SteamTexx
Cascade

Byte-Era · Byte-Era

Cascade

gameAppID 4585250Demnächst
Release-Datum{"coming_soon":true,"date":"September 2026"}

Game Charts

Spielerstatistiken

Standard: letzte 7 Tage, stündlich. · Nicht gesampelt · Zeitraum: Noch nicht abgefragt - Noch nicht abgefragt

Aktuelle Spieler0
24h Peak0
All-Time Peak0
24h Player-Hours0 h

Noch keine Game-Charts-Historie vorhanden.

Spielerhistorie

PeriodeAvg. PlayersGain (total)Gain (%)Peak Players
Letzte 24 Stunden000%0
Letzte 7 Tage000%0
Letzte 30 Tage000%0
Letzte 12 Monate000%0

Details

Entwickler Byte-Era
Publisher Byte-Era
KostenlosNo
AlterKeine

A real-time roguelike where every move starts a chain reaction. Push enemies, manipulate tiles, combine elements, and turn status effects into opportunities.

START SOMETHING, SEE WHERE IT ENDS Cascade is a real-time roguelike where nothing resolves in a straight line. Movement, collisions, terrain, objects, traps, skills, and status effects all obey the same rules. Push something, ignite something, electrify something, and the consequences keep spreading long after your turn is over. Strike a gate with a lightning bolt and electricity races through the floor to open it. Call down rain to create puddles that short-circuit traps. Launch an enemy into a pinball bumper and watch them ricochet across the room, carrying momentum into the next collision. On fire? Dive into a puddle to extinguish yourself. Soaked? Flames struggle to take hold. Covered in petrol? One wrong step onto a fire trap can turn you into an explosion. Spot a tile stained with blood and scattered bones?  Channel electricity through it and raise a skeleton minion. Plant seedlings, then water them to grow instant barriers. Is water malfunctioning a button you like to press?  Turn the water to steam with a well-placed fire spell. Nothing exists in isolation. Every effect becomes part of the next interaction, every interaction becomes part of the next chain. EVERY COLLISION IS A CHAIN Every action starts something. The dungeon decides where it ends. EVERY COLLISION CREATES A PROBLEM In Cascade, pieces don't simply disappear when they collide. If a target survives, it gets thrown. Momentum carries forward. Objects become projectiles. Enemies crash into each other. Traps get triggered. Rooms rearrange themselves. The same rules apply to everything. Enemies. Objects. Allies. Even you. BUILD A PIECE THAT CHANGES HOW THE WORLD REACTS Items, buffs, and skills all feed into the same system. More knockback means longer chains. A charged debuff on a thrown object means it lands with something attached. Skills fire from movement, kills, damage taken, and collisions, not just button presses. Your build doesn't just make numbers bigger. It changes what happens when things meet. NO RUN IS THE SAME FIGHT TWICE Dungeons generate fresh each run with dynamic room content, active gadgets, and armed traps. Different structures, and enemies all change how a run goes. Almost every item has parameters it enhances and worsens. In a certain build maybe radius multiplier diminish is what you are looking for, or in the right build move speed decrease it just what you need.

Genres und Kategorien

ActionSingle-playerPlayable without Timed InputFamily Sharing

Plattformen und Anforderungen

windows: yesmac: nolinux: no
PC
{
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}
Mac
[]
Linux
[]

