
"Three Kingdoms Scroll" is a game that respects authentic historical elements, with careful research into historical details as the foundation of its design. We have strived to make this title a Three Kingdoms-themed strategy game that emphasizes local culture, traditions, and human connections.
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The current version of this game is still in an early stage of development. By standard game release criteria, it does not yet meet the requirements for a full launch. Players who have high expectations regarding game completeness are advised against purchasing it at this time.
The decision to proceed with an early release despite its incomplete state is based on the developer's current situation: the project has been in development for five years, a process fraught with significant difficulties, even to the point of facing dissolution. Given the team's current development capabilities and the financial circumstances of its members, achieving the envisioned complete version remains a distant goal. Therefore, releasing the game early serves both as an acknowledgment of the work completed so far and as a way to conclude this phase of the project while gathering player feedback. The development team regrets to inform that they cannot make any promises regarding future updates, a limitation imposed by their current realities. We sincerely apologize for this. If you are a player who requires regular updates with substantial content, we do not recommend purchasing this game.
We have written to Steam, requesting them to relax the game's refund policies to better protect players who might purchase the game without full awareness of its state. However, if a refund request is ultimately denied by Steam's platform policies, we kindly ask for your understanding, as we are unable to assist. Developers do not have the direct authority to process refund requests. If the possibility of obtaining a refund after purchase is a significant concern for you, we advise against buying this game.
In summary, the development team once again extends our deepest apologies to all players who have shown interest in this project. It is not our wish to present the game in this form, but we are constrained by numerous limitations beyond our control. We appreciate your understanding.
1. Regional Supremacy
"Three Kingdoms Scroll" features competition for dominance across distinct thematic regions. It presents the key areas from the late Han dynasty through the Three Kingdoms period, based on meticulous historical research.
Taking the first scenario, "Contending for Alliances in Huaiyu," as an example: The title is derived from Records of the Three Kingdoms, Book of Wu, Biography of Sun Ce: "...However, [Yuan Shao] in Hebei conspired with the Heishan bandits, Cao Cao spread poison in Eastern Xu, Liu Biao stirred chaos in Southern Jing, Gongsun Zan ran rampant in Northern You, Liu Yao struggled by the rivers, and Liu Bei vied for alliances in Huaiyu. Thus, we have not yet received the command to store our bows and sheathe our weapons." It depicts the covert and overt struggles for regional control in the Xu Province area, starting from the 2nd year of Xingping (195 AD) when Lü Bu marched south into Xu Province. Local powers maneuvered under the watchful eyes of surrounding forces like Yuan Shao, Cao Cao, Sun Ce, Yuan Shu, and remnants of the Yellow Turbans.
2. Role-Playing
Experience the era from a personal perspective. Guide your faction and forces, vying for talented individuals, territories, and honors.
We strive to comprehensively reflect the personalities of historical figures, defining them through their complex individual traits. Characters are placed within a vast web of relationships where they struggle and maneuver: forming sworn bonds, employing schemes, or even resorting to covert punishments. This aims to satisfy players' expectations for the characters while allowing them to realize their own aspirations for this period.
3. Historical Detail and Diverse Innovations
Numerous first-time innovations for the genre, grounded in historical details, from the map to systems, items to stories, striving to restore the era's atmosphere (partial implemented features):
A time system based on the traditional Chinese lunar calendar, including solar terms and festivals.
Meticulously researched mountains, rivers, cities, and local customs/geography.
Corvée labor as a resource for internal development.
Adjustable tax and corvée rates.
Guiding local development through the issuance of administrative decrees.
Constructing new, historically plausible special facilities (temples, flag towers, irrigation works, etc.).
An office system based on the provincial-commandery-county administrative structure, managing forces through official appointments.
Separate settings for a character's civil office and military rank.
Other resource types usable in diplomacy: prisoners, fiefs, etc.
Crucial faction prestige and personal reputation.
Claims as markers of阶段性 achievements.
A private troops system that prevents arbitrary exploitation of weaker officers.
Military logistics tools that can assist in combat.
Various stratagems based on exploiting human weaknesses (personality, deeds, abilities).
Period-appropriate entertainment: cockfighting.
And more.
The late Han and Three Kingdoms period is a historical treasure of the Chinese nation, with countless cultural works created around it. The developers aimed to build upon this legacy, adhering to principles of researched content, rich detail, and historical plausibility. Our goal was to create something refined with our limited resources. However, constrained by our capabilities, we have fallen short of this mission. We offer our sincere apologies to all players.
The following section details content that the development team has completed in design but, for various reasons, has not yet implemented. Due to objective circumstances, we cannot promise these features (reasons stated in the [Purchase Notice]), but we will strive to achieve them:
Systems:
Tutorial system.
Guides, explanations, and footnotes.
MOD support (event editing).
