战傀志Zankoi's ChroniclesPUBLISHER PITCH · V2

仅供内部使用Internal use only

《战傀志》主视觉 Key Art:战傀立于神明战争遗留的河谷

营销合作提案 · 收入分成换营销资源Marketing Partnership · Revenue share for marketing resources

战傀志Zankoi's
Chronicles

ZANKOI'S CHRONICLES — 卡牌动作 ROGUELIKE · PC (STEAM)战傀志 — CARD-BASED ACTION ROGUELIKE · PC (STEAM)

一招一式都化为卡牌,出牌即出招!在厮杀中磨砺你的卡组吧!Your deck is your moveset, play cards as strikes — build your deck in the heat of combat.

发售Released
2026-08-14 已正式发售full release
App ID
AppID 2458370
定价Price
$14.99 / ¥55$14.99
Demo
Demo 在架Demo live
更新Updates
每 1-2 周every 1-2 wks major

发行商提案 · 初步合作意向Publisher Pitch · Preliminary Partnership Intent

《战傀志》发行合作意向Zankoi's Chronicles
Publishing Intent

V2 · 2026-09-17 · 收入分成换营销资源 · Ledian DigitalV2 · 2026-09-17 · Revenue share for marketing resources · Ledian Digital

※ 本页已做打印适配 — Ctrl+P 可直接导出排版完好的 PDFPrint-ready — Ctrl+P / ⌘P to export a properly formatted PDF

§ 01

一页速览One-Sheet

30 秒可读完。行业惯例:完整提案前先发一页纸 — 本文件即由这一页展开。Readable in 30 seconds. Industry convention: send one page before the full pitch — this document is that page, expanded.

游戏Game
战傀志 (Zankoi's Chronicles)Zankoi's Chronicles (战傀志)卡牌动作 Roguelike · PC (Steam)Card-Based Action Roguelite · PC (Steam)
一句话卖点One-liner
一招一式都化为卡牌,出牌即出招!在厮杀中磨砺你的卡组吧!Your deck is your moveset, play cards as strikes — build your deck in the heat of combat.
状态Status
已正式发售(2026-08-14 · AppID 2458370)· $14.99/¥55 · Demo 在架(商店页 Download Demo 入口)· 每 1-2 周重大更新Full Release (Aug 14, 2026 · AppID 2458370) · $14.99 · Demo live (Download Demo entry on the store page) · major updates every 1-2 weeks
寻求Ask
营销合作 — 以收入分成换取营销资源(服务清单见 §7)Marketing partnership — revenue share in exchange for marketing resources (service list in §7)
联系Contact
Ledian Digital · LedianDigital@outlook.com · 微信 jxz49546200(直连制作人)·WeChat jxz49546200 (direct line to the producer) · store.steampowered.com/app/2458370
§ 02

电梯陈述Elevator Pitch

《战傀志》把卡牌构筑塞进了实时动作战斗里:卡牌即招式,出牌即出招。招牌系统「充能时停·连招编排」— 实时攻防中每次命中都在为充能槽积攒能量,充满瞬间战斗进入时停;将行动卡与增益卡编排进护甲、增效、增伤三大区域,区域效果随卡牌数量叠加跃升 — 三区均衡还是孤注一掷,每次编排都是局部最优决策。Zankoi's Chronicles stuffs card-based deckbuilding into real-time action combat: cards are moves — playing a card is throwing a strike. The signature "Charge Time-Stop Combo Arrangement" system: every successful hit charges your gauge — the moment it fills, combat enters a time-stop, and you arrange Action and Buff cards across three combo zones (armor / amplify / damage); the more cards you stack in a zone, the stronger its effect grows. Balance the three or go all-in — every arrangement is a local-optimum decision.

游戏已于 2026-08-14 正式发售,核心系统(充能时停连招、神恩/状态效果构筑、终战模式)全部交付,并保持每 1-2 周一次重大更新。早期信号表明它能留住玩到它的人;我们缺的是把它送到更多人面前的营销引擎 — 这就是我们寻求营销合作方的原因(见 §7)。The game fully released on Steam on August 14, 2026. All core systems (charge time-stop combos, Blessing/Status-Effect deckbuilding, Ending Battle mode) are shipped and verified, and the game has held a major update every 1-2 weeks since launch. Early signals suggest it retains the players who find it; what it lacks is the marketing engine to put it in front of more of them. That is why we're seeking a marketing partner (see §7).