Altersfreigaben und Inhalte

dejus{"rating_generated":"1","rating":"6","required_age":"6","banned":"0","use_age_gate":"0","descriptors":"Violência fantasiosa"}
steam_germany{"rating_generated":"1","rating":"6","required_age":"6","banned":"0","use_age_gate":"0","descriptors":"Fantasy-Gewalt"}
igrs{"rating_generated":"1","rating":"13","required_age":"13","banned":"0","use_age_gate":"0","descriptors":"Kekerasan"}
Raw AppDetails anzeigen
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      "detailed_description": "<p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4585250/extras/f901fa62bb0fb88032c9c30e635380ad.avif?t=1780857359\" width=1455 height=192 /></span></p><p class=\"bb_paragraph\" ><strong><u>START SOMETHING, SEE WHERE IT ENDS</u></strong> <br>Cascade is a real-time roguelike where nothing resolves in a straight line.</p><p class=\"bb_paragraph\" >Movement, collisions, terrain, objects, traps, skills, and status effects all obey the same rules. Push something, ignite something, electrify something, and the consequences keep spreading long after your turn is over.</p><p class=\"bb_paragraph\" >Strike a gate with a lightning bolt and electricity races through the floor to open it. Call down rain to create puddles that short-circuit traps. Launch an enemy into a pinball bumper and watch them ricochet across the room, carrying momentum into the next collision.</p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4585250/extras/88c79972d13e697a0fc1442301ad649f.avif?t=1780857359\" width=387 height=236 /></span><br><i><u>On fire?</u></i> </p><p class=\"bb_paragraph\" >Dive into a puddle to extinguish yourself. <br><i><u>Soaked?</u></i> </p><p class=\"bb_paragraph\" >Flames struggle to take hold. <br><i><u>Covered in petrol?</u></i> </p><p class=\"bb_paragraph\" >One wrong step onto a fire trap can turn you into an explosion.</p><p class=\"bb_paragraph\" ><i><u>Spot a tile stained with blood and scattered bones?</u></i> </p><p class=\"bb_paragraph\" >Channel electricity through it and raise a skeleton minion. Plant seedlings, then water them to grow instant barriers.<br><i><u>Is water malfunctioning a button you like to press?</u></i> </p><p class=\"bb_paragraph\" >Turn the water to steam with a well-placed fire spell.<br><br><strong>Nothing exists in isolation. Every effect becomes part of the next interaction, every interaction becomes part of the next chain.</strong></p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4585250/extras/b868e29467f1709bbd0983fd2d3695c8.avif?t=1780857359\" width=387 height=236 /></span></p><p class=\"bb_paragraph\" ><strong><u>EVERY COLLISION IS A CHAIN</u></strong><u> </u><br><br>Every action starts something. The dungeon decides where it ends. EVERY COLLISION CREATES A PROBLEM</p><p class=\"bb_paragraph\" >In Cascade, pieces don't simply disappear when they collide. If a target survives, it gets thrown. Momentum carries forward. Objects become projectiles. Enemies crash into each other. Traps get triggered. Rooms rearrange themselves.</p><p class=\"bb_paragraph\" >The same rules apply to everything.</p><p class=\"bb_paragraph\" >Enemies.<br>Objects.<br>Allies.<br>Even you.</p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4585250/extras/f95d7bfb0a6ee4219762b33677eddf24.avif?t=1780857359\" width=387 height=236 /></span></p><p class=\"bb_paragraph\" > </p><p class=\"bb_paragraph\" ><strong><u>BUILD A PIECE THAT CHANGES HOW THE WORLD REACTS</u></strong> <br>Items, buffs, and skills all feed into the same system. More knockback means longer chains. A charged debuff on a thrown object means it lands with something attached. Skills fire from movement, kills, damage taken, and collisions, not just button presses. Your build doesn't just make numbers bigger. It changes what happens when things meet.</p><p class=\"bb_paragraph\" ><span class=\"bb_img_ctn\"><img class=\"bb_img\" src=\"https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/4585250/extras/04b35265872efd009035fb9e667138f8.avif?t=1780857359\" width=387 height=236 /></span></p><p class=\"bb_paragraph\" ><strong><u>NO RUN IS THE SAME FIGHT TWICE</u></strong> <br>Dungeons generate fresh each run with dynamic room content, active gadgets, and armed traps. Different structures, and enemies all change how a run goes. Almost every item has parameters it enhances and worsens. In a certain build maybe radius multiplier diminish is what you are looking for, or in the right build move speed decrease it just what you need.</p><p class=\"bb_paragraph\" ></p>",
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