AI for managing your own faction.
Additional scenarios.
Faction-Oriented:
External factions (e.g., for Scenario 1: Cao Cao, Yuan Shao, Sun Ce, Yuan Shu, Yellow Turban remnants).
Combat system (small-scale battlefield battles with manual troop control).
Imperial Court module (trading economic resources for political leverage).
Momentum and Human Relations (enhancing diplomatic system gameplay elements).
Policies and Technologies (developing unique faction characteristics).
More facility commands (military colonies, litigation, banquets, etc.).
Individual-Oriented:
Non-ruler RPG (catering to different personal perspective experiences).
Faction management (expanding faction content, providing action space based on factions).
Refined interpersonal system (including invitations, adding letters, and personal commissions).
Matchmaking system (content centered on interactions with female characters).
Richer events (interpersonal, local, facility-based, festival, solar term-related, etc.).
If we are fortunate enough to complete the above, we would further enrich the role-playing experience by adding more content, such as:
A civil grain futures trading system, a black market trade system, more mini-game types, etc.
We reiterate: the development team cannot currently promise updates for the above content and can only promise to do our best. We sincerely request your understanding.
We extend our heartfelt thanks to all players who support the game. If you have any topics you'd like to discuss regarding the game, please feel free to join our community group: 667211715.
Once again, we express our utmost and most sincere gratitude to every supporter of this project. We are profoundly grateful!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Reviews
情怀性好评,如果想玩不推荐 现在是2026年2月8日 优点是ui很有感觉,附带了一个编辑器,能看游戏所有数据 接下来说说其他: 0.其实更像个demo 1.只有一个 徐淮剧本 2.部队战斗就一个文字战报: 我方部队xxx 开始攻城.... 我方部队xxx未能攻下城池.残兵已撤退 3.现在只能扮演君主
