
Craftopia is the brand new multiplayer survival action game made in Japan. We combined many features we find enjoyable, such as hunting, farming, hack-and-slash, building, automation to develop this game.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Aug 26 → 1.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 870 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game had cool potential but was abandoned by devs when palworld blew up. Would not buy in its current state. the optimization is awful.
I'm going to recommend this game for a "follow" list, it just feels far too early and unpolished, more like very early beta, with some refining though could have a real gem here. BUt that same time, pushing 6 years in development I can't help but wonder if pocket pair has opted to move on, which is sad cause there's are amazing features and fun the could behad in the game with the sheer amount of stuff that's potentially, possible, which i can kinda give them some leeway for how much work it's taken to get here and get all those moving parts working together. BUt for now i'm kinda in the boat of wait and see how this games goes.... which is where i've been sitting on it for so long, kinda makes me wonder if it will... haven't given up yet, but i'm loosing hype for it.
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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, Japanese, Simplified Chinese, Traditional Chinese
Hours played at review time, across 874 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It is a great game. It is the predecessor for Palworld, but I feel there is much more content in Craftopia. You don't need to rely on pals to craft and play the game, thus providing the player with freedom to explore the world, and develop its skills and upgrade gear, which for me, is the part I most focus my efforts on. Other than Palworld, there is an obvious element of Genshin Impact/BOTW in the art style and gameplay, which I interpret as a good thing. The world is massive, exploration is rewarding and definitely gets better along the way to the end game. For once, I've tamed the griffon boss, allowing me to fly across the map. But there's plenty of teleport points, so no matter what your game stage is, you will never feel limited in that regard. Enchanting is a thing, and is pretty much required to progress through your gear. Feels like grinding artifacts in GI, with the domains and everything, minus the energy system. It gets grindy, because you need to obtain multiple copies of said