※ 快速坐标※ Quick coordinates仅借单轴:卡牌构筑一轴参照《杀戮尖塔》(Slay the Spire),实时弹反应对一轴参照《只狼》(Sekiro)。仅此两轴 — 我们不做「对标 A × 对标 B」公式,也不做整体外推;「市场无直接可比」的讨论见 §5。Single axes only: on the deckbuilding axis, reference Slay the Spire; on the precision-parry axis, reference Sekiro. Those two axes and nothing more — we don't run a "Comp A × Comp B" formula or extrapolate from it; the no-direct-comparable discussion lives in §5.

§ 03

可查证的现状Proof of Live Product

本节只陈述公开可查证的运营事实。愿望单/销量等后台数据不在本提案罗列 — 贵司的评估体系与数据源比我们更准,潜力评估我们不越位代算。This section states only publicly verifiable operating facts. Wishlist/sales backend data is deliberately not listed — your evaluation systems and data sources are better than ours, and we don't overstep into the math of potential that is your job.

评测数Reviews
9 条评测user reviews
好评率Rating
100% 好评positive
成就Achievements
51 项 Steam 成就Steam achievements

评测与好评率Reviews & rating

  • 9 条评测 · 100% 好评(Steam250 2026-09-13 拉取;样本尚小 — 我们主动标注。它同时也是转化健康的旁证,见 §6)9 user reviews · 100% positive (Steam250, pulled 2026-09-13; small sample — we flag it ourselves. It is also corroborating evidence of healthy conversion, see §6)
  • 其中 1 条为真实购买评测:该玩家评论时已游玩 16 小时(设计流程 8-11 小时),评论后仍续玩 6 小时 — 22 小时对 8-11 小时设计流程,留存约为设计时长的 2 倍Of these, 1 is a verified-purchase review: that player had 16 hrs on record at comment time (designed flow: 8-11 hrs) and kept playing 6 more hours after commenting — 22 hrs against an 8-11 hr design, roughly 2x retention
  • 排行榜持续出现玩家通关记录,评测侧保持安静 — 我们读作:留存真实,评论转化漏斗薄弱The leaderboard keeps showing players completing runs while the review side stays quiet — we read that as real retention with a thin review funnel
  • 评测情绪拐点:发售初期的战斗手感批评在 08-28 大更新后转正 — 最新评测(09-03):“整体上是一款创意十足,体验出色的动作游戏。”(Steam 玩家评测;完整引用 ×4 见 Press Kit)Sentiment inflection: launch-window combat-feel criticism turned positive after the Aug 28 overhaul — the latest review (Sep 3): "On the whole, a remarkably inventive action game that plays beautifully." (Steam player review, translated from Chinese; full quotes ×4 in the Press Kit)

更新时间线(公开可查证,双语公告)Update timeline (publicly verifiable, bilingual announcements)

发售前后公开更新记录Public update record around launch
日期Date事件Event
07-29发售前更新:终战模式上线(更新记录在案)Pre-launch update: Ending Battle mode went live (on record)
08-14正式发售($14.99/¥55 · AppID 2458370)Full Release ($14.99 · AppID 2458370)
08-17内容更新 ①Content update ①
08-22内容更新 ②③(同日两次)Content updates ②③ (two same-day)
08-28内容更新 ④(战斗手感 / 流派平衡逐条回应)Content update ④ (combat feel / discipline balance addressed item-by-item)

已交付并验证的核心系统Core systems shipped & verified

  • 充能时停连招系统(重构版:三区编排行动卡/增益卡 + 区域叠加加成)Charge time-stop combo system (rework: three-zone Action/Buff card arrangement + scaling zone bonuses)
  • 减伤/招架/护甲系统重构、BuffUI、诅咒系统 ReworkDamage-reduction/parry/armor rework, BuffUI, Curse system rework
  • 神恩系统(含 Q1 内容更新)、天赋树Blessing system (incl. Q1 content update), talent tree
  • 教程系统重构(事件驱动模块化)Tutorial system rework (event-driven, modular)
  • END 终战模式 + Steam 排行榜(含失败重传/缓存机制)END Ending Battle mode + Steam leaderboards (incl. failure retry/cache mechanism)
  • ESR 退场状态系统(援护栈/战败清算)ESR exit-state system (assist stacks / defeat settlement)
  • 手柄输入框架(Input System + 自适应图标,全面适配进行中)Gamepad input framework (Input System + adaptive icons; full adaptation in progress)
  • 10+ 语言本地化管线(CSV 工具链自动化)10+ language localization pipeline (automated CSV toolchain)
  • 宿敌遭遇节点、Boss 编排重写、敌人开场台词动态推进Rival encounter nodes, Boss choreography rewrite, dynamic enemy intro lines
§ 04