《三国画卷》是一款国产三国策略游戏,游戏用特有的国产水墨画风向我们构筑了一个不一样的三国故事! 游戏的画风还是较为不错的,各个武将的立绘不同于常见的“光荣”武将脸谱,基本都是自己手绘的感觉,玩起来虽然略有陌生感,但却也另有一番不错的味道。 虽说是我们最为熟悉的三国游戏,但《三国画卷》的上手难度还是有点高,主要还是没有新手教程、新手指引,就连新手说明都没!开局就把我们扔入这个浩大的惶惶乱世,在时间的流逝下,一切功能得全靠自己摸索,说真的,连新手教程都懒得做这点是真让人想不到的,更新迭代如光荣《三国志》他每一代都不敢没有新手教程哇!!! 《三国画卷》的玩法整体略为像主流的三国策略游戏,应该说是在此基础上加了许多自己特色的地方。比如官职系统,还有带兵系统,这俩个就做的有点意思,虽说想要摸透需要花费一点时间,但折腾清楚了还是有点意思的。游戏在内政的时候略微繁琐,比如派遣探索需要一个一个的安排。另外各城池建设的指引不明显,甚至进度条也是看不到的,这也是个较为繁琐且恶心的设定。 另外,游戏进行战斗是全自动的,基本就是消耗兵力硬磨,没有什么策略可言,我们甚至不能在战斗中进行任何的指手画脚,反正最大限度派出后,就只能看着那俩把剑在那交相辉映,坐等结果就是了。 整体而言,《三国画卷》是一款还需打磨完善的三国游戏,价格不高,喜欢三国游戏的可以研究研究的。 [quote]欢迎关注我们的鉴赏家:[url= https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url= https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
还没搞清楚状况,一堆武将就挂了,温地-》轻症-》重症,人都死干净了,死了也没人通知我,连敌国武将也死了好多。晕 先加一个选项吧,允许玩家把重症至死取消,内政还没做完,人快死光了
參數設定和指令等都看似很有趣,成功打破光榮系列的框架 但目前完全是Demo級,連半成版也談不上,可選年代只有一種、勢力亦只有幾種。 功能/UI說明全無,指令回饋不詳 目前品質遠不值HK$41.4 Purchase Notice明明承認是不完全版,但又不以EA形式發售,我只能負評了
一碟叉鸡饭钱,鼓励国产游戏。期待完善一天
最近偶然得到了一份这个游戏,趁热尝一下 启动之前对完成度已有初步了解,宣传资料也有好好看(写的还挺长) 视觉和界面上的的第一印象还挺好的 玩了之后感觉其实比预期的更有趣,以及尽管没教程,但按照以前玩群星的直觉进行,感觉也没太有什么上手压力,直接就开始观看周围势力情况了、开始考虑该打哪个了,怎么远交近攻了、短时间也已经可以给自己定个什么战略目标了 等等 不过作为一个从小没读过三国,电视剧也没怎么看过的玩家(对三国的理解反而主要来自少数游戏,比如小时候的《三国群英传2》和近年唯一玩过的三国题材游戏《全战:三国》 ... ) 暂时对我造成挑战的其实主要来自里面的各种名词和相关历史知识,比如郡县,地图上的那些大地点和小地点(琅琊国和东海国之类的名字还是第一次见,感觉还挺好听挺新鲜) 、比如为啥我们似乎是同一个国家但又看起来似乎并不是一伙的呢(后来我是按照大家都是刚起义的本地军阀头子来理解的)、比如徭役究竟是备用兵员还是劳动力干活的等等(后来感觉可能干点啥都离不开足够的工人).... 我开局选了那个列表最靠下的,那个什么名字像灭霸一样的那个角色(臧霸) 因为并不太想选那些太有名的太狠的,看来看去感觉这个似乎兼具能打加朴实加参数均衡的特点,感觉或许适合入门 (对了,一开始我没看出来这个界面是选角色,还以为是我方势力角色介绍,一点取消直接返回主菜单了——因为界面点进去时候显示的是吕布;另外,也不知道为啥这个地图缩到最远的时候还会显示吕布,玩完之后猜,或许是因为他是该地区的默认boss吗?) 游戏开场的布局感觉还算挺有引导性的,周围分布了好几个友好的孤城关系,就南北各一个刺儿头(冷漠),于是我就很自然打算朝他俩之一动手了 所以先是观察,分析实力,判断高下,分析地利... 最后我选下面【徐】的那个被其他友好势力包围的目标下黑手了嘿嘿 然后就要说到我最喜欢这游戏里的谋略系统了,其实我玩《文明》和《群星》的时候也很喜欢这类部分,虽然这俩游戏里都把这块做的有点鸡肋似的,但我依旧是不亦乐乎的爱用 所以这里我也是上来就是优先一通谋略类操作,又是离间又是谣言又是调查黑料的,就可着对方并不长的武将列表搞里面才能上佳又似乎看起来不太受重视的角色,妄图动摇对方干部班子 再后来攻城在即的时候,开始把刺杀啥的也统统用上了,目标也锁定了对方的带兵二把手吕某 看到我方老弟成功给对方这位带兵二把手搞成重伤,感觉挺爽 同时城门放火也奏效了 气氛感觉终于差不多了 战争也终于要开打了.. 至于黑手之外,城市建设也一上来也专注的搞了一搞,各种陌生的内务职位也是好一通看介绍看tooltip,好好琢磨分配了一番,也终于在建设的操作过程中大概看明白了徭役是咋回事儿了 说到徭役,后来占领了一个无主的兰陵城之后,我的部队却因为这个城里没有徭役而不能再次出兵了,尬 这会儿就又有点不明白徭役是什么,以及该怎么获得徭役了orz (本来还打算让孙将军的部队和北边霸老板的部队城两翼夹攻之势攻城的,结果直接卡这儿了) 浏览武将列表时看到有派系设定这个也挺有意思(也挺想到群星的),一下就看出人与人之间亲疏远近的感觉了;队伍里有两对兄弟的感觉也挺好玩的,起初名字上一看就是像是哥俩 还有就是浏览政策的过程也挺有意思和想象空间的(想到了《群星》里的法律控制) 一开始会想着可以把进度条比较短的商业拱一拱,所以唯独把一个跟开放有关的政策点亮了 整个过程中心里大概也是带着一个“稍后我得打场仗“的心态在鼓捣 也进行了裁军聚合的处理,把其他一般武将的队伍裁掉,整合到强势主力部队中,让那些队长去主力里当副将(但看到单支部队的兵力并不会因此而增加,所以弄完发觉好像不是军事上最佳操作?...) 