
Floor44 is a hardcore luckiness detector kinda game with randomly generated maps, the goal is to make it to the top floor. You can rely on your skills to reach floor30, but you'll need more than that to make it to Floor44.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese*, Traditional Chinese*, Russian, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Legit such a cool game. Barely made it to floor 4 but that isnt gonna stop me from playing it. The game is freaking fun and creepy. Highly recommend!!
This game is perfect if you hate yourself.
(2,7h) when i hit 100h i will get into details (100 h)... [b]why[/b] did i said this ♥♥♥♥♥♥♥♥... Well, for a start, this is a horror rogue-like. first 2-10h this is horror, after 10h this is rogue-like with horror elements. and, oh god, this is a neat rogue-like. At first you will [strike]suffer[/strike] be confused "how to eat?", "how to escape this zombie?", "how to not die from a heart attack?", [b]"how to live!?"[/b] all the neat stuff :3 but, after a bit of trial and error (or simple luck) you will start to understand mechanics and what to do in order to... live for an hour. did i mention that proper runs will go for at least an hour? and to get to the top, like 3 hours? and to beat the game god knows how many? without saves? or pauses? well, now i am. but no one forces you to play "properly". you can die from a heart attack in 2 minutes, but still have a good time... like in any other coop horror. after all, death here (in coop) isnt the end for you. its only a new oportuniti to make your friends [strike]suffer[/strike] have a good time... or you can be a good ghost and let your friends revive you. Oh, btw there are a [u]lot[/u] of skills and abilities for a huge variety of builds. Ok, overall description of the game is ended, now i will give a few tips for questions above. "How to eat?" - you [u]need[/u] "feed" or "consume" ability (with "feed" you will be able to feed weirdos (weirdo - local name for monsters). i believe you will figure out what you can do with it :3). after acquaring ability with starting (i believe it was 500) points you need to find and food, take it, open inventory and click RMB on it to use/eat. or you can drag it on quick slot, and with item in hand hold RMB. "How to escape zombie?" - 1. they called minions 2 you [i]don't have to run from them[/i]. you can [b]kill[/b] them, and if you think that with ability to kill weirdos, horror suffers... well... its not ease to kill each other with weapons, what to say about weirdos. or you can hide from them. running is an option as well, and although you run faster that most weirdos, your stamina have an end. and i highly suggest you to read notes that are laying on the floor, there are a lot of usefull information about weirdos. "How to not die from heart attack?"- you have this little silly circle, called "fear" inside your hp circle. if it fills entierly, you will be putted to "sleep". it fills if you eat some specific food, by some weirdos and overtime while you stand still in the dark, to get rid of it you need to find flashlight and activate it. "How to live?" - well. there is no way you will live ever again... only an endless dream of trial and error... If you have any questions, problems or bugs, hop in discord server! (link is in main menu, in "contacts" section)
Just Early access do not buy it now but when it might be full game it gonna be cool horror game where you can have fun with friends ♥
Clunky, cant even see my friend in multiplayer. not worth the money, should be 0,5euro.
I'm honestly hooked on this game. It’s brutal, but in the best way—painful yet incredibly fun. I get why some people might complain about the lack of a proper tutorial, but honestly, if you use a bit of common sense, it’s not too hard to start picking things up. Playing with just two people is definitely tough—I imagine it gets a lot more manageable with 3 to 5 players. And of course, the more you play, the better it gets. Learning the different enemy types, improving your teamwork, and understanding each ability (and equipping some) really makes a huge difference. I’ve seen people call the game “clunky,” but I don’t think that’s fair. It feels intentional and well-designed. Every run is different—sometimes you get lucky, sometimes you don’t. But luck isn’t everything; skill, strategy, and cooperation play just as big a role.