游戏本体The Game

核心循环(Core Loop)Core Loop

单局循环:选流派 → 战斗中出牌即出招 → 充能满格触发时停连招编排 → 战后神恩/卡牌构筑 → Boss 决战 → 通关后终战模式长线竞速。充能时停时刻是循环的情绪峰值,也是传播素材的天然来源。Per-run loop: pick a discipline → play cards as strikes in combat → fill the charge gauge to trigger time-stop combo arrangement → post-battle Blessing/card building → Boss showdown → post-clear Ending Battle mode for long-tail speedrunning. The charge time-stop moment is the emotional peak of the loop — and a natural source of shareable clips.

游戏简介 · 90 秒 · 720p(随语言自动切换中/英版本)Game intro · 90s · 720p (auto-switches CN/EN with the page language)

演示注记:本演示通过对游戏过程录像,编排和剪辑做成。意图在最少的时间内让观众知道这款游戏的核心内容和玩法。游戏还在更新中,详细内容以游戏内内容为准。Footage note: demo videos are edited and arranged from recorded gameplay to convey the game's core content and gameplay in the least time — the game is still being updated; in-game content prevails.

美术方向与视觉识别(Art Direction)Art Direction & Visual Identity

《战傀志》河城全景动图
附件一Exhibit A河城全景 — 动图River City panorama — animated
  • 美术方向定稿:2D 插画 + 3D 透视Art direction, finalized: 2D illustration with 3D perspectives
  • 半写实的环境与角色设计Semi-realistic environment and character design
  • 全手绘 2D 动画Fully hand-drawn 2D animations
  • 时停的视觉变化由后期处理配合镜头运动完成Time-stop visual changes handled via post-processing with camera movements

核心特色 1 — 出牌即出招(卡牌 = 动作,非两层皮)Feature 1 — Cards Are Strikes (card = action, not two layers)

卡牌系统与动作战斗共享同一套逻辑,不存在“回合制里嵌一段动画”的割裂感。The card system and action combat share one logic — none of the "turn-based menu with a canned animation" disconnect.

《战傀志》实机演示:出牌即出招(卡牌即招式)与充能时停系统完整循环 — 命中充能、满格时停、三区编排、连招爆发
附件二Exhibit B实机 GIF:出牌即出招(核心特色 1)+ 命中充能 → 时停 → 三区编排 → 连招爆发(核心特色 2)完整循环In-engine GIF: cards as strikes (Feature 1) + hit-to-charge → time-stop → three-zone arrangement → combo burst (Feature 2), full loop

核心特色 2 — 充能时停·连招编排(招牌时刻)Feature 2 — Charge Time-Stop Combo Arrangement (signature moment)

每次命中充能 → 充能满格战斗进入时停 → 行动卡/增益卡编排进护甲/增效/增伤 → 区域效果随卡牌数量叠加跃升。三区均衡还是孤注一掷,高风险高上限,是天然的短视频传播素材。Every hit charges your gauge → a full gauge triggers a time-stop → Action and Buff cards arranged across three zones (armor / amplify / damage) → each zone's effect scales up with the number of cards stacked into it. Balance the three or go all-in — high risk, high ceiling, inherently viral short-video material.

  1. 每次命中充能 — 实时攻防中每一次命中都为充能槽积攒能量Every hit charges — each successful hit in real-time combat builds the gauge
  2. 满格触发时停 — 充满瞬间,战斗进入时停A full gauge triggers time-stop — the moment it fills, combat freezes
  3. 三区编排 — 行动卡/增益卡编排进护甲、增效、增伤三大区域Three-zone arrangement — Action and Buff cards placed across armor / amplify / damage zones
  4. 叠加跃升 — 区域效果随卡牌数量叠加跃升;三区均衡还是孤注一掷,高风险高上限Scaling bonuses — zone effects grow with cards stacked; balance or go all-in — high risk, high ceiling

核心特色 3 — 三流派 × 神恩/状态效果构筑Feature 3 — Three Disciplines × Blessing/Status-Effect Building

剑盾(钳制)/ 枪法(灵活爆发)/ 弓术(距离控制)三套独立卡池与节奏,神恩增益与状态效果构成双向构筑轴,build 之间可通过神恩桥接,跨武器初始卡组更让深度再上台阶,重玩价值直接挂钩 build 深度。Sword & Shield (lockdown) / Spear (agile bursts) / Bow (range control) — three independent card pools and rhythms; Blessings and Status Effects form a two-axis build system where builds bridge into one another through Blessings, and cross-weapon starting decks push the depth one level higher. Replay value scales directly with build depth.

