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
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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
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.
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)
| 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) |
完整更新日志 · Steam 新闻页Full changelog · Steam news page
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
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
- 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.
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.
- 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
- 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
- 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
- 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.
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.
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
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
| 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.
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
| 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).
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)
| 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 |
| P2 | Steam 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) |
| P4 | PR / 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.
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."
产能与质量制度Throughput & quality gates
| 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 institutionalized | Phase 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.
我们认为可能有帮助的补充信息Additional Info We Think Might Help
- 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.
- 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.
- 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
微信 · 直连制作人WeChat · Producer
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