GAME DETAIL
Cascade
A real-time roguelike where every move starts a chain reaction. Push enemies, manipulate tiles, combine elements, and turn status effects into opportunities.
このゲームについて
Steamの詳しい説明を読む
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.
スクリーンショット
ATTENTION
注目度メトリクス
プレイヤー推移
データ蓄積中 24時間平均選択した期間に観測データはありません。
Steamフォロワー推移
2件以上で集計 直近7日選択した期間に観測データはありません。
プレイヤー数とフォロワー数は意味と単位が異なるため、 別々の時系列として表示しています。補間した値は使用していません。
発売前注目度の基礎指標 発売前タイトルのため、Steamフォロワー数と7日増加を中心に注目度を観測します。
| 指標 | 現在値 | 観測状況 |
|---|---|---|
| 現在プレイヤー数 | 未集計 | 最終観測:未集計 |
| 24時間ピーク | データ蓄積中 | 未集計・直近7日 0件 |
| Steamフォロワー数 | 8人 | 最終観測:2026年8月18日 09:44(37日経過) |
| 7日フォロワー増加 | 2件以上で集計 | 履歴あり・更新待ち・直近7日 0件 |
PlayMEXが保存した観測値です。取得時刻と観測数を あわせて確認できます。
ジャンル・機能
機能カテゴリ
ゲームライフログ
所有ゲームとして同期されると、 このゲームの記録を残せます。