
"Another World - Thought Taboo" is a different world adventure game, you will explore this mysterious and dangerous world alone, and gradually discover the truth hidden in it.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
游戏缺乏足够的引导,有时候不知道干嘛,不过画风很戳我,价格也便宜。
游戏偏养成和时间规划管理,再加上回合制战斗,感觉怪物数值有些偏高了,再加上年龄增加自身数值的减少,游玩起来有一定的难度。需要一定的计划。 总体来说游戏做的挺完整的,但节奏偏慢,不是很适合现在的大部分游戏玩家 做的很棒!再接再厉
游玩此游戏,我深刻体验到的是时光不等人和人生的苦难 。作者加入人物年龄设定,随年龄增长,HP值减少,直至老死。因此游戏里的每个选项都十分重要,每个选择带来的是时间离去,唯我独留,一个错误的判断往往是致命的,这和人生一样,由一个个选择组成,一步错步步错,可以看出此游戏十分注重规划,游戏节奏慢,适合有耐心的玩家 。这游戏背景是一个荒废的国度,到处是荒无人烟的,整个游戏目标是很模糊,但活着是一定的,在游戏里你可以灰色苟活一生,赌场赌命。也可以辛勤工作一生,安享晚年。当然也可以成为救世英雄,重现人类荣光。这一切都由你决定,你才是游戏的主角。前途漫漫,危险重重,于一次次重生中挣扎,不忘初心,步步为实,世界的真相就在前方。
打完了魔王,真结局到底怎么达成啊。是要完美完成所有npc的支线吗?
[code]《不可思异世界》:不可思议的旅程[/code] [code] [h1] 关注 [url=store.steampowered.com/curator/43267569/] 游民星空鉴赏家 [/url] [/h1] [/code] 《不可思异世界(Another World Thought Taboo)》是一款异世界冒险游戏,玩家将独自一人探索这个神秘而又危险的异世界,并逐渐发现隐藏在其中的真相。AWTT采用了黑白的简约画风,画面有着独特的风格,也非常契合“异世界”的名字。AWTT没有任何的新手教程,刚一开始玩家没有任何可用的信息,只能自己摸索着进行游戏,因此该游戏的上手难度较大。AWTT的另一难点是,在探险时没有地图,使得游戏带有了一定的解迷性质,玩家需要熟练记忆才能够迅速到达目的地。 这款游戏的前期非常劝退玩家,但是如果熬过了啥都不会的阶段,将会非常有趣。
挺好玩的,一口气通关了。总的来说游戏难度不是很高,而且好像有30级的等级上限。但是我真的不想再肝一次去打魔王了,还是等后续更新了再回来探索真结局吧
希望设置里面加个功能,取消渐入和渐出,希望文字能瞬间显示,希望能右键退出场景。 然后希望能加快战斗节奏,点了行动按钮之后能马上出结果。 这个游戏的设计水平很高,起码两三层楼那么高,让我想起奇妙探险队, 奔四中年独立游戏爱好者就喜欢这种鬼精鬼精的游戏。
不错的游戏,剧情应该有很多分支,我会在去尝试一下。
Another World - Thought Taboo, developed and published by Ashwind, is the kind of indie experience that feels intentionally distant and unaccommodating, almost as if it challenges the player to prove their willingness to engage with it on its own terms. Rather than guiding you through a structured narrative or a clearly defined progression system, the game drops you into an unfamiliar setting and expects you to learn, adapt, and survive through observation and experimentation. This design philosophy immediately sets it apart from more mainstream RPGs, leaning instead into a slow-burn approach where understanding the world becomes part of the gameplay itself. The core structure revolves around building a life in a strange, often hostile environment. Players can take on different roles or professions, each influencing how they interact with the world and how they approach progression. Whether focusing on combat, resource gathering, or other activities, the game encourages replayability through these divergent paths. However, the process of growth is deliberately gradual, requiring patience as you gather resources, improve your capabilities, and prepare for increasingly dangerous encounters. There’s a noticeable emphasis on routine—returning to town, managing your character, and then venturing out again—which creates a loop that feels grounded but occasionally repetitive. What makes Another World - Thought Taboo particularly distinctive is its resistance to hand-holding. Systems are not always explained clearly, and mechanics often reveal themselves only after repeated trial and error. This can create a satisfying sense of discovery when things finally click, but it can just as easily lead to confusion or frustration. The game seems designed for players who enjoy figuring things out on their own, piecing together its rules and nuances without relying on tutorials or prompts. It’s a bold approach, though one that inevitably narrows its appeal. The atmosphere leans heavily into subtle unease. While not overtly horror-focused, there is an underlying tension in the world design and narrative hints that suggest something deeper and more unsettling beneath the surface. The minimalist visuals reinforce this tone, favoring function over flair. Environments are simple and sometimes rough around the edges, but they contribute to the game’s overall sense of isolation and mystery. Audio design follows a similar path, doing just enough to support the mood without becoming a standout feature. Combat and exploration are serviceable but not the primary draw. Encounters often feel more like tests of preparation than skill, emphasizing the importance of planning and resource management. The difficulty can spike unexpectedly, especially for players who haven’t fully grasped the game’s hidden systems. This uneven balance can be discouraging at times, but it also reinforces the idea that success comes from understanding the world rather than simply reacting to it. Despite its rough presentation and sometimes opaque mechanics, the game manages to carve out a unique identity. It feels like a passion project that prioritizes its vision over accessibility, resulting in an experience that is both intriguing and flawed. Players who appreciate unconventional design and are willing to invest time into learning its intricacies may find it rewarding, while those looking for clarity and polish might struggle to stay engaged. In the end, Another World - Thought Taboo stands as a niche but memorable title, one that doesn’t try to appeal to everyone but instead commits fully to its distinct approach. It offers a blend of exploration, character development, and quiet storytelling that can be deeply engaging for the right audience, even if its rough edges are impossible to ignore. Rating: 7/10
简单的玩了一会,感觉整体体验还是略有瑕疵的,但对于刚起步的独立游戏来讲还是很好的 游戏本身玩法没有太多新意(可能是我电子阳痿了) 慢节奏+独特画风预计能劝退不少人(但我个人挺喜欢的?) 游戏性略弱,小怪和boss难度差距略大,侠盗打小怪伺机全都能无伤过,打boss基本只有挨打的份,感觉侠盗的技能基本没有派上用场的时候(话说侠盗偷东西被抓为什么没有逃跑选项) 目前感觉刷的程度略高,游戏内有经验值转化属性的玩法(目测50点经验转化一点攻击,向上取整),所以只要在boss房门口无脑刷小怪总有数值暴打boss的时候 各地图(至少是前两张图)之间玩法没有太大差别,希望能多一些地图互动和探索要素 金币来源略少,如果不想掉属性又想赚金币只能拿酒馆的赏金,导致装备难以获得 第一印象大概就这么多,争取明天通关,写第二篇测评 游戏尚有发展空间,期待更多新内容
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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