
A dark fantasy city builder where you must rebuild civilization in the face of apocalyptic rains. As the Queen’s Viceroy, lead humans, beavers, lizards, foxes, and harpies to reclaim the wilderness and secure a future for civilization's last survivors.
Most likely between $22.6M and $63.9M. How we estimate →
Median error on 8 reported games ·
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $29.99 | 94% | approximately $37.6M |
| Xbox | $29.99 | 80% | — |
| GOG | $8.99 | 92% | — |
| PlayStation | $29.99 | 93% | — |
| Epic | $29.99 | 97% |
Reviews
Themes across 1248 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| — |
| Nintendo | $29.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
Если друг Вам говорит что игра из и проходится за 1 вечер, пните этого пиздабола по яйцам, эта игра ощущается как будто мне 6 лет и не знакомый дядя предложил мне поесть конфет в его фургоне.
A masterpiece of settlement building and resource-chain management, set in a very immersive world. The roguelite elements provide high replayability, although each gaming session is quite long — around 1–2 hours per settlement, plus planning the next location, setting up new settlement and its starting parameters, and allocating points to the meta-progression system.
Meh.
Unique and fresh concept, flavorful aesthetic vision for a classic format. 10/10
很有意思的游戏,把肉鸽和模拟经营结合起来,但是这游戏得对胃口才有乐趣。注意,下面讲的全是重点。 首先,它模拟经营的要素是不齐全、别扭的,游戏获胜的条件不是经营的结果,经营只是获胜的手段和制约玩家的方式,新人常见的误区就是认真建设基地,玩到7年甚至9年,才勉勉强强通关。很多新手都误解了这游戏的核心:你不是来建设的,你是来开荒的,完成女王的指标后你就直接跑路了,谁管村民饿不饿,死了几个,声望一满直接跑路,结束了。(所以这游戏本质上就是跑路模拟器) 还有就是这游戏非常肝,局外成长需要大量资源,而一局一般1h,给的资源还非常少,制作组完全是恶意延长游戏时间,这边建议直接开,把局外成长点满,再好好享受。 这游戏初见的难度也很高,首先是局内,敌意随着年数越来越高,让很多玩到7、8年的新人叫苦不迭,弄不懂要领的玩家很容易被劝退。而B站上的教学视频我浏览了一下,视频时长令人望而生畏不说,很多都是23,24年的,由于制作组的更新,普遍有滞后性(虽然影响不大,大家的大体思路一致),而且讲的也不够简练直接,也切入不到新手的痛点,习惯了满局外成长后给新手讲攻略总是默认一些关键局外成长已经有了(傲慢之罪~)。所以,想快速上手享受乐趣,恐怕有点难。 看到评论区有人诟病肉鸽太随机了,抓的蓝图、给的资源、森林事件很烂,得承认,确实烂,这边建议直接重开放弃。放心,常有的事,放弃又没有惩罚,说明制作组鼓励你重开。以及,这游戏的获胜方式其实有很多,工具开箱,满意度,做指令,贸易流等等,熟练以后就能做到随机应变,想走什么流派就走什么,这也是肉鸽的魅力啊 说完了注意事项,来讲讲优点:玩法的创新,你绝对找不到第二个类似的玩法,肉鸽随机性带来的新鲜感(以及“怎么就是不出啊”的红温),挑战难度上限极高(疑惑总督以上的声望1~20怎么打的,我打总督难度差点翻车),极致的杀时间利器(一局1h,打完封印战发现天亮了)。 总而言之,无论你是什么游戏受众,建议史低入手,因为你不知道它合不合你胃口,也别想着看别人怎么玩,我看着都觉得困,看完了都不知道人家怎么赢的,这游戏就是要自己上手的,我觉得挺不错的,适合闲的无聊玩玩
One of the best and most addictive games I've ever played.
It was a cool concept, but the DLC adds the content while also locking it, instead of adding it when the DLC is added. This makes them required. Now I find it unsatisfying to simply jump in and do a run every now and then. It was cool back when I first got it.
i blinked and it was 4am. great game, i will be neglecting my personal responsibilities for the foreseeable week and a half
banishedをアクションパズル風味にした感じのゲーム性だな! 経過時間に応じて怒りゲージが増えていってそれが溜まり切るとゲームオーバー 複数ある目標を達成すると達成ポイントが増えて怒りゲージが減って 達成ポイントが一定以上になるとクリアみたいなゲームだ どの人種がどのアイテムを欲しがるか、どの施設で何を作れるか覚えるまでは大変だが 慣れると楽しいぜ!猛烈な作業ゲーだけど! 難易度が低ければ生産割当とか割とガバくても大丈夫だが 管理を誤ると飢餓でポコポコ死ぬぜ! 難易度を上げると秒単位で割と緻密な振り分けが必要になってきて面倒臭さの方が上回ってくるぜ! 街作りというよりは街づくりを題材にしたアクションパズルゲーだ! 割と唯一無二な気がするぜ!セールで買えば悪くないぜ! じゃあの!
Gonna be honest, I think the DLC screwed over the balance of this game. This game might be one of the few case scenarios where early access felt better to play then before it got bloated by a crazy amount of extra buildings. It really sucks when you do a hour long run and not a single service building appears during your run. Which really sucks when some of your villagers teeter on the fact that none of their needs are being met. I might try down-patching in the the future to see if I'm crazy or not, but gonna leave a negative review for now.