
Cyber Manhunt is a story-oriented puzzle game focusing on big data, hacking, citizen privacy, and social workers. It focuses on social issues such as cyber violence and privacy breaches.
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.
About
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 889 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
好玩
好玩,在我这属于找不到代餐的游戏
总体可以,剧情还好,解密也不难。几个小问题还是要改改体验更好,打电话伪装那里给的选项有的不明不白,理解不了选项要表达什么,选了经常不出我要的意思。邮箱都可以切换账号,hitalk却不能自动切换账号,每次都要复制粘贴账号密码。哦,还有,流程越来越重复了,尤其是数据库出数据塞到破解里出密码。另更,第五章最后拆弹,失败重来后直接填地址解密逃课会卡死,作死试了一下
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 1.11/day in the week to Aug 4 → 3.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 22 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,513 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English*, Traditional Chinese**languages with full audio support
Hours played at review time, across 890 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h3]黑调的低客有多可怕[/h3] 游戏背景故事和剧情不错,玩法类似一般解谜游戏,就是在不同平台上收集线索并推出事件全貌,由于有泰坦公司的[i]高科技[/i]加持,本身不需要困难的黑入工作,只需要调查即可,所以比Hacknet更好上手——虽然信息获取手段不多,但玩起来还是挺过瘾的,不同章节之间层层串联,有意思的游戏。
在2026年这个AI飞速发展的时间节点上,玩到这样的一款游戏,真是令人大受震撼。还会不会有续作呢?没有全网公敌3玩我要死了!
社会意义大于游戏价值,玩法内核大于实际乐趣
体验感很好,难度也不高,故事线和配角的塑造也在线,玩了两章主线就把dlc全买了,期待制作组的新作品
玩法和推理的设计思路无法支撑题材的宏大叙事。网暴、隐私泄露、校园霸凌、资本控制、技术伦理,这些元素单拎出来都很有表达空间,但游戏常常只是把它们堆在剧情里,用反转和黑料推进情绪,而不是真正建立严密的人物动机和可信的因果链。它的调查玩法看似有黑客感,实际很多时候只是机械地搜索名字、破解账号、点击高亮线索,玩家不是在推理,而是在按流程清单捡证据。更致命的是,故事经常把复杂社会问题简化成“发现丑闻—揭露真相—反转立场”的套路,批判姿态有了,但思想穿透力不够。其最可惜的地方在于,明明题材很有潜力,最后却逐渐滑向机械搜证、强行反转和堆料。个人感受:虎头蛇尾,食之无味,弃之可惜。
凑合,疑案追声》真探>全网公敌。无效复制粘贴的时候太多了。有些小游戏理论上应该是加分的,实际上玩得人暴躁的很
还真好玩
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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