defined NPCs that populate all three campaigns with a fixed appearance, faction allegiance, and social bonuses, but the actual in-game role played by each NPC is randomly determined - some NPCs however always play the same role in each campaign as either allies or boss combat encounters. The names and purposes of locations on the overworld map are also fixed, but their availability and physical location may vary between runs.
There are three playable campaigns available in the game, each following the multi-day journey of a specific protagonist: the formerly indentured servant Sal Ik-Derrick who now seeks revenge on the criminal that sold her into slavery as a child, the secretive and experienced spy Rook on a dangerous mission, and the alcoholic vagrant Kra'deshi Smith Banquod who returns home seeking his inheritance after the death of his wealthy parents.