
Anchor is a form of creative writing of textual interaction of origin, using the function of dice, in which a random number of prepared options determine the development of the story (the dice have a will of their own).
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
вау какой отличный китайский язык все понял
个人感觉还可以
如果不是不能刪除或者更改除了文本以外的內容,這應該會是用的很順手的軟件。 過了一段時間回來碼了一天字,炸了幾個頁,因為我翻頁查找之後沒返回去就確認輸入對話了。 然後它就卡在那裡,無法更改了。 我完全無法容忍內容錯頁,所以也只能把文導出跑路了。。。 說起來,這不就是剛出來的時候我迅速放棄這個軟件的原因嗎!(窒息 總體來說是很不錯的,但是基本功能做岔了,所以問我推薦不推薦,很難說。但是基於鼓勵,還是給好評吧。
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is less of a game and more of a collaborative fantasy writing/multiplayer RPG... the idea is that you join chat rooms (with nobody, nobody uses this) and collaboratively create stories with some elements of the text chosen by dice rolls. Now, at this point it's a great idea to ask the question, "Is that what we expect from a PC game in 2026?" and the answer is going to be "No." And that is why this failed. That and the monetisation... you have to pay money to use emojis. Paywalling is toxic, but developers have their greed to inflict on everyone. So, "Anchor Club" is a dead multiplayer game. Why did it fail? It's video game autopsy time! [i]Almost every multiplayer exclusive game on Steam fails.[/i] Developers often assume just because they published their game, it's going to "go viral". I'm guessing this is a case of the developers making this game in complete isolation without even bothering to look at what other multiplayer games on Steam already offer. The market for multiplayer games is crowded and the player base is limited. This game never reached "critical mass", didn't "go viral", and didn't offer anything to differentiate itself enough. Even with no upfront cost, it failed to appeal to gamers for several reasons. There is little to no solo content here. The developer thought other players could replace actual storytelling and level design. That was a bad bet to make, and yeah, the developer lost. Hard. Without a player base or meaningful solo content (storytelling, narrative, you know, what makes games like GTA famous), the game has nothing to offer. Other players are not a substitute for doing the job of a developer and creating meaningful game content. For gameplay purposes, because the user interface for this game is mostly just 2D static text/images... it might as well be a web page. It's functionally no different from a browser game. And we all know, Steam isn't here to compete with Chrome and Firefox. If the game can be done in a web browser, it's just not rich or compelling enough to appeal to serious gamers on PC. The graphics aren't great, browser tier static pages and that's it. That's understandably a turn off for a lot of gamers, and it's a big contributor to the failure of the game to attract gamers despite having no up-front cost. Gaming is a primarily visual medium, and if developers want to succeed, they must understand that it's not an area for compromise. You deserve better than compromises. Let's look at the price and what kind of value this actually offers gamers. You're expected to pay up $2 USD to unlock content through DLC purchases. The game should not be considered completely unlocked until you empty your wallet for the developer. This is misleading and predatory pricing on a product falsely marketed as "free". In terms of public reception, the "free" price tag didn't help. This peaked at a handful of players and then immediately cratered. With a peak count of less than 50 gamers (out of over 130 million gamers and over 40 million daily logons), it’s safe to say the PC gaming community has collectively decided to ignore this, probably because of the reasons supplied in this review. All other issues aside (any of which would disqualify this from being worth your time), this is a game that relies on other players for it to be viable, and because there's not enough players, it's not viable. I can't recommend anyone downloads this, it's basically dead.
[h1]#tinygamereviews[/h1] [code]could be a neat collaborative writing/roleplaying tool, but barely does anything more than a run-of-the-mill word processor nowadays[/code] [list] [*][b][u]Overall Score[/u][/b]: 1/5 [/list] [hr][/hr] [h1][b]Curator: [url=https://store.steampowered.com/curator/42137521/]Nostalginauts[/url][/b][/h1]
☀️
通过这个游戏第一次知道了安科文学:充满随机性的剧情,通过掷骰子决定故事的发展。一个不确定的世界,由命运所掌握(根据作者给出的选项随机选择几个,再由作者决定接下来的剧情或者全部的随机选项)。 该游戏:安科文学编辑器(无异于自己写小说,需要给出所有可能的选项,但这也正是安科文学的魅力所在) 不过极具创造性的游戏需要天马行空的想象力(至少对多人联机来说,需要及时跟进剧情),安科文学的高门槛注定它比较小众,希望它能够有发扬光大的一天
还不错,但不能导入本地文件制作角色卡以及一些事件,背景,很是麻烦。 虽然我清楚这对制作可能会添加上很大的麻烦,但作为一名看烈幻入入坑安科的爱好者来说,还是更希望能有更为好看理解的图片去配合文本,这应该是安科的乐趣之一,迪亚哥FGO入那样的符号导入目前好像也做不到的样子,还是希望能尽快完善。
玩起来很好玩,就是不知道为什么游戏内上传创意工坊后显示成功却从来没在工坊里见到过
会玩一后就感觉挺有意思的,一个人玩的也很起劲呢!
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.4K | 48 | 88% | $2.99 | |
| $1.2K | 15 | 87% | $3.99 | |
| $446 | 8 | 88% | $2.99 | |
| $0 | 0 | 67% | Free | |
| — | 0 | — | — | |
| $0 | 228 | 97% | Free |