《战傀志》三流派招式实机演示:剑盾流派的钳制与反击
附件三Exhibit C实机 GIF:三流派招式演示(剑盾流派)In-engine GIF: three-discipline moveset demo (Sword & Shield)

核心特色 4 — 终战 + 全球排行榜Feature 4 — Ending Battle + Global Leaderboards

通关后 END 终战模式提供长线目标:2 敌 + 1 Boss 循环、败即终局、通关用时全球竞速。天然支持发行商组织社区挑战赛。Post-clear END Ending Battle mode provides long-tail goals: 2 enemies + 1 Boss per cycle, defeat ends the run, global clear-time speedrunning. Naturally supports publisher-run community challenges.

附件四Exhibit D实机演示:END 终战模式 — 2 敌 + 1 Boss 循环、败即终局、通关用时全球竞速In-engine demo: END Ending Battle mode — 2 enemies + 1 Boss per cycle, defeat ends the run, global clear-time speedrunning

可玩访问(Playable Access)Playable Access

游戏已正式发售于 Steam — 可玩性即提案本身store.steampowered.com/app/2458370The game is fully released on Steam — playability is the pitch itself: store.steampowered.com/app/2458370

《战傀志》Steam 商店页实况:已发售,Demo 在架
附件五Exhibit ESteam 商店页实况 — 已发售 · Demo 在架(右侧 Download Demo)· 完整版 Key 随首封邮件附上Steam store page, live — full release · Demo available (Download Demo on the right) · a full-game key ships with our first email
§ 05

品类定位与受众 · 诚实版Positioning & Audience (the honest version)

我们不发明受众画像。以下按「原本设计 / 已知 / 未知 / 待共同验证」呈现,并把定位验证列为合作内容。We don't invent audience personas. Below: who we designed it for, what we know, what we don't, and what we propose to verify together — with positioning tests scoped as part of the partnership.

原本设计受众The audience we designed for

立项时的设计意图——这是我们可以自证的事实(设计文档在手),不是市场断言;它构成本节「已知 / 未知 / 待共同验证」的参照基线。游戏最初的设计,面向喜欢有点深度的游戏的玩家,他们需要:Our design intent at greenlight — an internally provable fact (the design docs are on hand), not a market claim; it is the baseline for the known / unknown / to-verify breakdown below. The game was originally designed for players who like a bit of depth, expected to:

  • 有过卡牌构筑(deck-building)游戏经验最佳Preferably have deck-building game experience
  • 玩过 Dark Souls / Sekiro / Elden Ring 一类的动作游戏(ACT)——而非格斗游戏Have played action games of the Dark Souls / Sekiro / Elden Ring lineage (ACT) — not fighting games
  • 喜欢有新意的游戏Enjoy games with fresh ideas
  • 喜欢稍微严肃一点的叙事Enjoy a somewhat serious narrative
  • 喜欢即开即玩、随时可停的游戏Enjoy pick-up-and-play games they can stop at any time
  • 喜欢没有游玩负担的游戏(流程不宜过长)Enjoy games without a playtime burden (the designed flow stays on the shorter side)

设计目标与早期评测中的格斗玩家零星信号(见下表「未知」)存在偏差——这一偏差正是定位验证要回答的问题。This design target diverges from the sporadic fighting-game-player signals in early reviews (see "Unknown" below) — that delta is precisely the question the positioning tests are meant to answer.

已知 / 未知 / 待共同验证Known / Unknown / To verify together

受众认知状态State of audience knowledge
口径Status内容Content
已知Known无受众结论 — 评测样本量不足以支撑任何统计判断No audience conclusion — the review sample is too small to support any statistical judgment
未知 / 假设Unknown / Assumptions我方画像假设(待验证):厌倦换皮、寻找全新体验的核心玩家,预期同时来自 Elden Ring 系动作与 Slay the Spire 系卡牌构筑两个群体;早期评测中存在格斗玩家的零星信号(我方观察,无统计意义)。9 条评测样本不足以统计验证——定位验证列为合作内容Our own profile hypothesis (to be verified): core players tired of copycats and looking for something genuinely new — expected to draw from both the Elden Ring lineage and the Slay the Spire lineage; sporadic fighting-game-player signals in early reviews (our own observation, not statistically meaningful). A 9-review sample cannot statistically verify this — positioning tests scoped as partnership content
待共同验证To verify together定位测试合作 — 胶囊 A/B、锚定游戏标签法、Demo 行为数据(见下)Positioning tests as partnership content — capsule A/B, anchor-game tagging, Demo behavioral data (below)

