SteamTexx
Fission Mirror Grid

Renmiris · Renmiris

Fission Mirror Grid

gameAppID 4776360Demnächst
Release-Datum{"coming_soon":true,"date":"Coming soon"}

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

EntwicklerRenmiris
PublisherRenmiris
KostenlosNo
AlterKeine

Drag film cards on a 16×6 grid—facing and dyeing shape every hit. Face-up draws; chain Start, Instant, and End timings each turn. A 54-floor roguelike with four camera travelers, ~100 cards, and 30 relics.

The shutter clicks. The grid develops again. Fission Mirror Grid is a turn-based roguelike that merges grid tactics, deckbuilding, and facing puzzles. A mirror-smith forged a cursed mirror to hold his love; an archaeologist unearthed it centuries later; a photographer trapped his soul inside a film camera—four travelers meet inside the Mirror Grid, a labyrinth of stolen memories, and fight by dragging negative-style skill cards across the board. On a 16×6 battlefield you drag cards onto cells, reshape ranges with movement and card dyeing, and sequence Start, Instant, and End timings within the same turn. Fights aim for a tight 8-turn pace—every step and every facing change can flip the outcome. 16×6 mirror grid: drag to cast, move, preview • Drag cards from the film-strip hand onto cells; each card shows range preview and sprocket-readable stats (damage, block, cost, heal) • Facing drives forward shapes (single, line, cone, rectangle); other patterns include around-self, any cell, and self-only • First 2 tiles moved each turn are free; further moves cost 1 Exposure each. Walking and dye-driven steps do not rotate facing—you need turn cards or dye settings for that • Enemies telegraph intent; tiles can hold ongoing effects—right-click for intel Card dyeing: turn and step before or after effects Many cards add a facing turn or 1-tile move before or after they resolve, set via the dye ring (cool compass colors for facing, warm colors for movement). Builds are about dye, reposition, then cast: the same card hits different cells depending on how you dye it. Start, Instant, End All three timings are played during your action phase; resolution timing differs: • Instant (red) — resolves immediately on play: main damage, movement, control • Start (gold) — played now, resolves at next turn start: setup buffs, auras, energy and shield refresh • End (blue) — played now, resolves at this turn end (before discard): delayed burst, counters, cleanup A typical turn: lay Start cards for next turn, spend Instant cards for damage and positioning, then close with End. Energy-cap buffs usually kick in at next turn start to prevent one-turn spikes. Exposure energy and hand flow • Turn start: resolve queued Start effects, then face-up draw (about half your energy cap, rounded up; no blind pick) into the film hand; relics may add extra draws • Action: play cards, move, turn—spend Exposure • Turn end: resolve End effects; if hand size exceeds the keep limit (about half your energy cap, rounded down), choose which extras to discard—the rest stay in hand (not a full hand wipe) • Energy cap shifts in battle (hard cap 3 to 15), changing both draw and keep limits Deckbuilding: 35–40 cards, about 100 cards and 30 relics • Run decks target 35–40 cards; copy limits: 2 per common, rare, or epic, 1 legendary • About 100 designed cards plus character-exclusive picks and 30 relics—damage, block, control, rule-benders • Rewards, shops, and events reshape your deck each run Branching mirror routes Full game: 54 floors (3 acts × 18) with combats, elites, events, shops, and act bosses at floors 18, 36, and 54. Spend Exposure Shards and pick routes—trade-offs between path, resources, and deck plan, not just bigger numbers. Four camera travelers All four are selectable from the start, each with a unique starter relic, exclusive cards, and canister color: • Shutter Prisoner (hero, compact 35mm) — soul sealed in a camera. Film-roll loop: spend full rolls to release sealed memories, then empty rolls; Memory Imprint Shop on his route refills with negatives (no finished cards for sale) • Mirror Smith (brass box camera) — the mirror's ancient maker. Blanks, block, mirror copy • Archaeologist (half-frame silver) — modern scholar pulled into the grid. Rubbings, parsing, rewind—control and mechanic breaks • Mirror Lord (heroine, warped mirror body) — the mirror's host. Reflection, memory devour, spatial fracture Cross-era encounters, character-specific events, and mirror hazard zones weave one narrative line. Light meta: expand pools, not stats Meta progression unlocks card and relic reward pools and a gallery—no permanent attack or HP inflation. Deeper runs and total wins widen what you can roll; each run still starts from a character kit and fresh choices inside the grid. Film-strip UI Negative-style cards, sprocket stat chips, canister deck and discard counts, horizontal film hand—battle info you can read at a glance. Click the canister to browse deck and discard piles (read-only). For you if… • You want roguelike deckbuilders with real grid positioning, facing, and range geometry • You enjoy sequencing dye, movement, and timing layers under pressure • You like darkroom film