好玩 爱玩 硬核恐游qaq
游戏好玩的,但是还需要打磨,评论里的问题作者通过更新已经解决了很多了,但是难易度确实是个问题,我们朋友4个人玩这个游戏打最初期的小怪还是要在状态很好的时候才能打,在我看来初期的几层楼可以没必要让玩家这么难受的吃运气,比如运气不好食物匮乏打个小怪都费劲就很难受也很劝退,还有就是不能开背包的时候移动感觉玩起来很烦,有的时候身上有武器但是自己状态不好还要站着不动把武器丢给状态好的人打的时候只能站着不动就很难受了,游戏可以多宣传宣传这游戏有可能会爆火。
【在恐怖游戏里加入杀敌机制有什么意义?】 当你在恐怖游戏里总是逃跑,都跑腻了的时候,这款游戏可以提供给你不一样的屠杀选择。 【这游戏爽在哪里?】 干翻了令人恐惧原本不可战胜的敌人后,这种成就感是无与伦比的。 因为单挑的情况下还要扣很多血才干翻,所以一旦面临群攻还是很恐怖的。更不用说有的敌人即使是单挑也不敢背对它,有的敌人单挑也会面临突然的贴脸惊吓等,但这一切反而导致了杀死后爽感来的更加猛烈。 就算没有道具和积分奖励我都想再杀几只,仅仅是过程就让人欲罢不能,从肾上腺素飙升到压力的释放。 【这款游戏恐怖在哪里?】 很多游戏都是第一次玩才能感受到未知恐惧,因为当你玩第800次的时候,那种重复的可以精准掐秒出现的恐怖镜头,也会变得和蔼可亲。 众所周知恐怖是来源于未知。 所以《第44层》的rogue随机性是恐怖的完美搭档,随机地形加上环境的昏暗压抑程度不同,和随机敌人种类与分布,配合自带恐怖机制的敌人,给这款游戏的恐怖反馈建立起了长期的护城河。 这款游戏所有的敌人机制都是全新独立机制,有的不能背对它,有的不能用手电筒,有的遇到了不能移动,有的又要快速远离,有的不能当面吃东西,有的要面临突然的骚扰和惊吓,但这也给上述提到的随机恐惧提供了更好的原材料。 【而高压生存,是恐怖更好的载体,也是让爽感爆发的源泉。】 当我发现锁人娃之眼可以把玩家随机传送到一个房间锁起来的时候,我感到了莫大的安全感,为什么玩家会利用其在危机时刻进行传送逃脱的战术?因为当面临巨大的生存压力的时候,你就是会研究各种战术用于生存。 得益于这游戏的杀敌平衡性做得绝佳,试想一下如果你有枪的话,一旦杀敌手段又安全又高效,那么研究任何撤退的办法都成了笑话。《后室生存》就是因为枪太多了,连恢复体力增加移速的食物都失去了存在意义。 而在《第44层》想要屠杀怪人,必须在安全的环境和最好的状态进行近战单挑,利用好囤积的大量物资防暴毙,利用好对各类道具和对怪人行为模式的已知知识的优势。 既然屠杀是在顺境优势环境时,那就会有逆境,无法预料的未知敌人种类出现,血还没回满时就遇到了敌人,多类敌人的同时出现让人措手不及等等。 已知区域带来的安全感,在理论上可以用顺境优势熬死任何一个敌人,给了屠杀无尽的幻想。 而未知区域带来的生存压力与随机恐惧,面对群殴玩家又成了待宰的羔羊。这种猎人与猎物之间切换的反差感,让玩家游走在压力紧张与舒适畅快两端成为了可能。 这才是为什么《第44层》在恐怖生存与屠杀的平衡上做到了完美。 —————玩法上————— 说完了恐怖与杀敌的核心,这款游戏的玩法也是多种多样: 1.私储,让这个游戏不再像rogue一样每一局都毫无联系,因为私储可以把这一局道具存进去以后再拿出来使用,反而派生出了在安全层级囤积物资,然后利用囤积的物资勇闯更高层的玩法。 因为高层要面对的是未知的威胁程度,所以这反而也给了囤积物资更充足的动力。 2.后悔药,你玩过三国杀的左慈你就知道这个道具有多逆天。让原本每一局只能选一两个能力的设定,变成了可以视情况切换能力!本来就有很多能力只针对特定情况,有后悔药就可以极大的针对性的发挥出它们的优势。 也因为大部分能力有了实战价值,就导致了需要更多积分来获取高阶能力,就导致了这游戏反而玩出了像养成游戏一般的刷积分升级的动力! 3.联机配合,这游戏有很多群体辅助能力,以及队友死了可以变成无敌的鬼魂帮其他玩家探路探查危险,让联机不只是“凑热闹”那么简单,真的有互相配合的策略玩法。 4.扔道具做标记,这款游戏的道具扔地上不会随时间而消失,既然游戏内含有迷宫以及需要辨别左右和关键房间所在位置,那么就扔一些显眼道具来作为标记,尤其是会发光的手电筒。