单轴参照表(仅借单轴,不做公式)Single-axis reference table (single axes only, no formula)

参照系与外推边界References and extrapolation boundaries
参照Reference借用轴(仅此一轴)Axis borrowed (this axis only)不外推的部分What we do NOT extrapolate
《杀戮尖塔》(Slay the Spire)Slay the Spire卡牌构筑深度轴Deckbuilding depth整体销量、受众结构、回合制体验Overall sales, audience structure, the turn-based experience
《只狼》(Sekiro)Sekiro精准弹反应对轴Precision-parry response整体对标 — 弹反存在于几乎所有 ACT,借轴 ≠ 可对标Overall comparability — parry exists in nearly every ACT; borrowing an axis ≠ a comp
  • 明示市场无直接可比:「卡牌构筑 × 实时动作」交叉地带目前没有可直接对标的头部产品;我们不做「对标 A 的 X × 对标 B 的 Y」式外推。Stated plainly: no direct comparable on the market. The "deckbuilding × real-time action" intersection currently has no headliner to anchor against; we do not run "Comp A's X × Comp B's Y" extrapolations.
  • 定位验证列为合作内容:胶囊图 A/B 测试(差异 30-70% 即信号)、锚定游戏标签法、Demo 行为数据监测。注:Demo 中位时长虽可由后台获取,但现有数据涵盖 3 个不同版本、跨度太大失真严重,不作为定位验证输入;可在合作中于稳定版本上重建监测。Positioning tests scoped as partnership content: capsule A/B testing (a 30-70% delta is signal), anchor-game tagging method, Demo behavioral-data monitoring. Note: Demo median playtime is retrievable from the backend, but the existing data spans 3 different versions — too wide a span, severely distorted — so it is not used as a positioning-test input; monitoring can be rebuilt on a stable version during the partnership.

为什么不是二选一Why not either/or

  • 多数发行商的第一反应:往格斗或卡牌任一边靠——二选一,别都做。Most publishers' first reaction: lean into fighting or into cards — pick one, not both.
  • 我们做过这个实验:立项后三次大改、历时四年近五年,很大部分原因正是在这两端之间反复。We ran that experiment: three major revisions across four, nearly five years — in large part precisely because of that back-and-forth between the two poles.
  • 我们的结论:为保持独特性,当前形态是我们能给出的最佳混合——这也是资金与经验约束下能做到的最优形态;游戏仍在全方位持续改进。Our conclusion: to preserve what makes the game unique, its current form is the best mixture we could arrive at — the optimum our funding and experience allowed; the game is still being improved on every front.
  • niche 的另一面:我们完全清楚小众品类的风险;但交叉地带没有头部产品,正意味着品牌独特性与成为标志性标签(iconic label)的先发机会——定义权目前空缺。The other side of niche: we are fully aware of the risks of a niche game; but an intersection with no headliner is exactly what offers brand uniqueness and a first-mover shot at becoming an iconic label — the defining seat is currently vacant.
§ 06

增长瓶颈诊断Growth Bottleneck

归因:为什么销量没有起量Attribution: why sales haven't taken off

零营销投入 → 曝光接近于零。 发售至今没有任何营销投放 — 这是我们归因的瓶颈主因,而非产品转化问题。转化健康有两条旁证:评测 100% 好评(样本小,但公开可查证);唯一真实购买评测的玩家留存 22 小时(设计流程 8-11 小时,评论后仍在续玩),且排行榜持续出现通关记录 — 留存真实,缺的是把人送进来的曝光。至于品类潜力与市场规模,贵司的评估体系与数据源比我们更准 — 此部分我们不越位代算。Zero marketing spend → near-zero exposure. Since launch there has been no marketing investment of any kind — that is the bottleneck we attribute flat sales to, not conversion. Two corroborating signals of healthy conversion: a 100% positive review score (small sample, publicly verifiable), and the single verified-purchase reviewer still playing at 22 hrs against an 8-11 hr designed flow — with leaderboard completions still accruing. Retention is real; what's missing is exposure to bring players in. As for category potential and market size — your evaluation systems and data sources are better than ours; we don't overstep into math that is your job.

