
A game within a game. In this entirely new kind of simulation RPG, become a guild master, develop your town, recruit guild members, and conquer dungeons. Every decision you make becomes your own chronicle.
Modeled estimate, not a reported figure. How we estimate →
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best CN #29, worst UA #95 · 8 markets collected
About
Welcome! You’ve just met the developer who was pulled into their own game.
Become a guild master, grow your village, hire guild members, and clear dungeons.
With glass-hearted guild members who quit the game after dying in a dungeon, what kind of chronicle will you write?
Everything in the game depends on your choices as the guild master. You can focus on crafting, engage in battles, or nurture your village. Or you could simply spend the day watching your lively guild members chatter away. Your choices will become the history of this world.
Demolish burned buildings, construct new ones, tend your farm, craft goods, and decorate your village. Guild members stay busy growing herbs, brewing potions, and fishing in the village. The items you create can be sold at the auction house for profit. And what will you do with the gold you earn? The growth of the village is in your hands.
Guild members with various personalities collect ores, brew potions, and cook according to their abilities. They also join the battles! If you’ve ever played an online game, you’ve probably met these unique and colorful guild members. Invite them to your guild.
To return the developer to the real world, you must grow the village. Try battles with various party compositions. During simultaneous battles, party members will level up and earn equipment and gold.
Be careful! What’s scarier than bugs is the fragile mentality of a guild member who quits the game after a defeat! If you make your guild members and equipment strong enough in lower dungeons, it will greatly help protect their mentality from increasingly stronger monsters. If you lose a battle, analyze the battle log to find improvements and try again!
The Auction House is where you buy and sell the items you need. If you need something immediately, you can pay a high price to get it, or if you have time, you might grab an item someone urgently listed for less than half the price. Your choice will greatly affect how quickly you accumulate wealth. Wise trading is the shortcut to rapid growth. Sell items to visitors, from hundreds to thousands, and earn profits.
The Codex is divided into Alchemy, Cooking, Blacksmithing, and Enchanting, depending on the guild members’ professions. Farming, Mining, and Fishing are also included. The higher the level, the more valuable the crafted items become, and the faster you can acquire resources.
