
The inventory management roguelike! Collect rare items, organize your backpack, and vanquish your foes!
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
This is a very interesting strategy game with unique mechanics and features. I haven't gotten very far into the story mode because I prefer quick play, which lets you immediately access the full dungeon and every character and item, but what I've seen is interesting. I do admit the town feature could use some work (it's a bit buggy and doesn't seem to fit so smoothly in the game as someone who came from the web version) but it's still an interesting addition. The different characters add massive variety in playstyle, with everything from a basic backpack hero character similar to the web version to a frog that's more like a deckbuilder, and it makes many hours of replayability. The web version has always been one of my favorite games, and the full release definitely carries that legacy. It also works great on lower performance devices. Overall, an easy 7.5/10 at least. Definitely worth the discounted price you can get it for through the siege turtle bundle.
Solid game, but the UI and interactions can be a bit clunky at times. There are a lot of strategies that require manually looping the same pattern. This isn't a deal breaker as these strategies can be avoided, but their dire need of QoL is unfortunate. For instance one such engine-building foundation, Old Log, creates an herb (a consumable that does nothing but costs nothing to destroy), which can synergize with items that buff consumables or care about items being destroyed. Every interaction must be done with mouse click + drag, making it somewhat tedious (being able use keybinds to handle some of these steps, such as confirming or 'picking up next loose item' would be wonderful). This also wouldn't be too bad, but there are several points in the game where you cannot 'undo' organization. One such example is that if you place an herb created by Old Log on top of it, it will displace the Log outside of your backpack. Due to how partial-reorganizing is coded, you will be unable to recover the Log, potentially bricking your entire run. (There *is* the possibility of reloading an earlier save, but the slow nature that provides incentive to play quickly also means that such a rewind may not be small.)
*Backpack Hero* is one of those roguelike ideas that sounds simple on paper but turns into a full-on brain workout once you start playing. The whole “inventory is your build” concept is insanely clever, and it quickly becomes the main puzzle of every run. Every item placement matters, and that’s where the game really shines. You’re constantly rotating, optimizing, and trying to squeeze just a little more efficiency out of your backpack. It starts out relaxing and then slowly turns into a satisfying chaos of decisions where you feel smart every time a build finally clicks. The combat and progression loop support the system well, but the real star is the inventory Tetris-style gameplay. It keeps every run feeling different and forces you to adapt instead of just following a fixed build path. There’s a lot of depth here, and it rewards experimentation without ever feeling unfair. If you enjoy roguelikes with a strong strategic twist and a “just one more run” problem, *Backpack Hero* absolutely delivers.
好玩爱玩,一玩能玩一下午。虽然开发者不再更新内容了导致内容不是很完整,但是现有内容也完全值得一玩
放到24年,那我是推荐的,背包管理类游戏的开创者。 但这个游戏玩法也不更了,BUG一堆也不管 现在 比他玩法完善且更好玩的多了去了
Unfortunate that the devs abandoned this game, while leaving in the summer items, but not having any of the other event items. It can also be a bit buggy at times. That being said, there's still hours and hours of content to have fun with.
I love the gameplay loop, it's very fun & addictive. Also, Purse best girl.
É um jogo incremental com batalhas em turnos e administração de inventário.
C+ 画蛇添足,且添了非常多足 优点: 1. 背包系统开山之作(也许?至少是发扬之作)。背包管理确实做到与类尖塔的构筑体验有较大的差异化,虽然在费用系统上还是沿用了杀戮尖塔的设计,导致在战斗部分体验即视感还是比较强 2. (根据测评区以及我看到的后期游戏画面推测)中后期游戏体量应该是不错的,有不错的深度和职业区分度供玩家挖掘 缺点: 1. 神人的养成系统。莫名其妙在一个肉鸽游戏里面塞进了一个养成系统,养成系统还特别长,打了4个小时完全遥遥无期,至今都没有打过一局正儿八经的传统肉鸽模式。在本就已经阉割肉鸽部分的任务模式下,还需要考虑将局内的物品送到通关会遇到的送货员手里,来获得局外成长的资源,局内的背包管理与局外成长挂钩,策略性何在?和Hades的房间局外奖励有异曲同工之粪(人家好歹后续还能有一些局内奖励) 2. UI臃肿丑陋。UI极其不养眼不简洁,打起来怎么看怎么不舒服(不是像素风格的问题),中文字体和英文字体都看着很力竭,一点都不干净利落 3. 前期构筑体验重复。至少在我前4个小时的游戏流程中,没有看到太多的流派以及玩法上的扩展,物品基本上不断在重复。不知道把局外任务完成到什么样的进度才能解锁更多的物品,总之已经令人厌倦 4. 中文翻译拉稀。在很前面的任务中就能遇到,因为物品描述不准确,导致不知道物品用法的情况,common翻译为精良,完全不知道谁在把关的,完全草台班子 5. 路线设计非常无聊。这种乍一看有点意思的岔路设计,完全不如类尖塔的地图分支设计,基本没有什么抉择的意义 6. 恐怕有不少bug。看评测区有相当多人遇到bug,我在目前的游玩中还没有遇到,但是根据这个制作组已经很久没有更新,对于后续游玩(实际上我也不会继续玩了)中遇到bug的情况持悲观态度
还不错
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Languages: English, German, Czech, Dutch, Polish, Portuguese - Brazil, Romanian, Russian, Simplified Chinese, Spanish - Latin America, Turkish, Japanese +6 more
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Orcs Must Die! Deathtrap | $3.6M | 4.6K | 71% | $29.99 |
| The Wind Road | $3.6M | 6.8K | 69% | $29.99 |
| Grey Goo | $3.6M | 4.3K | 68% | $29.99 |
| Prodeus | $3.6M | 5.5K | 93% | $24.99 |
| The Front | $3.6M | 10.7K | 67% | $9.99 |
| Shieldwall | $3.6M | 7.3K | 87% | $17.99 |