
A unique pixel-art backpack management roguelike. Your backpack isn't just storage—it's your combat core. Item placement, adjacency, and trigger mechanics determine your survival in the dungeon. A mental challenge of spatial planning and strategy.
Modeled estimate, not a reported figure. How we estimate →
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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, Russian, Japanese, French, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America, Korean
Engagement
Hours played at review time, across 244 reviews with recorded playtime.
Reviews
Themes across 244 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
500円程度にしてはシステムとかドット絵とかよくできてて時間も潰せるけど、 地下30階の敵が私を一撃で殺してきてどういうことやねんってなった。 だって地下29階の敵とか雑魚でしたやん。余裕でしたやん。なんで1階下りただけで即死するん? 無駄に敵の体力が多いから戦闘速度を上げてたら、ザオリクでも食らったのかと思うレベルで一瞬で殺されて草。 相手の攻撃を無効化するアイテムもすぐなくなるし、即死するから回復アイテムを持っていても無意味。 2回目の戦闘では一番遅い速度でやってみたけど、それでも一瞬で体力がなくなってモンゴル平原。 ヴァンサバの死神かよ。ゲームバランスどうなってんの。チンギスハンも「Huh?」っていうレベル。 即死する理由がわからないのにやり直しても意味ないからもうええわ。面倒臭い。 こんなゲームに500円を使うならハンバーガーでも食ってた方がよほど気分がいいね。 あ、DLC買うノリでポテトとコーラはLにしたいと思います。
cool
good
弓手的蛮力弓数值简直是用脚来填的,左脚踩右脚一万层强力简直离谱
Советую всем любителям рогаликов.
마법루트 탔는데 마법 면역 보스 나오면 어쩌자는..? 심지어 자힐 빡센 세팅이라 내가 죽지도 않음 너클 2개 있는걸로 돌려깎기 하고 있음 9씩 딜 들어가는데 아직 깎는 중 재미있고 켜놓고 느긋하게 할일 하면서 툭툭하기 좋음
I got a lot more hours out of this than I expected to and I'm still going.
Fun
一命通关了。。。平衡性有问题 混合流派构筑太容易成型了
solid game, enough nuance to separate itself from similar games
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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