Will you be able to return the developer to the real world? We look forward to your story.
Engagement
Reviews
Themes across 213 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我从没玩过这么卡手的“休闲种田模拟经营”游戏!制作组到底有没有玩过类似的游戏我请问? 框架有点类似开罗系列,但是真的就是东拼西凑了一些皮毛,精髓完全没有,整体玩下来只有恶心没有成就感,我说说几个点如果你觉得你能接受就买这个游戏吧! 1.整体逻辑和数据问题,造价指数级上升导致开局半小时后你就什么都做不了只能刷副本和种田无聊的等待至少好几个小时,但种田的收益非常小刷副本也没有什么看得见的提升和增益而且副本还有等级限制和产出类别限制(比如只产出某个部位的装备导致提升非常有限) 2.收入体系奇慢无比+解锁体系莫名其妙+入不敷出,要解锁下一个项目,必须是上一个项目储存满一定数量后消耗掉才行!就是等于你挂半小时存满20个铜矿消耗掉才能解锁银矿,等于你半小时里什么收入都没有!城镇要靠产出赚钱才能扩大规模,我东西都存掉了靠什么来钱?而且资源系统太过冗杂一个小分类就10几种,高级资源解锁后低级资源还无法替换掉因为低级的NPC要用! 3.建造等于一坨,没有升级没有美化没有派驻,纯靠NPC自己互动走路还奇慢,铺路的钱贵的要死! 4.资源配属问题混乱,产出的东西既要存储解锁高级资源,又要要卖钱,还要给队伍下副本用,中期副本开始有难度不配些药水食物根本打不过,问题是资源非常稀缺根本不够用除非你肝很久!而且NPC死亡惩罚也很严重困难难度等级归零等于你白肝大半天!(NPC从1级开始不间断下副本到20级起码3-4小时) 5.UI和操作简陋,指引差,鼠标悬停的说明小窗居然会被鼠标遮挡,我TM真的无语了!还有部分NPC和项目的解锁也是离谱,有个副本需要3个盗贼或1个猎人到达20级才能解锁,我开局没刷出猎人导致中期副本卡了2小时啥也干不了。还有一个NPC需要20种中高级药水各存200瓶解锁,是的两百瓶!两百瓶!两百瓶!我打一上午3,4各小时才凑了4,5瓶,要么刀子给你你直接把我肝挖掉吧。 6.一个单机休闲游戏你搞什么名次榜,是比谁的修改器用的更好或者更贵吗?反正我不知道制作组的脑子里在想什么?PVE的游戏非要搞PVP,呵呵 总结,在开局2-3个小时后你会进入一段非常非常长时间的无所作为的无聊时段,而且可以预见的是这个时段会至少持续几十小时,要是你实在无聊就来试试吧。我这30块钱就当少喝一杯咖啡了。
игра просто супер, классная идея и реализация
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Russian, Japanese, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Polish +1 more
Hours played at review time, across 213 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
开罗游戏之魂突然又燃起来了。
法师是真没什么专属感,暴击也叠不起来,研究半天感觉还是查无此人。
首先这游戏并没有打挂机标签是很聪明的举动 然后这游戏输出角色只有审判和其他,虽然我中期是靠田鼠和美延过度的. 作者真不考虑一下成长性角色的平衡吗,美延成长40爆击1500攻击,田鼠成长2500攻击,审判局内直接成长无限,你再看看其他的成长角色呢,我打到通关就三个主力输出角色, 审判 美延 田鼠, 坦克就阿德利昂主坦和马尔卡副坦,治疗就主角/莉莉和拉拉.再配点回蓝工具人和光环工具人. 剩下的想带啥带啥. 无脑堆血量看审判表演了. 现在是好评因为你好歹还给了个审判这个一人单刷的输出,你要是只会削弱不给其他人玩我可就要改差评了. 顺便报个BUG,经常附魔打不上,不清楚原因,全队停止下本回程挂机照样打不上附魔. 最后一个小建议 巨龙BUFF整个自动开关,那样我就真的能挂机了.
勉强过得去,但是肯定不会招人喜欢,几个很恶心人的点,首先有软时限,玩的越久队伍心情会越差,第二解锁的人和满亲密特性不显示,练人和赌博一样,非常容易练歪角色并且不可逆。第三,那些只练20人不到的玩家肯定要烂档,要不就重新玩。能接受这三点的可以入手,不过游戏更新频率很快,改了后会是不错的游戏。不要当放置类游戏玩,这个更像是资源管理+养成类游戏。先差评吧,过阵子后来看看更新成啥样。 追加评论,改设置撤退然后少带点药触发撤退,才能拿到副本中途打BOSS的装备。也算磨到通关了,还是改好评吧
Excellent jeux pour ce détendre, ultra addictif.
提几点建议: 1.NPC的性格最好能有点随机性,个别特殊名字的NPC如“瓦里安”可以固定天赋和性格! 2.打完了副本剩下的药水能放回仓库,看动画明明蓝药没喝,但是回家药水也是没了。而且这药还必须得带,不带就会显示补给不足,心情降低!难崩!!!! 3.建议高难度可以弄4人组或者其他天赋的T,比如熊T或者防骑,3个人的弊端在于,我选了骑士,因为是奶+防战,就必然导致有些副本的装备要两个人抢,有些副本没需求打两下就没提升了可战力还是相对较低!
Parabéns aos desenvolvedores , adorei o jogo estão fazendo um ótimo trabalho ainda tem alguns bug mas creio que serão resolvidos em breve.
游戏锻造出来的过度装备怎么分配给指定英雄 都说有公会仓库 英雄装备面板里没有选项 在哪里进入 能不能给个新手引导
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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