
A=B is a programming puzzle game with only one instruction: A=B, which means replacing A with B.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 11 → 0.67/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Engagement
Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
打开《A=B》,你面对的是一串字符和简单的替换规则。它没有华丽的画面,没有复杂的教程,甚至没有直接告诉你“应该如何解决问题”。游戏只是把最基础的规则交给玩家,然后等待你自己去理解这个系统。 初次接触时,它给我的感觉有点像LeetCode——通过拆解问题、寻找规律来解决目标。但随着深入,我发现它关注的并非如何找到一个既定答案,而是如何构造解决问题的方法。它更像一场实验:玩家需要关注的不是某个具体答案,而是一个规则系统如何产生结果。当然,这并非要求玩家学习编程。恰恰相反,它将计算机科学中的一些底层思想——例如规则、状态转换——用非常直观的方式呈现了出来。 游戏本身也提供了详细的PDF文档说明,即使没有编程基础,也可以通过理解规则语法和示例逐步入门。它真正考验的并不是玩家是否会写代码,而是能否理解规则、拆解问题,并设计出有效的解决方案。 [hr][/hr] 个人认为有些传统谜题的目标是找到正确答案,但《A=B》要求玩家设计一套规则,让答案能够被系统自动产生,最终达到目标。这种感觉和编程非常相似:程序员不是直接告诉计算机答案,而是告诉它应该按什么步骤去得到答案。《A=B》也是如此——你不是在执行一个已经存在的方法,而是在[b]构造一个能够解决问题的过程[/b]。 [hr][/hr] 随着互动小故事的展开,我开始认识到,它背后对应的是字符串重写系统——通过不断替换已有结构来生成新结果。一些简单规则甚至能够产生类似递归结构一样不断扩展的变化。 规则很少,但组合空间巨大。这让我想到围棋:规则只有棋子、落子、吃子,却衍生出无穷变化。《A=B》也是如此,它并不提供大量工具,而是在探索:[b]几个简单规则,到底能创造什么?[/b] [hr][/hr] 有些编程类游戏更像是在模拟真实开发流程:玩家可以利用游戏提供的语言特性,以及已有的指令和操作来完成目标。但《A=B》不同——它没有提供更高层的语言结构,你拥有的只有最基础的规则。你必须思考:如何让这么简单的规则产生我想要的结果? 例如,把abc变成cba,在普通编程语言中可能只需要一个函数调用,但在这里,你需要自己设计a、b、c如何移动。这已经不只是写代码,而更接近算法设计中的正确性证明——需要理解为什么这套规则能够稳定地产生目标结果。 [hr][/hr] 我觉得游戏没有加入排名系统,是非常好的做法。如果加入排名,玩家可能会开始追求最短代码、最快运行、最优解,最后游戏可能从“理解为什么这个规则有效”变成“如何刷出更高分数”。但在真实软件开发中,最短的代码并不等于最好的代码,更重要的是设计出正确、可靠、可维护的系统。 没有排名,让玩家更能关注过程本身: 为什么这个方法成立? 为什么这个规则能够工作? 为什么这个系统最终能产生目标? 我认为,这才是《A=B》真正希望玩家思考的问题。 [hr][/hr] 码到这里,我意识到凭借自己目前的知识积累,其实很难完整描述《A=B》的魅力。它涉及形式语言、算法设计等更深层的内容,而我能理解和表达的只是其中一小部分。至于它是否存在不足,我目前也没有足够深入地挖掘,去做出准确评价。 但我想,一款优秀的作品往往就是这样——它可能并不完美,但它提出的问题、带来的思考,已经足够让玩家接受那些细微的不足。 也正因为如此,我认为游戏的价值并不只是提供短暂的娱乐。有些作品能够让玩家在游玩的过程中接触新的概念,发现不同的思考方式,甚至改变看待问题的角度,这本身就是游戏独特的价值。而穿插其中的互动小故事,则为这场理性的规则实验注入了些许趣味,让游戏过程不再枯燥。 其他测评里也提到,这款游戏“易上手难精通”,这一点我个人非常认同。虽然我脑袋尖尖并不擅长解谜游戏,但还是无法抵抗体验不同类型作品的诱惑。即使知道可能会被难住,也还是想耐心体验下去。 最后补充一句:[b]我真的很喜欢游戏里的小故事互动。[/b]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Traditional Chinese*, Japanese**languages with full audio support
Hours played at review time, across 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Who thought that you could turn the UNIX "sed" command into a game? Only advisable to even attempt to play if you're a programmer or similar logical mind, but a fun little string substitution game where you use simple repeated string substitution to form a programming language to solve puzzles. A bit like a TIS-100 kind of thing.
2-6应该再想想怎么用自然语言表达,中文版本的题目描述和测试用例差的有点远
A cool game which can be played for free (and without excess keywords) by feeding "Markov algorithms online" query to your favorite search engine.
本体挺好,但是这个桌游做的真不太行,还往成就列表里放,属于对成就列表下毒了。作者这个风格,本来就不适合一般意义上的美术包装,也不适合做更像游戏的东西,保持自己的风格蛮好的,要尝试别的类型也可以,但你给一个很完备甚至很精彩的本体,缝一个奇怪的、不能说是强行关联、只能说是毫不相干的另一个系统,做得还不是很周全,还加入成就列表,产品意义上很煞风景,等于强行逼人试玩。可以的话,真诚希望把这两个成就取消。如果从这种比较商业的视角评测让你不快,先行道歉。
Probably one of the most interesting programming games I have ever played. Each assignment replaces the first occurrence of the term on the left with the term on the right; this allows you to create (starting from just a single command!) extremely sophisticated decision-making logic, jumps, etc. It is a much more expressive language than it might seem at first. I appreciated the ""story"", the notes on Turing completeness and the minigame inspired by Sidereal Confluence.
As a game, it's pretty decent. It does its job: you get a bunch of programming puzzles, write a program to solve each one. Unfortunately it doesn't seem to have any sort of histograms or anything to compare with other players. Each level does come with a built-in line count challenge, but that's all, there's nothing to encourage you to optimize it further beyond that as you cannot compare and compete against your friends (other than doing so manually). Its theory is awesome though. I'm a computer theorist, in the field of theory of computation and complexity, so esoteric languages (esolangs) like this are a big draw to me. It's impressive how this esolang, with only one kind of instruction, is Turing-complete. Analyzing the theory is a lot of fun, including proving that it is Turing-complete. And the story of the game includes the designer coming up with exactly this theory. Also, apparently Zachtronics has left the mark in that every programming game needs some sort of a side card game. You get one here, it's quite different (more a tableau builder) than most. It has no fancy graphics, but that tracks with a developer name like "Artless Games". But if you just want pure game content, this is an easy recommend.
非常好游戏,使我图灵完备
As mentioned by quite a few reviewers, for quite a number of puzzles, the descriptions are poor, so the objectives and constraints are ambiguous. They seriously hampered the enjoyment of an otherwise a clever game.
This is the worst programming game I've ever played, highly recommend.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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