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Hello everyone, we are the R & D and operation team of Torchlight: Infinite by XD Inc. It's our great honor to develop this new game in the true sense of the Torchlight series, which will be a pure loot ARPG. Here, you can freely choose various heroes, talents, skills, and equipment... Combine them into a combat style that suits you best (also known as "BD") to farm loot and challenge BOSSes, winning rich spoils. We hope this new game can continue to bring the same touch and surprise as the original did.

What makes Torchlight: Infinite special compared to other loot games is that:

This is a genuine game in the Torchlight IP series. Remember that autumn over a decade ago when a dark-themed game emerged. At that time, it had a refreshing European and American cartoon art style with various steampunk designs, rich and pure MF looting gameplay, and distinct characters and monsters... It brought great surprise to every game lover back then, and that was Torchlight. Now, as the R & D and operation team of XD Inc., we are fortunate to obtain the Torchlight IP to create a game that can continue to bring touch and surprise, which is the upcoming Torchlight: Infinite.

"Torch Infinite" adopts a new hero system, replacing the traditional class design with distinct heroes. We have prepared 8 heroes with different appearances and a total of 14 hero traits for everyone to choose from when creating a character in the public test version. Each hero trait will have completely different combat characteristics, which will largely determine your combat style. The berserker in the original game has been reshaped into the hero Rage Ren. By controlling his anger and the rage spirit behind him, Ren can become a warrior who sweeps across the battlefield; the hero born from the "Ashes Mage" in the original game is the Timewitness Yuga. He wields the Ashes Staff and can summon a time illusion to fight with him, using spell skills together to control the battlefield...

Different from the combat gameplay you are familiar with, the combat in "Torch Infinite" does not follow the pattern of using multiple skills for a round of cyclic output. Instead, it emphasizes changing and creating a single skill, mainly using a skill without cooldown as the core output. Skills in the game can be combined in series to achieve changes in skill effects and forms. For example, for the core skill "Fission Fireball", after connecting the auxiliary skill "High-Order Scattering", the number of fireballs released each time will change from 1 to 5; after connecting the auxiliary skill "Swift Projection", the fireballs released each time will have a faster flying speed and increased damage... Eventually, the core skill can be connected to a maximum of 5 auxiliary skills, greatly raising the creation ceiling of each core skill, and everyone can freely customize the most suitable skill plan for themselves.

An open design can fulfill everyone's desire for freedom. We have designed 24 sections for the talent system, with approximately 40 talent points in each section. You can choose 3 sections for combination and use; countless affix combinations are distributed among more than 250 legendary items, and each item that can be crafted also has 6 affixes for you to customize... Just like watering a seed into a lush giant tree, you can link the choices of hero traits, talents, skills, and equipment through a thread of connection, and a unique combat style will be born! We believe no one can resist a loot game that can perform dozens of skill bombings in 1 second, and no one will refuse the growth process of gradually upgrading, farming loot, and getting stronger to achieve such a BD.

We hope to bring you a high-degree-of-freedom and exciting gaming experience. In addition to the high-degree-of-freedom design in the core combat system mentioned above, we also follow the concept of infinite freedom when designing peripheral systems. For example, the game provides a trading house where the loot obtained from farming can be traded in the trading house to help everyone exchange resources; there is no stamina limit in the game, and you can pick up your phone to farm loot and study your BD at any time when you are free; there are no daily activities and tasks in the game, and we will never force you to log in according to a schedule to "work" with limited event time...

The vision of the game is to become a long-lasting loot ARPG that can be healthily operated. To maintain the vitality of the game and continuously bring you freshness, the game will be updated and iterated using the season system. We will set a theme for each season, create corresponding new gameplay around the theme, and at the same time launch a large amount of new content including heroes, skills

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