
Enjoy racing at your own pace in this racing team management simulator.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Japanese, Korean, Thai
Engagement
Hours played at review time, across 53 reviews with recorded playtime.
Reviews
Themes across 53 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
欧科
個人覺得是頭幾位好玩、且最難忘的開羅遊戲… 可惜一直不肯出二代… 你出二代我必買!
真好玩啊 一下就回到大学的时候 和同学两个人坐在麦当劳里使劲儿玩的日子了 好怀念
Another amazing game from Kairosoft!
[h1]开罗游戏系列之赛车冲啊! [/h1] [h2]前言:[/h2] 开罗游戏中开拓创新的一作,舍弃了自己常用的布局建筑那一套,转而开发了一个不用摆东西而是调整赛车的游戏,但是基本原理还是类似的,只不过把格子布局换成了改造赛车和培养车手罢了。 [h2]玩法:[/h2] 这一作没有店铺,只需要集中在三件事情,那就是——研发赛车、培养车手、赢得比赛。 游戏的核心玩法很纯粹,就是取得更好的成绩,那更多的大奖。 参加比赛——拿到名次——赚到钱和研究点数——用这些投入进去研发更好的赛车加入更好的配件——培养更好的车手——参加更高级的比赛——拿到更高的名次 至于车手的培养,每个车手都有六个属性分别是油门、换挡、转向、魅力、技术、分析,不同的车手有不同的初始属性,然后前面的属性需要给跑比赛的,后面的技术属性对于机械师来说至关重要。 赛车也有不同的配件部分可以用来打造,游戏里的配件非常多,模拟的很到位,比如说轮胎、涡轮、尾翼等等,驱动方式也各有不同,FF、FR等等,不同的驱动方式和不同的配件组合可以适应不一样的地形条件。 [h2]游玩感想: [/h2] 由于本作脱离了开罗常用的经营建造套路,所以玩习惯那一套的玩家可能刚接触会觉得很奇怪,刚开局又没钱也没好车,只能攒钱研发一辆车,打比赛也只能铩羽而归,一旦开局不利就可能会觉得这是开罗系列里最无聊的。(当然实际上另有他人) [h2]总结: [/h2] 《冲刺赛车物语》作为开罗创新的一作,摒弃了自己一贯使用的格子布局建造风格玩法,转而强调个人属性和赛车性能,让玩家把这两个培养起来,带着去打比赛获得名次。而玩家需要做的就是集中培养车手,提升车手的属性,然后针对不同的赛道还可以研发不同的配件给赛车组装上去,这样子在不同类型的赛道上的发挥也会更好。 [quote]欢迎前来关注「 [url=https://store.steampowered.com/curator/45353266/] 𝗞𝗼𝗶𝗺𝗶𝗮𝗼🍁」[/url] [u][b] 采撷旅途之叶,铭刻生命之诗[/b][/u][/quote]
My hours did not register properly as I play this offline in the office, probably have around 30 Used to love this back in high school on my phone, and game dev story... Would love to see the second game of this one on steam!
很不错的一款作品,有点像赛马那作的比赛场景,就是容易因为研究路径不明白导致卡图纸和数值导致比赛容易输。但是总而言之是一个不错的作品
jogão
구작임에도 몰입감이 매우 좋았고, 회차 요소가 그리 치트가 아니여서, 회차 플레이 하기에도 좋아보임
LIKE
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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