类似的还有新占领一个新城市后要把市政操作重新来一遍这件事,可能也算是类似游戏里经典的容易让人头疼的情况了,而我一开始其实都没反应过来这件事(或许徭役不足也正与此有关吧) 也会在占领了一个空城之后开始有些疑惑这前期到底是要不要先像群星那样适当的进行地图染色捏?因为好像感受不到自己获得了什么具体且明确的东西,也不知道会不会增加额外的负担(无论是对于经济系统,还是对于主将的压力,又或者是玩家有限的注意力)于是进而会有些犯嘀咕 ---- 总的来说: 音乐还算耐听,气氛也挺好,有一定的代入感 系统提供的多种操作足够摆弄适应一阵,并提供一段时间内的新鲜感 喜欢谋略部分,建设部分,但更细节的军队物资配给部份则感觉比较微末和麻烦的,感觉似乎不是前期有必要感兴趣和去关注的,也感觉一看到就有点压力的(就像是《群星》里的舰船配件系统一样,当初是第二次玩看攻略才学会的,但感觉是初期不用也没啥) 谋略的过程看着主公压力总在增长也有点紧张,寻思可别后面直接积郁成疾死过去了(《极暗地牢了》属于是)而且后来80%进度时好像还真看到了提示获得了两个看名字似乎不妙的特性的消息,但进入人物界面好像也没找到这些特性 ,也没搞明白怎么给主角降压(怀疑是靠养生,但又没东西吃) 探索出一个吴钩,刘备还主动上门送了一个双股剑,我都是立马换上了,所以资源,物品性,rpg的这部分 喜欢 (但没搞明白怎么给手下大将也换上装备) 霸老板南下夺取一个小小城(郡?)的时候,正好有个叫袁什么的北上,看左下角提示,直接给人家抓起来了笑死,人好像还是刘备方的(无妄之灾了属于是?XD) 所以这些地图可移动的单位和产生的潜在互动,喜欢 但攻击了小郡之后还得手动解散部队后才能再出兵攻击(因为军事行动只能以县城为出发端),感觉好绕弯,不喜欢 说到这,类似的交互上也有一些感觉值得再推敲的部分,比如给一些动作选目标武将的时候,这个页面不能关掉必须选完才能叉掉,感觉不适应;还有比如暂停没有空格这种方便的快捷键,难受;还有就是一些需要查人的时候,查友好度的时候,查武将属性维度的等级品阶时,总需要在不同的模式下往返穿梭这块也是不太方便的;而且一些界面不能暂时先隐藏让我去大地图看势力名字,就会搞不清楚现在正和我说话的是谁或者说刚才想找的那个人式哪个势力的等等,等于是就需要考我瞬时记忆能力了;还有个盖戳交互点子很赞但按钮有点不显眼且盖完总要等一会儿一开始还行后来就不愿意等了(并且等待过程中还可以追加输入).... 不过考虑到游戏的情况和当前的阶段以及一些其他原因,就不打算在这分门别类太具体的列更多了,上面这几个也主要是跟交互设计思路有关的,考虑到较多涉及舒适度就还是概括提一下了 ----- 最后,作为路人玩家,结合当下的体验,以及商店介绍里呈现的信息 开脑洞不负责任乱想一下的话,这个游戏如果之后不一定能保证生产力的持续稳定,不如可以考虑把界面里那些占位符性质的东西都去掉(包括商店介绍里说的那些想做没做的),设计层面也好好重新推敲一下,进行一下大幅度的简化和浓缩(比如各种细枝末节的模拟部分和未完成的部分要么隐藏起来要么简化掉) 然后内容上不如就做几个武将甚至就先一个武将(或者必须先玩明白一个以后才可以选更多) 比如就像我现在玩这个武将这样的,在一个看起来情况明朗且环境简单的配置下去开始第一局游戏,然后有一些势单力薄的对手和前中后期的易于发现的自然发展目标 操作也主打几种重点方法,简化一些次要方法,进而让玩家能先从突出的操作中获得明确的反馈和进度感,成就感,能顺利玩起来一段,并且干明白一些事儿先 (就像《群星》的早期,就是一种快乐的染色地图、增强经济、发展科技、稍带进行各种考古事件的类AVG感觉的体验,非常明确具体,引人入胜) 这样,搭配适宜届时体量的定价,至少应该就能算是一个不错的带有历史风味的三国小型策略游戏了(猜测可能会是一个带有rpg主将养成和外交谋略染地图乐趣的纯积累式乐趣的前期体验?中后期可能会有更多的战斗和谋略以及经济微调体验?) 而且我觉得这游戏还帮我又认识了几个三国角色, 因为我需要频繁看这些角色的信息嘛,不知不觉也会有点好奇他们都什么背景,就会去看那个背景栏的信息——这也是一种挺好的价值,也贴合游戏宣传材料中强调的一些特点 或许大概也就像这个游戏的字体似的吧,一上来印象也挺深的(挺有某种古味?)但起初也得稍微适应个十几分钟(因为阅读个别字儿有点费劲,需要习惯)不过很快之后再看就会觉得还挺有感觉的 至于更自由地、具有更多系统涌现的结构、更多的角色等等 这些想必也会带来更庞大的测试工作量的部分,或许等到先将类似上面描述的那样一个稳健且可控的(或许也相对线状的,少枝杈的)结构达到了以后,再去考虑该如何逐步的抵达会更好吧 (尤其是如果那时发现仍能保证足够且稳定的的设计推进力和开发推进力去投入其中的话)
画风还可以,内容很少。就不退款了,希望持续更新不要跑路吧。
大地图设计用心,感觉史料考据也是偏写实向的,比较严谨,就是玩法需要更多的指引
画风很不错。感觉制作组对于三国的背景挖得很深。 游戏的机制还是挺有趣的,但是需要一些时间摸索。不清楚的可以去看下编辑器,里面有介绍。 准备有时间的时候好好玩一下。
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