enchant to apply to your gear, which for me, is a positive and I enjoy it. May or may not be your thing. Crafting gets crazy fast. You can automate everything, and if you care about efficiency as much as I do, be prepared to waste hours on that. There is Vroid support, which is huge. You will never need to waste a dime on cosmetics, something that is rare to hear about in today game industy. About the 5 years in EA, I get it. But is a great game nonetheless, I'm 38 hours in, and I still haven't scratched the surface really. I feel like its there is a good mix of crafting/survival/gear progression in this game that appealed to me more than any other game in its genre. I would recommend trying for sure and maybe wait for a sale if you're no sure, but keep in mind the game is not abandoned as other may say and Pocketpair is still pushing updates and bug fixes.
早く完成させて下さい
No disrespect for Palworld, I think it's a great game but they abandoned this game over Palworld. Craftopia gets any major updates during their "anniversary" and then. it's just bug fixes here and there. While still being in Early Access... They said they will develop simultaneously... As you can imagine, they lied. I hope they come back to finish what they started but until then, I cannot recommend this game atm.
Game is abandoned by the devs, they just wont admit it. They have moved on. Dont buy
End of the game, developer won't finish early access. Just do some sh*it minor update new only for hide the truth
[h2]没有技巧,无情的堆料机器![/h2] 游戏在制作层面表现稚嫩,图形(特别是光影)的质感较差。厂商对自己和项目的自我定位非常清晰,一、根据抢鲜体验数据决定后续资源投入;二、技术力不够,那堆料要足,填充大量内容;三、戏特色主打一个大融合,大量玩法融合,让堆料有地儿可堆。 [h2]不保熟的推测:为什么等正式版后再入手?[/h2] 从当前情况来看,似乎该厂商的对项目的定位十分清晰,产品都以抢先体验版推出,如果表现十分突出就给更多的资源(积极更新游戏),如果表现不好或尚可,就让出资源给其它项目。这很难让用户粘性得到保障,当然厂商的目标可能并非你我所期望的那样。 游戏抢鲜体验发售于5年前,不知道何种原因开发者并没有十分积极推进该项目,转而推出了一款模拟游戏和去年初爆火的帕鲁。自本作起,以及刚提到的两款游戏,(至今)都还是抢先体验版。 由于帕鲁爆火,所以官方推进得很积极,但包含本作在内的其它抢鲜体验作品都推进缓慢,更何况本作还未正式发布,其销售折扣已经来到[ -40% ]了。 [h2]游戏特色[/h2] 游戏的缝合属性,厂商并未避讳,相反还正面自讽。无疑展现出厂商对自我定位的清晰认知,这种缝合玩法和直面缝合的态度,也深深体现在了另一款热门项目(帕鲁)上。帕鲁的大多数游戏内容在本作上已初具雏形,如本作《创世理想乡》的农业种植、自动化设计、宠物饲养、迷宫探险、建筑创造等要素都“传承”给了帕鲁。 没错本作是一款大杂烩游戏,你能看到一些经典类型游戏的大混合,例如:你觉得这像某款主角是绿帽子的游戏,这感觉是对的;你觉得这像某款建造游戏,这不是你的错觉。当然,最终都本作的核心还是属于生存建造类玩法的开放世界游戏。 [h2]游戏视听:比较稚嫩[/h2] 游戏的美术表现很稚嫩,谈不上特别差劲,主要是图形看起来没什么质感;光影表现没有主次感,曝光有时候过曝;某些动作不够成熟,如跳跃、游泳等;下坡时的镜头会不时抖动。打击感比预期的要好一点点,不然探索大世界的动力会严重不足。 配乐不追求其它,只要好听就足够,蛮讨巧的做法。音效处理比较稚嫩,没办法讨巧,音效与互动内容的层级不是那么匹配,音效质量也谈不上高。 [h2]游戏体验[/h2] 游戏开场就来了个大的,还是蛮有意思的。不知是游戏本身设计如此,还是游戏内容优化问题,开场的NPC台词,出现各种符号和乱码,这很难评啊。 PS:个人感觉更像是优化问题,毕竟汉化不全,某些汉化明显不对,就像那个“次”到底是什么意思? 