
东汉末年,群雄割据,民不聊生——但对你来说,风浪越大,鱼越贵! 欢迎来到 《我在三国开黑店》:一款融合经营模拟、轻度搜打撤与角色养成的三国题材动作冒险游戏。在这里,你不是将军,不是谋士,而是一位深谙“黑店之道”的少东家:平日里高价卖货、训练手下、笼络名将;深夜悄悄出城、搜刮物资、抢夺宝藏!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
【多人联机 · 搜打撤爽快协作】
最大支持12人联机关卡,组队深入长安城外的各个关卡,搜刮高价值物资,智取强敌,安全撤离!
【轻度压力 · 高策略战斗体验】
背刺、伏击、周旋、逃离……战斗强调走位与时机,而非完全依靠数值碾压,新手友好,老手深挖!
【玩家对抗 · 多样的PVP选择】
每一场玩家间的狭路相逢,都是心理博弈与战术执行的较量;是战还是撤,亦或是大喊好汉饶命,皆在你的一念之间!
【黑店经营 · 割韭菜模拟器】
提升名望,扩建店铺,建造货架,出售宝物,等待报价:什么,赵云居然拿神装亮银枪换你的角先生?
【结义名将 · 获取神兵利器】
与三国名将称兄道弟、以字相交,提升信赖即有机会获取其专属神兵装备,大幅提升乱世中的生存概率!
【职业养成 · Build自由度拉满】
每个职业都可独立搭配随机特性,自由分配专精点,打造专属流派——重甲猛将、搜刮刺客、陷阱猎户,任你定义!
【时装搭配 · 做三国最靓的仔】
每个职业都有多个部位可自由搭配时装,苍龙偃月刀、东吴霸王枪、威镇九州锤、赤兔追月、绝影踏风等你来拿!
【汉末乱世 · 人人皆为财死】
在这乱世之中,一旦撤离失败,自己身上(除乾坤袋内的物资外)所有的行囊和其中物资、装备都将无法带出。
Genres
Stats
Languages: Simplified Chinese**languages with full audio support
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
这个差评是基于前作运营的态度给出的,目前还未解锁到氪金内容,如果策划能够信守承诺,氪金影响的只有外观那我立马转好评。
好玩
打不开,开发者跑路了吧
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
充钱当喂狗了,你让强迫症怎么玩,jb一个任务材料掉落那么低,杀了好几个点那2条蛇,一个骨生花没有,就非要继续推主线再买吗,2游戏加一起喂好几百了,对不起我是sb
---打击受击特效光污染严重,闪瞎眼且与游戏风格不搭。 ---出关闭特效开关或改闪瞎特效前,不推荐游玩。
Escape From SanGuo — это многопользовательская игра в жанре симулятора выживания в сеттинге эпохи Троецарствия. Игроки сражаются, управляют собственной лавкой и взаимодействуют с другими игроками. Плюсы: Уникальный сеттинг — погружение в атмосферу древнего Китая с элементами выживания. Тактические битвы — продуманные сражения, требующие тактики и стратегии. Кооперативный режим — возможность работать в команде и развивать свои навыки. Минусы: Ранний доступ — некоторые недочёты могут остаться до полноценного релиза. Сложность управления — может потребоваться время на освоение всех механик. Высокая конкуренция — PvP-элементы могут быть напряжёнными для новичков. Итог: Escape From SanGuo предлагает захватывающий опыт для любителей симуляторов выживания и многопользовательских игр, несмотря на некоторые сложности и необходимость привыкания к игровым механикам.
[h1] 三国黑店梦,碎在联机前♥ [/h1] 开局上手确实眼前一亮。扮演乱世黑店少东家,经营灰色生意+深夜摸金撤离,道德选择题也做得不错。美术风格和音效都到位,白天坑人晚上挖宝的昼夜玩法确实有点意思,看得出制作组在想法上花了心思。 但“想法”和“实现”之间横着一条马里亚纳海沟。 游戏的Bug和不合理设计属实不少。比如扛着大型道具模型穿模穿得亲妈都不认识,任务指引一塌糊涂,越往后期重复劳动感越强。更别提那谜一样的服务器,白天卡顿晚上掉线,搜着搜着被一脚踢回桌面是日常。 “游戏是真不错,就是卡成狗,害死了两波队友,目前自闭中” ,我心里的苦水差点没顶上来。 最致命的是内容深度。看似融了一大堆玩法,摸金撤离、模拟经营、武将收集、多人在线,结果每个部分都只是刚洗完锅就急着端上桌。摸金本来应该惊心动魄,但暗区就那老几样循环,两三局就开始犯困;经营部分更像装饰品,你管这叫“黑店”?所谓最大支持12人联机,进去一看凑不齐一桌是常态,真把游戏名字当现实了。 怎么说呢,这款游戏就好像路边摊上的“巨无霸豪华套餐”,菜单看起来满满当当,吃起来却觉得什么都没吃透。 如果你恰好有几个朋友愿意陪你一起在这套系统里摸爬滚打、忍受Bug和网络延迟,它的多人互坑环节或许还能撑起几晚上的乐子。否则,冲着玩法缝合去尝鲜,大概率会在数小时内被它的糙劝退。 话说到这了,自己琢磨吧。 [h1] 远牧牛,绕村四面禾黍稠。 -- 牧童词 张籍♥ [/h1]
搜打撤,玩家少,地图少,容易腻,无聊,官方摆烂似得,
Escape From SanGuo offers a different interpretation of the familiar Three Kingdoms setting, avoiding the usual focus on massive armies, territorial conquest, and legendary generals. Instead, it mixes action, exploration, extraction mechanics, business management, and character development into a smaller-scale adventure about surviving and prospering during a chaotic historical period. Developed by 『風林火山』工作室 and published by Path, it is a free-to-play Early Access project whose current form already demonstrates an interesting foundation, although several areas still feel like they have room for substantial expansion and refinement. The central gameplay loop is built around two complementary activities. Part of the experience involves operating a business, gathering resources, selling goods, developing characters, and strengthening the people working under you. The other side sends you beyond the relative safety of your establishment to search dangerous areas for valuable materials and treasure. These expeditions provide much of the game's immediate tension because returning safely with useful loot is more important than simply defeating every enemy encountered. The result is a progression system where exploration and risk-taking contribute directly to the growth of your operation. Combat follows the same risk-versus-reward philosophy. Rather than encouraging players to charge into every confrontation, the game emphasizes positioning, evasive movement, opportunistic attacks, backstabbing, and knowing when to disengage. This gives encounters a tactical quality despite the relatively straightforward presentation. A successful expedition is therefore as much about judgment as fighting ability. Pushing deeper into dangerous territory may produce better rewards, but greed can quickly transform a productive outing into a costly failure. Multiplayer adds another unpredictable layer to the formula. Stages can accommodate up to 12 players, while both cooperative and competitive interactions are supported. Traveling with other players can make exploration and combat more manageable, but the PvP component means human participants can also become threats. This uncertainty suits an extraction-oriented game