仅有的一点曝光,还在准备不足时用掉了(已缴学费,不可复犯)The little exposure we had, we spent before we were ready (tuition paid, non-repeating)

  • Demo 兼任了 playtest:当时我们不了解 Steam Playtest 流程——这个专为测试设计、不触碰商店信号的官方工具没有用上——测试构建以 Demo 形态公开,叠加未完成的商店页,自然流量带来的玩家与设计受众(§05)错配,愿望单与流量样本自那时起被污染;The demo doubled as our playtest: at the time we didn't know the Steam Playtest process — the purpose-built official tool that collects testing data without touching store signals went unused — so a test build went public as a demo on top of an unfinished store page. The organic traffic it drew mismatched our design audience (§05), and the wishlist and traffic samples have been polluted ever since;
  • Next Fest 参加得过早:游戏验证与商店页均未就绪时入场——一次性节庆资源已用掉,这也是 §07 服务清单不再列 Next Fest 的原因;We entered Next Fest too early: before the game was fully verified and while the store page was unfinished — the one-shot festival slot is spent, which is also why Next Fest no longer appears in the §07 service list;
  • 定位漂移期未同步商店 tag:后台数据与实际玩家反馈脱节,故现有后台数据不作定位输入(重建监测见 §05)。Store tags went stale during our positioning drift: backend data diverged from actual player feedback — which is why we don't treat existing backend data as positioning input (rebuilding measurement is scoped in §05).

这三条都是营销与市场认知的失误,不是产品失误——产品转化健康另有旁证(上文评测与留存)。坦白它们的原因很简单:学费已缴,而它们恰恰证明「让人看见」是我们必须借助伙伴的专业。All three were marketing and market-literacy mistakes, not product mistakes — the conversion-health corroboration sits in the section above. We disclose them for one simple reason: the tuition is already paid, and they prove precisely that being seen is a craft we need a partner for.

缺口清单:我们自己补不上的部分The gaps we cannot close ourselves

营销能力缺口Marketing capability gaps
缺口Gap说明Detail
零营销投入Zero marketing spend发售至今无任何投放 — 曝光接近于零的直接原因No paid activity since launch — the direct cause of near-zero exposure
海外营销工具Overseas marketing tooling我方假设海外为主攻市场(见 §7),但我们没有海外营销工具与渠道Our working hypothesis: overseas is the primary market (see §7), but we have no tools or channels there
影响者网络Influencer network无 keymailer / 主播分发网络与经验;PR 的 DIY 路径评估过——可以自己联系媒体,但不擅与媒体有效沟通,时间成本风险大,经验型伙伴不可替代No keymailer/streamer distribution network or experience; we've assessed the DIY press route — we can reach out ourselves, but without knowing how to properly talk to the press it would be a huge waste of time. An experienced partner is essential
付费用户获取(UA)经验Paid user-acquisition (UA) experience无付费用户获取测试经验No paid user-acquisition testing experience
营销人力Marketing headcount团队 4 人(1 名休生育假中),全部人力在开发侧4-person team (1 on parental leave); all hands are on development

※ 素材基础:本节地域与曝光论据以商店页可查证事实为准;商店页流量数据已确认可导出(Steam 后台),随数据室提供(见 §09)。※ Evidence base: the regional and exposure claims in this section rest on publicly verifiable store-page facts; store-page traffic data is confirmed exportable (Steam backend) and will be provided with the data room (see §9).

§ 07

我们需要什么What Do We Need

交易类型先行:我们寻求营销资源,以收入分成作为回报。目标很明确:曝光量与玩家基数——媒体报道、社媒可见度、玩家群体;销量是这三者的自然结果。本提案不涉及股权融资;主机移植+发行仅作为可谈选项(见下)。Deal type first: we're seeking marketing resources and offering revenue share in return. The goal is clear: visibility and player base — press coverage, social-media visibility, and a player community; unit sales are the natural consequence of the three. This pitch involves no equity funding; console porting + publishing is a negotiable option only (below).

我们寻求的服务(按优先级)Services we're seeking (in priority order)

服务清单与优先级Service list, in priority order
优先级Priority服务Service说明Note
P1影响者 / Keymailer 分发Influencer / Keymailer distribution品类契合度优先于订阅量Genre fit over subscriber count
P2Steam 页面与素材优化Steam page & asset optimization胶囊图 / 预告片 / 标签 / 短描述 — 首要杠杆Capsule / trailer / tags / short description — the highest-leverage item
P3付费用户获取(UA)测试Paid user-acquisition (UA) testing仅作补量(PC 付费用户获取受限,不指望其买进头部)Top-up volume only (paid user acquisition on PC is limited; not a path into the top of the charts)
P4PR / 媒体PR / media
P5区域营销代理Regional marketing agency按贵司区域网络评估Per your regional network

地区策略 · 我方假设Regional strategy · our hypothesis

我方假设:海外市场优先(依据:商店页流量数据显示海外访客为主 — Steam 后台数据可导出,随数据室提供,见 §09)。地区主次的最终判断属于贵司的专业范畴 — 我们提供假设与数据,不预设结论;受众画像的我方假设见 §5。Our hypothesis: overseas markets first (basis: store-page traffic data shows overseas visitors as our primary audience — exportable from the Steam backend and provided with the data room; see §9). The final regional call is yours to make — we bring the hypothesis and the data, not the conclusion; our audience-persona hypotheses live in §5.

