
Play as a young scavenger and construct your vertical farm one platform at a time under extreme weather. Evolving from a scrap-gathering survivor into an easygoing farming tycoon. Transform the climate, and remake the wasteland into your personal Eden.
Most likely between $1.2M and $3.3M. How we estimate →
Checked against 8 developer-reported gamesmedian error
Cheapest copy: ≈ $8.63 on Steam · China (−46%). Compare 15 prices in 15 markets →
Reviews
Themes across 1442 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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positive critical· bar length = how often the theme comes up
Reviews
太好玩了,音乐和玩法让我十分放松
除了进游戏出游戏可能会卡一会之外没有任何缺点👍
好玩
好玩!
非常好的横板种田。末世题材非常吸引我。酸雨、无人机等等非常吸引人。强烈推荐
귀여운데 생각의외로 볼륨 많음. 다만 번역은 지금은 애매해서 창작마당의 모드 쓰는게 좋음. 내장 번역은 캐릭터가 존댓말 쓰다가 경어 쓰는 식으로 조금 매끄럽지는 않음. 그거 외에는 드론들 작동이 조금 애마하다는 점? 아직 40시간인데 절반정도 남음
This is a post-apocalyptic farming-forward game where your main goal is to help push back against the world's creeping decay and restore and reclaim the land. You'll spend about as much time gathering and recycling trash for materials as you will chopping trees, hitting rocks or plating seeds. The characters are adorable, and the world building is a lot more solid than you normally find in this subgenre. While this game definitely does have problems when it comes to the communication of information to the player and navigating things like the quest UI, it's still my favourite farming game so far (that isn't stardew valley). Unrelated to the game itself or anything within the developer's control, do be aware that there is no official english wiki and there -are- about a dozen ai-gen trash wikis out there full of garbage. If you run into a problem, you'll need to go to the discord to find a reliable answer.
As someone who like story background but never want to have romance at the farming sim, this game is perfect for me. it's not the "OMG you must be the new farmer welcome to our heartwarming utopia bubble" type of game. NPCs have their grief, regret, PTSD from the war. They try their best to be nice, but you can see how they are also trapped in their past. I love the post-apocalypse world and how we are make living to adapt to it. The whole system feel rather refreshing. The 2D pixel art style probably also added to it as well, it feels rather calm and less overwhelming for me. Anyway, love this game!!
낚시는 자동모드깔아서 하는거 추천 테라리아 안해봄, 스타듀밸리는 취향안맞아서 못했는데 재밌게했음 끝나는게 보여서 아쉬워서 천천히 진행함 컨텐츠 더줘!
我去,我喜欢种田 [h2] 一、类似创造模式的生存体验[/h2] 游戏的精力、血量、背包格子、任务引导、建筑空间、战斗系统、跑图探索的设计...几乎所有的内容都设计得相当宽松。1、只要你种一片自动化咖啡农田(两电力浇水、一加速发光板竖直摆放,一片自动化农田灌木植物是16盆)就能做上百杯咖啡,然后你几乎可以直接干一整年都不用回家睡觉了,精力条直接变成无限的了有感觉吗!2、一碗美味蘑菇汤几乎可以直接把血回满了,而你只需要一到两天就能收获一次蘑菇,种一个雨季过去,这辈子是想死都难;3、背包的容量大得难以想象,纸箱塑料箱只要不手动拿出拿入,就不会消耗耐久,甚至放架子上拿出拿入也不消耗耐久,捡到资源又会自动放入箱中,所以你几乎可以把全世界的资源都放背包里,而且永远也不需要去修复耐久... [b] 总而言之,这个游戏很少会为难你,只要愿意花时间去收集材料,就能获得如同破解版般的生存体验。 [/b] [h2] 二、不像末日的治愈剧情与美丽世界 [/h2] [b] 卡莎简直是天使!但没有说其他人就不是的意思。 [/b] 我是说,假设抛开破旧的废墟、恶劣的天气与只存在于剧情中的残酷战争,有时我还以为自己身处天堂而非末日呢。这个末日的设定存在于每个野路子科技、剧情对话与地图的环境设计中,但却没有经典俄罗斯文学那种“角色很痛苦、作者很痛苦、读者也很痛苦”的黑深残剧情,有的是“你很爱我,我很爱你,他不仅很爱我们还很爱地球”的科幻情节。虽然也算不得多惊艳,当看到开头时就大概能猜到后续的开展,但至少从头到尾的流程是顺畅连贯的,逻辑是合理自洽的,在这个喜欢谜语人,碎片化展开剧情的时代,难得有一个不用记笔记、做解谜再加两个半小时头脑风暴就能看懂剧情的游戏能够放松大脑,在种田的闲暇之余能让人露出会心一笑,还有什么可不满的呢。 [h2] 三、并不是无限的世界,但在抵达终点之前已足够令人满意 [/h2] [b] 多洛可小镇的可探索内容其实并不少,作为一款58元的2GB小游戏,却可以支撑至少100小时的探索研究体验,体量其实相当扎实,都足够评个无瑕之作了。 [/b]所以这段话可以当做我在吹毛求疵,奢求他是个无尽的世界,可以让我在里面待得更久一点。我在100小时以后才通关了全部的主线剧情,在这之前的游戏体验相当充实。如果不看攻略的话,在100小时这个时间点,普通玩家肯定还有大部分鱼图鉴未解锁,种子基因研究还远远没达到完美,至于自动化系统,需要查漏补缺的地方应该也不少... 通关主线剧情绝非游戏的终结,基地的优化建造、种子基因研究与自动化系统至少还能再支撑上百小时的游戏体验,但游戏最终还是会不可避免的在200个小时左右走向终结。1、游戏内没有大规模生产资源的办法,即使在游戏后期,玩家还是得手动去采集许多基础资源,这就导致在没有了新的探索内容之后重复性的工作就会开始显得十分无聊烦人,而且没有任何办法可以避免,游戏体验比起之前会大打折扣。2、自动化系统不够智能,无人机无法识别种子基因,那么种子基因的复制合成工作就只能手动完成,导致如果想要所有作物都达到完美的三个基因需要耗费大量的时间,同样是毫无乐趣可言的重复性工作。3、建造的空间是有限的,如果只是为了通关游戏,实际上游戏给玩家提供的空间大得出奇,但是再大的空间也是有极限的,无论建筑党想要给自己的基地建得多么豪华庞大,最终都会碰到极限。依据我的农场建设进度,大概150小时就能把全部基地建满。如果还要对农场进行装饰并完成自动化系统的建设的话,大概需要花费200个小时左右的时间,在此之后就再也没有任何事可做了,剩下的只有无尽的重复性工作。 坦白说我不喜欢一款游戏有必定会抵达的终点,特别是作为沙盒游戏(其实我不确定他是不是沙盒游戏,但意思是一样的)。我知道所有游戏的新内容都是有限的,我当然不会指望一款游戏有无限的新内容等待我去探索,但是玩家的创造欲是无限的,而通过游戏设计的某些元素的排列组合,也很容易让游戏的极限时长指数级上升,达到成百上千小时,甚至几乎无限的时间。多洛可小镇作为一款有建造、种子基因、自动化系统元素的游戏,却在两百小时左右就已经逼近了终点,确实让我有些失落。但是考虑到大多数人应该也从来没在哪个游戏中真的抵达过终点,而我也已经不打算在一百多小时后再更进一步去做那些重复性的工作了,因此在彻底完结之前,这段旅程已经足够令人满意。