Genres und Kategorien

IndieRPGStrategySingle-playerSteam CloudFamily Sharing

Plattformen und Anforderungen

windows: yesmac: nolinux: no
PC
{
  "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Windows 10 64-bit<br></li><li><strong>Processor:</strong> Dual-core CPU, 2.0 GHz<br></li><li><strong>Memory:</strong> 4 GB RAM<br></li><li><strong>Graphics:</strong> GPU with Vulkan 1.0 or DirectX 12 support<br></li><li><strong>DirectX:</strong> Version 12<br></li><li><strong>Storage:</strong> 500 MB available space<br></li><li><strong>Sound Card:</strong> DirectX compatible sound card<br></li><li><strong>Additional Notes:</strong> 1280×720 display recommended. Keyboard and mouse required.</li></ul>"
}
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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    "success": true,
    "data": {
      "type": "game",
      "name": "Fission Mirror Grid",
      "steam_appid": 4776360,
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      "dlc": [
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      "detailed_description": "<p class=\"bb_paragraph\" >The shutter clicks. The grid develops again.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Fission Mirror Grid is a turn-based roguelike that merges grid tactics, deckbuilding, and facing puzzles. A mirror-smith forged a cursed mirror to hold his love; an archaeologist unearthed it centuries later; a photographer trapped his soul inside a film camera—four travelers meet inside the Mirror Grid, a labyrinth of stolen memories, and fight by dragging negative-style skill cards across the board.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >On a 16×6 battlefield you drag cards onto cells, reshape ranges with movement and card dyeing, and sequence Start, Instant, and End timings within the same turn. Fights aim for a tight 8-turn pace—every step and every facing change can flip the outcome.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >16×6 mirror grid: drag to cast, move, preview</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Drag cards from the film-strip hand onto cells; each card shows range preview and sprocket-readable stats (damage, block, cost, heal)</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Facing drives forward shapes (single, line, cone, rectangle); other patterns include around-self, any cell, and self-only</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• First 2 tiles moved each turn are free; further moves cost 1 Exposure each. Walking and dye-driven steps do not rotate facing—you need turn cards or dye settings for that</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Enemies telegraph intent; tiles can hold ongoing effects—right-click for intel</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Card dyeing: turn and step before or after effects</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Many cards add a facing turn or 1-tile move before or after they resolve, set via the dye ring (cool compass colors for facing, warm colors for movement). Builds are about dye, reposition, then cast: the same card hits different cells depending on how you dye it.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Start, Instant, End</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >All three timings are played during your action phase; resolution timing differs:</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Instant (red) — resolves immediately on play: main damage, movement, control</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Start (gold) — played now, resolves at next turn start: setup buffs, auras, energy and shield refresh</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• End (blue) — played now, resolves at this turn end (before discard): delayed burst, counters, cleanup</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >A typical turn: lay Start cards for next turn, spend Instant cards for damage and positioning, then close with End. Energy-cap buffs usually kick in at next turn start to prevent one-turn spikes.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Exposure energy and hand flow</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Turn start: resolve queued Start effects, then face-up draw (about half your energy cap, rounded up; no blind pick) into the film hand; relics may add extra draws</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Action: play cards, move, turn—spend Exposure</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Turn end: resolve End effects; if hand size exceeds the keep limit (about half your energy cap, rounded down), choose which extras to discard—the rest stay in hand (not a full hand wipe)</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Energy cap shifts in battle (hard cap 3 to 15), changing both draw and keep limits</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Deckbuilding: 35–40 cards, about 100 cards and 30 relics</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Run decks target 35–40 cards; copy limits: 2 per common, rare, or epic, 1 legendary</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• About 100 designed cards plus character-exclusive picks and 30 relics—damage, block, control, rule-benders</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Rewards, shops, and events reshape your deck each run</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Branching mirror routes</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Full game: 54 floors (3 acts × 18) with combats, elites, events, shops, and act bosses at floors 18, 36, and 54. Spend Exposure Shards and pick routes—trade-offs between path, resources, and deck plan, not just bigger numbers.