这属于玩家自创的玩法,不过因为其自由性,所以也很有趣。 5.任务系统,是获取积分的一种手段,任务各不相同,会让玩家尝试面对各种不同的怪物和道具。多亏了后悔药让获取积分有了动力,所以玩家也就愿意去尝试各种没尝试过的新事物,而这本就是一种乐趣。 6.(这部分剧透有点严重所以隐藏)[spoiler] 屠杀玩法,在单人模式里后期可以解锁十倍伤害能力,利用这个能力可以轻松的秒杀一种很菜的敌人叫奴才,而奴才有被击杀分裂更多的特性,再利用简单模式不会分裂出更强的奴才个体,就可以达成在尸潮杀出一条血路的爽快!因为游戏稀有的无限道具很便利,但需要抽奖获取,而抽奖需要钱,所以为了更好的刷钱,你确实会尝试研究如何更安全高效的屠杀一群敌人。虽然你有秒杀单个敌人的手段,但如果地形不好导致被夹击,如果续航不足以杀死全部敌人,如果敌人数量远超预期,那么招来一群敌人可能不是更多的战利品而是让你迅速死亡,这种刺激也是一种乐趣。 [/spoiler] —————2026.6.15最新更新————— 我发现这个游戏的敌人和道具还有角色的技能确实很丰富了,有多种奇特的效果,但是主要的通关方式却较为单一,爬的楼层多了就容易审美疲劳,于是我提出了建议,没想到我的建议都被采纳了!现在游戏将有可能遇到全新的闯关玩法,与常见的面对敌人和寻找向上的入口有本质区别!这将导致去往下一层是完全未知的挑战,游戏最需要的内容居然被补全了!游戏变得完美并不是我想说的重点,重点是,游戏作者会听取建议,游戏未来会变得更好,游戏未来有无限可能性,这点才是最值得好评的地方! —————下面是没玩多久前的测评了,不建议观看————— 恐怖类游戏往往是手无寸铁,能打怪的游戏往往不够恐惧,难道就没有两者的完美结合吗?既场景氛围恐惧又敌人诡异不可预测的出现令人感到害怕,但是后期或者极其稀有的获得了杀敌手段后,在杀死了原本令人恐惧不可战胜的敌人之后,这种成就感反差感是无可替代的。 为什么《后室》类题材清一色都是解密+跑路模拟器?为什么就没有打怪的?解密=解不开过不去的不自由,跑路模拟器,那你都知道了玩法只能跑路那还玩什么呢?更关键的是竟然有人说加入武器会破坏了恐怖游戏的设定?难道这些人玩恐怖游戏就纯粹是为了自虐??? 我在《后室》类题材游戏根本就找不到我想玩的压力释放与从猎物到猎人的反差,我是沉迷《后室》的场景和敌人诡异不可预测,但是诡异完了之后呢?毫无游戏性可言,只是为了诡异的氛围还不如看电影算了。 然而《第44层》却完美符合了我对《后室》的一切渴望,随机的场景分布和外观,你甚至可能刷出level0一样泛黄的墙纸图案,角色的服装现在变为了穿着防护服,甚至可以刷出黄色的防护服类似《后室》中角色穿着那样的,随机的敌人位置和种类,敌人的机制还各有不同,例如背对假人可能会被拧断脖子,还有除了攻击外平时看不见的持刀女实体,以上完美满足了我对于不符合物理逻辑的一切渴望,最重要的是,作为一款恐怖游戏但是有击杀原本令人恐惧不可战胜的敌人的可能性,而这才是玩下去的目标! 其他细节方面:管理好角色的五项生存数值:饥饿口渴生命体力恐惧值,其中的恐惧值设定神似理智值,在黑暗中呆久了就会增加,满了会无视生命直接死,nice。 用钥匙开门开保险箱神似《后室生存》中的玩法,还有跟《后室生存》一模一样的瓶装水的回复量,只回血的急救包,体力无限buff的道具虽然叫什么黑牛,自动售货机外观,有限格子的背包管理,但却有能突破背包格子上限的囤积道具玩法,太具有《后室生存》的情怀了,这让我个人非常喜欢。 《后室生存》正是我玩过的可以击杀原本令人恐惧不可战胜的敌人的游戏,与《后室》类题材清一色都是解密+跑路模拟器完全不同,可惜作者24年就停更了,再喜欢也只能对于bug干瞪眼。而《第44层》则仍在保持更新中,我会把我对《后室生存》的所有爱全部倾注于《第44层》!
Если это не лучшая игра в мире, то тогда я натурал.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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