particularly well. An expedition that begins as routine resource gathering can become significantly more dangerous when rival players enter the equation, creating situations where awareness and timing matter almost as much as equipment. Long-term progression gives purpose to repeated excursions. The Early Access version includes four professions and four complete stages, together with missions and development systems. Recruiting and training subordinates allows the player to gradually improve their capabilities instead of treating every run as an isolated match. The management component is especially valuable because it gives Escape From SanGuo an identity beyond conventional extraction gameplay. Loot is not merely something to collect for its own sake; it becomes part of a broader cycle involving commerce, character growth, preparation, and future expeditions. The visual presentation uses a top-down 2D pixel-art style that prioritizes readability over spectacle. Environments, characters, enemies, and combat are presented clearly enough to support quick decisions during exploration. Traditional weapons and visible blood effects give battles some impact without turning the game into an excessively graphic experience. The aesthetic may appear modest beside larger Three Kingdoms productions, but it fits the smaller scope and unusual premise. Players interested primarily in complex mechanics are likely to appreciate the functional presentation more than those seeking elaborate cinematics or highly detailed historical environments. One significant consideration is language accessibility. The game primarily supports Simplified Chinese, including its interface, subtitles, and audio, while English support is absent. This can be a considerable obstacle because understanding missions, equipment, progression systems, management options, and other information is important to playing effectively. Players who cannot comfortably read Chinese may find navigation and progression unnecessarily difficult. Expanded localization would make the game far more approachable to an international audience. Its Early Access status should also shape expectations. The essential gameplay framework is present, but the relatively limited number of professions and stages makes it clear that the project has not reached its intended final scale. Balancing will be particularly important as development continues because extraction rewards, character progression, PvP encounters, and the in-game economy all influence one another. More environments, greater character variety, additional objectives, improved interface elements, and general technical polish could substantially strengthen the experience over time. Steam Deck compatibility is officially categorized as Playable rather than fully Verified. Performance with the default graphics configuration is considered suitable, and the game can run successfully on SteamOS. However, handheld players should expect compromises. Some functionality is not fully accessible through the default controller configuration, touchscreen interaction or a community controller layout may occasionally be useful, and text entry can require manually opening the virtual keyboard. Some interface text may also appear small, while certain prompts can display keyboard, mouse, or non-Steam Deck controller icons. It is therefore functional on the Deck, but the experience is less seamless than a fully optimized handheld release. As a free-to-play title, Escape From SanGuo is relatively easy to sample without a major commitment. Its strongest feature is not any single combat or management mechanic, but the way several familiar systems are combined within an uncommon Three Kingdoms scenario. Managing a business, developing followers, venturing into dangerous regions, collecting valuables, cooperating with allies, and potentially fighting rival players creates a promising cycle. The current Early Access build still needs additional content, localization, balancing, and polish, but the underlying concept has enough personality to stand apart from more conventional historical action games. Escape From SanGuo is ultimately an intriguing work in progress aimed at players who enjoy extraction gameplay but want progression and management systems surrounding each expedition. Its unconventional interpretation of the setting and mixture of PvE, PvP, cooperation, commerce, and character growth give it a recognizable identity. Limited language support and an unfinished Early Access scope prevent it from reaching its full potential at present, yet there is enough here to make its future development worth watching. Rating: 7/10
免费 有中文 没成就
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Where this game's players are, estimated from review languages.
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