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Four camera travelers</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >All four are selectable from the start, each with a unique starter relic, exclusive cards, and canister color:</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Shutter Prisoner (hero, compact 35mm) — soul sealed in a camera. Film-roll loop: spend full rolls to release sealed memories, then empty rolls; Memory Imprint Shop on his route refills with negatives (no finished cards for sale)</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Mirror Smith (brass box camera) — the mirror's ancient maker. Blanks, block, mirror copy</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Archaeologist (half-frame silver) — modern scholar pulled into the grid. Rubbings, parsing, rewind—control and mechanic breaks</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Mirror Lord (heroine, warped mirror body) — the mirror's host. Reflection, memory devour, spatial fracture</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Cross-era encounters, character-specific events, and mirror hazard zones weave one narrative line.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Light meta: expand pools, not stats</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Meta progression unlocks card and relic reward pools and a gallery—no permanent attack or HP inflation. Deeper runs and total wins widen what you can roll; each run still starts from a character kit and fresh choices inside the grid.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Film-strip UI</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Negative-style cards, sprocket stat chips, canister deck and discard counts, horizontal film hand—battle info you can read at a glance. Click the canister to browse deck and discard piles (read-only).</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >For you if…</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• You want roguelike deckbuilders with real grid positioning, facing, and range geometry</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• You enjoy sequencing dye, movement, and timing layers under pressure</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• You like darkroom film</p>",
      "about_the_game": "<p class=\"bb_paragraph\" >The shutter clicks. The grid develops again.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Fission Mirror Grid is a turn-based roguelike that merges grid tactics, deckbuilding, and facing puzzles. A mirror-smith forged a cursed mirror to hold his love; an archaeologist unearthed it centuries later; a photographer trapped his soul inside a film camera—four travelers meet inside the Mirror Grid, a labyrinth of stolen memories, and fight by dragging negative-style skill cards across the board.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >On a 16×6 battlefield you drag cards onto cells, reshape ranges with movement and card dyeing, and sequence Start, Instant, and End timings within the same turn. Fights aim for a tight 8-turn pace—every step and every facing change can flip the outcome.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >16×6 mirror grid: drag to cast, move, preview</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Drag cards from the film-strip hand onto cells; each card shows range preview and sprocket-readable stats (damage, block, cost, heal)</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Facing drives forward shapes (single, line, cone, rectangle); other patterns include around-self, any cell, and self-only</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• First 2 tiles moved each turn are free; further moves cost 1 Exposure each. Walking and dye-driven steps do not rotate facing—you need turn cards or dye settings for that</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Enemies telegraph intent; tiles can hold ongoing effects—right-click for intel</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Card dyeing: turn and step before or after effects</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Many cards add a facing turn or 1-tile move before or after they resolve, set via the dye ring (cool compass colors for facing, warm colors for movement). Builds are about dye, reposition, then cast: the same card hits different cells depending on how you dye it.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Start, Instant, End</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >All three timings are played during your action phase; resolution timing differs:</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Instant (red) — resolves immediately on play: main damage, movement, control</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Start (gold) — played now, resolves at next turn start: setup buffs, auras, energy and shield refresh</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• End (blue) — played now, resolves at this turn end (before discard): delayed burst, counters, cleanup</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >A typical turn: lay Start cards for next turn, spend Instant cards for damage and positioning, then close with End. Energy-cap buffs usually kick in at next turn start to prevent one-turn spikes.