商务弹性Commercial flexibility

游戏已发售、本地化自理(10+ 语言管线自动化)— 我们寻求的就是曝光量与玩家基数。弹性原则很简单:贵司能交付的曝光越多,我们能让渡的就越多 — 分成让渡随交付规模联动,具体比例可谈,本提案不自报数字。接受营销预付款及其与分成比例的联动(可谈,具体档位谈判中定)。The game is released and localization is self-managed (10+ language pipeline, automated). What we're seeking is visibility and player base. The flexibility principle is simple: the more visibility you can deliver, the more we can give in — revenue-share concessions scale with delivery, the specific ratio is negotiable; this pitch does not quote a floor. We accept a marketing advance and its interplay with the revenue split (negotiable; specific tiers set in negotiation).

权利保留Rights retained

IP 所有权不进入谈判(保留于开发者);定价、更新节奏等其余权利逐项可谈。IP ownership stays off the table (retained by the developer); pricing, update cadence, and other remaining rights are negotiable item by item.

可谈选项:主机移植 + 发行Negotiable option: console porting + publishing

主机移植+发行纳入可谈范围;发行商出资移植、从分成回收,是成品 PC 游戏的成熟合作路径。Console porting + publishing is on the table; publisher-funded port recovered from share remains the mature path for a finished PC game.

期限与范围Term & scope

合作期限至 2027 年 6 月,到期后权利归还我方。Term runs through June 2027, with rights reverting on expiry.

§ 08

团队与配合承诺Team & Commitment

团队Team

成都乐典数字科技有限公司(Ledian Digital) — 由主创江晓舟创立于 2019 年:先培训、搭建团队,再从零起步做游戏开发。主创是典型的 one man army:程序、AI、动画、关卡与数值设计、音效与编曲都能自己上手;途中砍掉过两个不达标的原型,2021 年立项《战傀志》。在主创引导下,全团队用数年逐步完善技术基础,基本达到自我迭代;2026 年春团队重组后,迭代速度提升至原来的 4 倍。首作《战傀志》已于 2026 年 8 月正式发售,发售至今保持每 1-2 周一次重大更新。Ledian Digital(成都乐典数字科技有限公司)— founded in Chengdu in 2019 by Johnny Jiang: the team was trained and assembled first, then game development started from zero. The founder is a classic one-man army — programming, AI, animation, level & numeric design, sound & music, all handled single-handedly. Two sub-par prototypes were killed along the way before Zankoi's Chronicles was greenlit in 2021. Under the founder's guidance, the team spent years building its technical foundation and essentially reached self-iteration; after a spring 2026 restructuring, iteration speed quadrupled. Debut title Zankoi's Chronicles shipped in August 2026 and has held a major update every 1-2 weeks since launch.

编制口径:1 dev + 2 artists (active) · 4 total, 1 on parental leave(完整编制 4 人 = 1 开发 + 3 美术,其中 1 名休生育假中)。Headcount line: 1 dev + 2 artists (active) · 4 total, 1 on parental leave (full roster: 1 dev + 3 artists, one of whom is on parental leave).

主创:江晓舟(Johnny Jiang)—《战傀志》制作人。华盛顿大学数学系毕业,有教育与金融行业从业经验;全栈游戏制作人:程序、AI、动画、关卡与数值设计、音效与编曲——最新的职位,是 AI 工程 Agent 与 AI 流程管线的迭代大师。Founder: Johnny Jiang — Producer of Zankoi's Chronicles. UW math grad with a background in education and finance; an all-around game producer — code, AI, animation, level & numeric design, sound & music. Most recent title: iteration master of AI engineering agents and AI workflow pipelines.

