Compara los precios de Fortune-499 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por AP Thomson. Publicado por AP Thomson. Lanzado el 10/5/2018. Disponible en PC, Mac. Géneros: Indie, RPG, Strategy.

Rock-paper-scissors has no business being this tactically interesting, yet here we are: a 4-hour card-prediction RPG set in a demon-infested corporate hellscape that earned an IGF narrative nod and a 100% Steam rating.

I run spreadsheets on combat systems for a living, so when someone tells me a game's battle loop is literally rock-paper-scissors, my finger hovers over the uninstall button. Fortune-499 kept it off the button for its entire runtime, which tells you something meaningful about what AP Thomson built here. You play as Cassie, short for Cassandra, an oracle employed in the Magical Resources department of a nameless corporation. The day your boss lines you up for redundancy, monsters stage a hostile takeover floor by floor, and Cassie decides the whole situation is probably still part of her job description. The corporate satire is dry and specific: office photocopiers let you print new cards into your deck, shredders strip cards out of it, and filing cabinets let you stack your draw order. Those are not flavour elements, they are your primary strategic levers. Each floor of the office acts as a dungeon level with a hard autosave at its start and no mid-floor recovery. Health and mana carry over between encounters, so the decision of which enemies to skip and which rooms to push through is a real resource-management problem, not a cosmetic one. The combat loop works like this: both you and the enemy are drawing toward a rock, paper, or scissors outcome, and the cards you play shift the probability weights of what the opponent will throw. Spell cards burn mana to apply buffs, debuffs, or direct damage, and Major Arcana cards introduced later each carry a distinct special ability. Some bosses hard-counter specific strategies, one requiring you to hold a stalemate until you accumulate enough mana to cast at all, another punishing excessive card draws by reducing your attack output. The deck resets at the start of each new in-game day, which prevents snowball dominance but also means you cannot turn this into a pure deckbuilder power fantasy. It sits closer to a puzzle game than a roguelike: the answer exists, you just have to read the room and find it. The criticism that shows up consistently in community write-ups is fair: the runtime is three to four hours at most, dialogue is unskippable, and a handful of late-game puzzles (the summoner encounter in particular) can stall players who miss a contextual hint. The narrative resolution also fumbles one of its more interesting systemic critiques by leaning on individual heroism in a story that had been smarter than that up to that point. These are real friction points, not nitpicks. For the audience actually landing on this page, here is the honest positioning. If you want a 200-hour systems sim, Fortune-499 is not competing for that slot. What it is competing for is a tight, mechanically honest afternoon session that respects your ability to read patterns and rewards preparation over button-mashing. The IGF honorable mention for Excellence in Narrative in 2019 and a perfect Steam rating across 54 reviews are not accidents. The pixel art, the pastel sherbet palette from artist Jenny Jiao Hsia, and a soundtrack that swaps expected chiptunes for melancholy filtered guitars all punch well above the budget tier. Newcomers to card-based RPGs will find the on-ramp gentle; veterans will find the boss fights legitimately interesting. That combination is rarer than it sounds. Diego, Scout Team

Fortune-499

Fortune-499

10 may 2018AP Thomson
GamerScout opina

Rock-paper-scissors has no business being this tactically interesting, yet here we are: a 4-hour card-prediction RPG set in a demon-infested corporate hellscape that earned an IGF narrative nod and a 100% Steam rating.

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I run spreadsheets on combat systems for a living, so when someone tells me a game's battle loop is literally rock-paper-scissors, my finger hovers over the uninstall button. Fortune-499 kept it off the button for its entire runtime, which tells you something meaningful about what AP Thomson built here. You play as Cassie, short for Cassandra, an oracle employed in the Magical Resources department of a nameless corporation. The day your boss lines you up for redundancy, monsters stage a hostile takeover floor by floor, and Cassie decides the whole situation is probably still part of her job description. The corporate satire is dry and specific: office photocopiers let you print new cards into your deck, shredders strip cards out of it, and filing cabinets let you stack your draw order. Those are not flavour elements, they are your primary strategic levers. Each floor of the office acts as a dungeon level with a hard autosave at its start and no mid-floor recovery. Health and mana carry over between encounters, so the decision of which enemies to skip and which rooms to push through is a real resource-management problem, not a cosmetic one. The combat loop works like this: both you and the enemy are drawing toward a rock, paper, or scissors outcome, and the cards you play shift the probability weights of what the opponent will throw. Spell cards burn mana to apply buffs, debuffs, or direct damage, and Major Arcana cards introduced later each carry a distinct special ability. Some bosses hard-counter specific strategies, one requiring you to hold a stalemate until you accumulate enough mana to cast at all, another punishing excessive card draws by reducing your attack output. The deck resets at the start of each new in-game day, which prevents snowball dominance but also means you cannot turn this into a pure deckbuilder power fantasy. It sits closer to a puzzle game than a roguelike: the answer exists, you just have to read the room and find it. The criticism that shows up consistently in community write-ups is fair: the runtime is three to four hours at most, dialogue is unskippable, and a handful of late-game puzzles (the summoner encounter in particular) can stall players who miss a contextual hint. The narrative resolution also fumbles one of its more interesting systemic critiques by leaning on individual heroism in a story that had been smarter than that up to that point. These are real friction points, not nitpicks. For the audience actually landing on this page, here is the honest positioning. If you want a 200-hour systems sim, Fortune-499 is not competing for that slot. What it is competing for is a tight, mechanically honest afternoon session that respects your ability to read patterns and rewards preparation over button-mashing. The IGF honorable mention for Excellence in Narrative in 2019 and a perfect Steam rating across 54 reviews are not accidents. The pixel art, the pastel sherbet palette from artist Jenny Jiao Hsia, and a soundtrack that swaps expected chiptunes for melancholy filtered guitars all punch well above the budget tier. Newcomers to card-based RPGs will find the on-ramp gentle; veterans will find the boss fights legitimately interesting. That combination is rarer than it sounds.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5Card-Prediction CombatCorporate SatireFloor-by-Floor DungeonMana ManagementPuzzle-RPGDeck Reset MechanicBoss Puzzle DesignIGF HonoreeShort-Session Friendly

Requisitos del sistema

Mínimos

OS
Windows XP, 7, 8, 10
Memory
2 GB RAM
Storage
300 MB available space
Graphics
Intel HD Graphics 4000 or better
Processor
2 GHz Dual Core CPU

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Información del juego

Desarrolladora
AP Thomson
Distribuidora
AP Thomson
Fecha de lanzamiento
10 may 2018

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¿En qué plataformas está disponible Fortune-499?

Fortune-499 está disponible en PC, Mac.

¿Cuándo se lanzó Fortune-499?

Fortune-499 se lanzó el 10 de mayo de 2018.

¿Quién desarrolló Fortune-499?

Fortune-499 fue desarrollado por AP Thomson.