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Exposure energy and hand flow</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Turn start: resolve queued Start effects, then face-up draw (about half your energy cap, rounded up; no blind pick) into the film hand; relics may add extra draws</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Action: play cards, move, turn—spend Exposure</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Turn end: resolve End effects; if hand size exceeds the keep limit (about half your energy cap, rounded down), choose which extras to discard—the rest stay in hand (not a full hand wipe)</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Energy cap shifts in battle (hard cap 3 to 15), changing both draw and keep limits</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Deckbuilding: 35–40 cards, about 100 cards and 30 relics</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Run decks target 35–40 cards; copy limits: 2 per common, rare, or epic, 1 legendary</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• About 100 designed cards plus character-exclusive picks and 30 relics—damage, block, control, rule-benders</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Rewards, shops, and events reshape your deck each run</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Branching mirror routes</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Full game: 54 floors (3 acts × 18) with combats, elites, events, shops, and act bosses at floors 18, 36, and 54. Spend Exposure Shards and pick routes—trade-offs between path, resources, and deck plan, not just bigger numbers.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Four camera travelers</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >All four are selectable from the start, each with a unique starter relic, exclusive cards, and canister color:</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Shutter Prisoner (hero, compact 35mm) — soul sealed in a camera. Film-roll loop: spend full rolls to release sealed memories, then empty rolls; Memory Imprint Shop on his route refills with negatives (no finished cards for sale)</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Mirror Smith (brass box camera) — the mirror's ancient maker. Blanks, block, mirror copy</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Archaeologist (half-frame silver) — modern scholar pulled into the grid. Rubbings, parsing, rewind—control and mechanic breaks</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• Mirror Lord (heroine, warped mirror body) — the mirror's host. Reflection, memory devour, spatial fracture</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Cross-era encounters, character-specific events, and mirror hazard zones weave one narrative line.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Light meta: expand pools, not stats</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Meta progression unlocks card and relic reward pools and a gallery—no permanent attack or HP inflation. Deeper runs and total wins widen what you can roll; each run still starts from a character kit and fresh choices inside the grid.</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Film-strip UI</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >Negative-style cards, sprocket stat chips, canister deck and discard counts, horizontal film hand—battle info you can read at a glance. Click the canister to browse deck and discard piles (read-only).</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >For you if…</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• You want roguelike deckbuilders with real grid positioning, facing, and range geometry</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• You enjoy sequencing dye, movement, and timing layers under pressure</p><p class=\"bb_paragraph\" ></p><p class=\"bb_paragraph\" >• You like darkroom film</p>",
      "short_description": "Drag film cards on a 16×6 grid—facing and dyeing shape every hit. Face-up draws; chain Start, Instant, and End timings each turn. A 54-floor roguelike with four camera travelers, ~100 cards, and 30 relics.",
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        "minimum": "<strong>Minimum:</strong><br><ul class=\"bb_ul\"><li><strong>OS:</strong> Windows 10 64-bit<br></li><li><strong>Processor:</strong> Dual-core CPU, 2.0 GHz<br></li><li><strong>Memory:</strong> 4 GB RAM<br></li><li><strong>Graphics:</strong> GPU with Vulkan 1.0 or DirectX 12 support<br></li><li><strong>DirectX:</strong> Version 12<br></li><li><strong>Storage:</strong> 500 MB available space<br></li><li><strong>Sound Card:</strong> DirectX compatible sound card<br></li><li><strong>Additional Notes:</strong> 1280×720 display recommended. Keyboard and mouse required.</li></ul>"
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          "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"
        }
      }
    }
  }
}