“几乎所有好的游戏都在想创新,但并不是所有创新都成功的提升了玩家的体验。我们想做的,是让玩法的创新可以完整的体现在玩家的体验上。让动作和卡牌进行组合,就是为了让传统的拟态卡组游戏,变成有真实打斗的卡组游戏。通过认真对待每一条来自玩家的意见,让作品本身一步步变得完整完善。”"Not all innovations in gameplay were well-received. What we're trying to do is figure out a way to present the innovation in a more acceptable way — so players can fully experience it, and enjoy it. By combining deck-building games with fighting, we replace simulated still-image action with real fights, creating a more immersive feel for deck-building games. By taking every piece of player feedback seriously, the game itself grows more complete, step by step."

— 江晓舟 Johnny Jiang,《战傀志》制作人,Ledian Digital— Johnny Jiang, Producer, Zankoi's Chronicles, Ledian Digital

产能与质量制度Throughput & quality gates

论点与证据Claims and evidence
论点Claim证据Evidence
交付节奏已验证Delivery cadence, proven高频更新已验证 18+ 个版本的交付节奏;工具链自动化(Excel→CSV→本地化管线)18+ versions shipped on the high-frequency update cadence; automated toolchain (Excel→CSV→localization pipeline)
打磨有制度Polish is institutionalizedPhase 0 七维审计门(战斗手感 / UI 一致性 / 平衡 / 新手引导等),量化通过准则Phase 0 seven-dimension audit gate (combat feel / UI consistency / balance / onboarding, and more) with quantified pass criteria
传播素材自备Shareable material on hand充能时停·三区编排天然适合短视频传播;GIF 素材矩阵见素材清单Charge time-stop three-zone arrangement is inherently short-video friendly; GIF matrix in the asset checklist

当前阶段与路线图Current phase & roadmap

  • Phase 0 — 打磨验证门(战斗手感 / UI 一致性 / 平衡 / 新手引导等七维审计)— 已完成Phase 0 — Polish verification gate (seven-dimension audit: combat feel / UI consistency / balance / onboarding and more) — completed
  • Phase 1 — 地图 / 备战阶段沉浸感更新 — 进行中Phase 1 — Map / preparation-phase immersiveness update — in progress
  • Phase 2 — 手柄 / 控制器适配更新Phase 2 — Gamepad & controller update
  • Phase 3 — 待规划Phase 3 — TBD

配合承诺Commitments

营销素材全部自产:预告片 / GIF / 截图 / 胶囊图改版均由团队自行制作——2 名在职美术与既有双周更新管线支撑;发行商无需承担素材制作费用,营销预算可全部投向渠道与投放。我方投入形式为自产素材,无额外自付现金预算。All marketing assets are self-produced: trailers / GIFs / screenshots / capsule redesigns are made in-house — backed by 2 active artists and the existing biweekly-update pipeline. The publisher carries no asset-production costs, so the marketing budget can go entirely to channels and placements. Our contribution takes the form of self-produced assets; we carry no additional out-of-pocket cash budget.

Ledian Digital 团队标识
Ledian DigitalLedian Digital
§ 09

我们认为可能有帮助的补充信息Additional Info We Think Might Help

  1. 试玩:Demo 在架(Steam 商店页 Download Demo 入口);完整版 Key 随本提案邮件附上,无需申请——收到即可评估。评估深度由贵司定:快速上手路径(第一章 → 充能时停教学 → 首个 Boss 战,约 15 分钟——出牌即出招与充能时停两大招牌系统均可见)或深玩一轮完整构筑循环。Play it: the demo is live on the Steam store page (Download Demo), and a full-game key ships with this pitch email — no key-request process; evaluation can start the moment it arrives. The depth is your call: a quick first pass (Chapter 1 → charge time-stop tutorial → first Boss fight, about 15 minutes — both signature systems, cards-as-strikes and charge time-stop, fully in view) or a full run through the complete build loop.
  2. 数据室:商店页流量与来源数据(Steam 后台)现成可导出;其余后台数据(愿望单、销量等)按贵司尽调清单随需提供。Data room: store-page traffic and source data (Steam backend) are ready to export now; any further backend data (wishlists, sales, etc.) is provided on request per your due-diligence list.
  3. 响应承诺:无论贵司评估流程如何设计——试玩、数据尽调、电话会、委员会评审——我们这端随时就位:工作日 24 小时内回复;会议按贵司时区安排;决策链短——制作人即最终决策人(§08),无需层层审批。What to expect from us: however your evaluation process is designed — a play session, data diligence, a call, committee review — our side is ready: replies within 24 hours on business days; calls scheduled to your timezone; a short decision chain — the producer is the final decision-maker (§08), no layer-by-layer approvals.

邮件Email

LedianDigital@outlook.com

微信 · 直连制作人WeChat · Producer

jxz49546200

Steam

store.steampowered.com/app/2458370