
Take over a small dungeon that no adventure is interested in as a new manager. You'll start with almost nothing and recruit minions, accumulate money, construct facilities, develop technology, explore the realm, have the dungeon's name up, defeat other dungeons and win the championship of the Dungeon League.
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/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.
About
Stats
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
就没看过这么稀烂的新手引导,点进去完全不知道要做什么
缺点:画面略差,音乐方面基本只有音效能听。最大问题是查询多个人物各方面属性时没有直观显示各项属性排列对比的UI列表,需要单个点击查看(起名标记人物功能)。 目前玩到第2年,只有主线相关的少数联赛事件,没发现其他养成事件(我更希望像开罗那样的养成正面反馈的事件成就感),有点遗憾。 在没有攻打的回合,需要频繁更换上下场人员,基本每回合想追求最大收益的话,会是这样,如果有相关设置,能设置自动上场预备战斗人员就好了。 游戏属性与设定等说明还不完善,现在知道的力量影响对应物理技能威力/物理抗性,敏捷影响探索/战斗整体命中率、出手顺序(?),智慧影响法术技能/法术抗性,然而有些技能是状态系还有分辨不出算是物理还是法术,所以搞不懂哪部分加成。以上三维属性应该还有其他作用,但不清楚。怪物性格设定?目前只看出可能影响签约费用?等一个解包大佬,233。 优点:丰富的种族与技能/特质,回合制自动战斗。能享受养成随机超强怪物的乐趣。 个人总体评价7/10分 完成度还有待提高,需要更加直观的显示与说明,事件还需要更丰富,一些操作设置还需要优化。强烈需求作者开个官方交流群。 ———————————————————————————————————————————————————————— 分享自己摸索的属性作用: 潜能高低决定基础属性成长上限,标准难度战斗/探索/文职职能应该是最高5级。 三维属性在缺点里有,游戏也有说明。 性格,影响签约费用?其他作用未知。 经理特质:潜力能见度+1——没有该特质时会显示潜能为很低/一般等,拥有该特质后会显示为30/40/50这样,科研 再点出能见度+1,会精细到25/35/45这样。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
不推荐, 浅玩了一下,觉得不好玩,硬着头皮玩了一下,还是不好玩(主观)。 游戏引导非常差,上手不知所措(这是啥,这个数值有啥用,我下一步要干啥?) 上手了好一些,可是觉得操作繁琐,正要提优化,结果发现作者跑了; BGM过于随意,毫无代入感。
It's OK, but the game quickly devolves into tedious micromanagement. Swap in, swap out, optimize for intelligence and dex, rinse and repeat.
消磨时间小游戏?还行吧,新手教程过分的简单,虽然基本上不需要教程
什么时候能再更新一下,现在游戏寿命估计就是20来个小时吧,但是对于这个价格已经很不错了。作者加油
探索玩法也是游戏的一部分. 这个游戏一定要坚持玩下去,把前期打过去,后面就很好玩了. 不要害怕重新开存档,这也是探索本身. 最后祝诸位享受这个过程.
遊戲還可以,殺時間利器~一切都需要刷刷刷 但是誰能告訴我,傳奇簡歷怎麼出? 聲望1000滿了,簡歷稀有度快700都沒見過傳奇 PS:提醒刷簡歷的朋友,不能只看潛力,技能或特質也需要有橙色。 否則即使是80潛力,如果特質全白色,升級後是沒有橙色技能和特質的。
挺有意思的,感觉玩家就像是一个人力资源管理中心,把手下分配去各种岗位。核心玩法有趣。至于更多的,我也没有深入了解。但总体值得推荐。
游戏不错 但节奏不够协调。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| $157K | 560 | 94% | $9.99 |
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| $3.5K | 102 | 90% | $1.99 | |
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| $3.5K | 52 | 88% | $2.99 | |
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