创建游戏世界时有4种模式选择(主要分为普通世界与空无岛两类),模式选择后有5种难度选择,这类游戏的难度主要还是围绕生存、死亡掉落展开。推荐新手玩家选择传统模式(普通世界),与慢节奏难度(难度1)或生存模式(难度2)。对游戏的了解足够多后,再考虑更自由的模式与更高的难度。 进入游戏后,开头环节几乎是塞尔达荒野之息开场的复刻+修改版,复刻那经典俯瞰镜头,以及非常相似的配乐。不过修改了初始营地(塞尔达里不算营地而是有个老爷爷等着玩家),能够看到更多的NPC,这些NPC还以玩家等级来衡量玩家强度。 游玩一段时间后会发现,这款游戏的厂商,在设计环节是没有什么大问题的,主要问题还是在技术层面,例如:图形效果、体验优化、动作效果、音效处理等内容上。 游戏的在路线引导,目标软引导下还是学得有模有样的,这让流程体验起来意外的还行,比预期的要好。会利用场景编排引导玩家前进,远处目标会利用特效吸引玩家前往,近处内容利用音效告诉玩家附近有宝物。 游戏的技能系统比预期的要丰富得多,基础能力提升就不少,多数能力确实可以明显提升角色性能。除此之外还有不同武器的技能拓展,这些设计大大增强了角色的输出手段,加强了游戏的战斗乐趣。 像种植、钓鱼和建造这些内容比较常规,而且像钓鱼这种也没什么好说的。角色的探索反馈就是获取更多材料,获得更多样的道具,然后可以进一步丰富建造相关的内容,这些都属于常规的生存建造玩法,主要是把这些内容编排得恰当还是比较考验设计能与数值能力。 [u]特别聊聊新手引导问题[/u] 新手软引导不等于没有引导,问题在于游戏的基础引导比较差,除了偶尔弹窗里摸棱两可的引导外,其它引导基本没有。 例如:容易被忽视的重要NPC任务。这个任务就是让玩家维修高塔,维修高塔需要玩家去世界探索和采集资源,这就是玩家逐步熟悉游戏的过程。可是如何使用/食用道具,如何制造基础物品,这些基础问题都需要玩家自己打开UI摸索。 还有类似手游的支线任务,支线任务也只有在玩家完成了其中一项任务后,弹出任务奖励领取的提示后,才能发现,原来还有支线任务等着玩家完成。 [h2]总结而言[/h2] 论制作,确实没什么太值得夸赞的地方,操作起来比较别扭。优点主要在内容上的堆砌,以及游戏流程的编排上。内容编排不错,内容与内容之间并非独立为战,能够形成一个个闭环,玩家行动结果不会处于落空的状态,玩家行动结果大多能有正向反馈,或者执行动作时有较强的目标指向性。内容堆砌很足,战斗、养成、生存、建造和探索等内容都有一定的厚度,内容是足够游玩的,就是在体验上还需要优化打磨。 当前的游戏并未给出强有力的更新态度与计划,汉化内容也有优化空间,虽然值得玩一玩,最好还是等正式版后再说吧。 最后感谢各位创世者的阅读! [b]评测出自:[u]网易 UU 鉴赏家培训计划[/u][/b] [b]感谢由[u]网易 UU 鉴赏家培训计划[/u]提供游戏[/b] [i][b]加速云存领游戏,满足热爱游戏梦![/b][/i]
2026.01.08推送了测试分支更新:修复了多人游戏怪物生命归0但是不死的问题。实际上是把怪物不死的概率变成了100%,从概率触发变为了必定触发,真有你们的。 2026.01.09将测试分支的更新推送到了正式版。嘿!正式版也变成100%不死了,惊喜吧! 这工作室的更新是完全不做测试的,真就俺寻思修好了就发了呗。 避雷这个工作室,无论是理想乡和还是帕鲁,就这个态度都不推荐有人再进行购买支持,依托答辩!
[h1]缝到极致的缝合怪,但是却败在了细节之上[/h1] 从前几年开始,越来越多的制作组开始了融合游戏内容的道路,模拟经营加养成加肉鸽,只有你想不到的,没有制作组缝合不出来的,而作为至今依然非常畅行的缝合类游戏,其中将玩家能想到的东西都缝合进了游戏中,于是这样一款你别管体验怎么样,单论内容,本作俨然已经达到了缝合系列之最的《创世理想乡》就这样出现了,当然部分玩家可能对这款游戏不是很熟悉,但是你一定有听闻过这部作品制作组下一部爆火出圈的作品《幻兽帕鲁》。 [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1] [h1]本以为烂尾,万万没想到制作组暂时撤退之后带来了新的大型更新[/h1] 本作早在推出之前就在一些游戏平台之上引起了诸多种田玩家们的关注,而在实际上手之后,制作组确确实实没有在游戏内容上作假,当时展示的东西随着游戏的更新都逐渐出现到游戏当中,但是遗憾的是在哪怕在这一次时隔将近一年的大更新之后,本作依旧在一些细节之上达不到其他同类型游戏的流畅体验。 游戏中问题最大的两个地方就是游戏的帧数优化问题和新手引导问题。游戏中的帧数波动很大,一些场景之下波动甚至能达到50帧左右的波动,这种波动带来的最大问题就是游戏的眩晕感,游戏的画面也并不像其他3A作品一样优秀,但是这种情况之下游戏的帧数这么不稳定笔者是万万没有想到的,其次就是游戏的新手教程,游戏中基本上没有新手教程,单人模式中直接让玩家去修理三座塔,但是玩家需要的制作台却需要玩家完成一些收集任务才能解开。游戏还有着交互不方便等小问题。 当然游戏抛开上面所说的问题之外,确实是将玩家能想到的内容都缝合进入了游戏当中,比如传统生存游戏中的建造,比如生产类游戏中的流水线,比如隐约能看见《幻兽帕鲁》前身的简陋宝可梦玩法和类似于我的世界中的附魔机制,除此之外游戏中还加入了很多塞尔达既视感的设计,并且最让人意外的是制作组真的在一点一点的实现但是在游戏推出之时画下的大饼,很多玩家都以为本作之时制作组的试水之作,推出幻兽帕鲁之后制作组的重心就放到那边了,但是确实没想到前几天居然带来了一个大型更新。并且制作组推出的全新物品分类设计确实带来了很大的便捷,相较于其他游戏中放一起让玩家自己找的情况确实好上不少。 [h1]总结[/h1] 虽然有着一些体验上和细节上的瑕疵,但是不可否认本作确实是缝合游戏中的大成之作,值得喜欢的玩家一试。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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