
A 2D, non-linear, rogue-like universe exploration game Players operate characters to explore, collect, defend, trade, discover relics, and clear levels in 2D universe civilization ruins levels. The items, tools, bombs, "zombie enemies," and civilization relics in the level are randomly generated.
Modeled estimate, not a reported figure. How we estimate →
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About

Can we resist various phenomena in the universe? If the universe civilization is a great cycle, what different clues will we discover? Many people start thinking and imagining these issues at a young age. After traveling to many places around the world and appreciating and liking many civilizations, we started making this 2D adventure game.
The story of this game is not complicated, a child is quietly exploring the universe bit by bit. The operation of this game is also not complicated. Explore and collect various self-defense bombs and auxiliary tools in the dark, pay attention to concealment and positioning after turning on the light source, deploy bombs in advance to protect oneself, defend against "zombie enemies" who protect the ruins, collect civilization ruins after collecting the light source, collect mineral deposits and spaceship ruins to trade interstellar currency and fly from one planet to the next.

You don't necessarily have to fight against the “enemy”, as long as you run fast. You can really run very fast, as long as you don't run into a dead end or directly into the arms of the “enemy”, the “enemy” won't be able to catch up with you. Even if you are killed by the “enemy”, you won't really suffer any losses, you just need to explore the civilization ruins levels under each planet again.
What you need to do is to save it every time you enter a new civilization relic level, so that you won't have to explore again from earlier places after the exploration fails.

This game follows a non-linear, Rogue-like design overall. The map, “enemies”, items, weapons, and civilization relics of each civilization relic level are randomly generated. Every exploration of cultural relics is unique and different. Exploring within planets, from one planet to another, each person has many differences in details every time they play.
You can choose to clear quickly, collect quickly, find the exit quickly, and quickly enter the next level and the next planet. You can also choose to turn on each light source, uncover all secrets and civilization relics in each level (recommended by game developers). You can also mine, complete tasks in each level, or trade with merchants in each level to earn more rewards and find alternative endings in the game. You can also deal with the “enemies” in each level, use skills to kill them, increase your escape and defense experience, become more proficient, and have the opportunity to receive alternative rewards in the game.

Unlike typical plot based games, we did not design too many character dialogues in this game, only cutscenes of cosmic elf dialogues. We embed the clues, secrets, and “conversations” of the universe, player's funny behaviors into the design of 80 levels like pearls, just like we travel in reality, arriving at a new place and stringing together everything we see, think of, and hear, creating a unique experience every time we play.
This is our first 2D adventure game released on Steam. Hope you like it!

In order to highlight the experience of exploration and escape, as well as the phenomena of the universe and civilization relics, we have removed many other designs, simplified the map, and simplified the interaction, which will be emphasized in our upcoming new games.
Game buttons: AWSD - move left, up, down, and right; E - Placing tools or bombs; No buttons (direct touch) - obtain items, obtain civilization relics; Left mouse button - UI interaction (including selecting items, tools, and bombs to use; limited dialogue interaction; selecting to use mineral deposits and spacecraft to trade interstellar currency); Middle mouse button - Mining (requires the use of a hammer tool first); Right mouse button - Jump dodge
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Reviews
[h1]想法很好,游戏性很差[/h1] [h2]游戏推荐指数:★★★★☆☆☆☆☆☆[/h2] [quote]买肯定是要买的,玩肯定是不玩的 快来关注[url=https://store.steampowered.com/curator/38222893/] G胖受害者鉴赏家[/url] 让选择游戏变得更加简单[/quote] 抛开画质和画风不谈,可以看出游戏制作人想要实现的玩法。但是这种实现方式是没有任何协调性可言的。 本游戏没有中文,需要翻译器配备 [h2]游戏玩法[/h2] 游戏玩法实际上挺简单的,就是WSAD移动,K超级加速,E放装备,J挖掘(虽然不知道这个J有什么卵用),鼠标点击(抽象的方式)。然后就是有一个晋级的地图路线,一关一关会越来越难(主要是怪物增多、地图变大,会出现精英怪和BOSS怪)。 然后玩家就是 在地图上到处跑,找到圆形的齿轮一样的东西撞过去点亮她,全找完了就可以开启去下一关的绿色箭头入口,然后去下一关。游戏难点在于频繁而来的僵尸怪物,玩家需要用地图上捡到的大量攻击道具和其他道具去攻击怪物或者加血啥的。 地图上的道具通过去撞地图上的一些场景物品(比如说柜子啊,箱子啊)然后撞出来获得,同一个场景物品只能触发一次给道具。最后地图打完了就通关了。 [h2]缺点以及相关建议[/h2] 1.按键的十分的不协调,无论是打开背包还是售卖东西都得通过鼠标点击。但是键盘布局是WASDE(左手)+JK(右手)+鼠标,我真不知道哪来的第三只手能去用鼠标。另外使用道具的时候,尤其是在被怪物追逐十分紧张的时候需要腾出右手手去用鼠标点击背包,然后放道具,然后再马上把右手移动到K键上。建议直接设置成TAB打开背包或者其他左手能快速按压的键位。把所有的功能都设置快捷键位,不需要鼠标去点击。鼠标的唯一作用就是在界面上去选择。 2.算是一种BUG,本来打开背包的时候应该是游戏暂停的,但是有时候打开背包游戏没有暂停,导致突然人物停下被周边的僵尸围过来活生生打死。 3.美术画风实在是太乱了,而且对有光癫痫症的人来说很不友好,建议调整一下美术画风,做个简约画风的。 4.既然标榜Rouge-like设计,每条命进入下一张地图应该寄成上一张地图的装备道具,而不是完全清空。 5.每次重新开始时候都需要跟“门”进行大量的对话才能进入地图,建议取消这个设定。 [quote][h3]鉴赏员测评配置:[/h3] CPU:AMD Ryzen 7 7735H GPU:NVIDIA GeForce RTX 4060 Laptop 加入[url=https://steamcommunity.com/groups/GgamePlayer] G胖受害者鉴赏组[/url] 和鉴赏员一起战斗!爽! [/quote]
[h1]一场体验称不上多好的“星际逃亡”[/h1] 星际逃亡,也是在科幻小说,影视作品中经常出现的元素了,不管是在地球上装发动机逃离太阳系的《流浪地球》,还是树人,火箭浣熊等组成的,在宇宙里上蹿下跳的《银河护卫队》,浩瀚的银河在带给人们无限遐想的同时,往往也蕴藏着危机,《Interstellar Escape》中,我们同样饰演一位小小宇航员在太空中逃亡,然而这逃亡的体验却称不上好 [h2]奇怪的游戏设定[/h2] 游戏中我们的形象是一位小宇航员,在每个地图之间穿梭,坦白而言游戏的上手是有点难度的,主要是一般来说大家都把新手教程放到开始游戏之后,穿插在游戏进程之间,而本作是放到主菜单的setting才能查看具体按键对应的操作,开始的时候我都不知道加速和放置道具对应哪个键,后面死了好多次才反应过来哪里不对劲,然后才慢慢步入正轨,游戏主要玩法是在各个区域间移动,每个区域都有自己的开灯开关还有传送门,抵达传送门就能抵达下一区域,在途中可以通过探索发现道具,在背包里面装备固定道具到道具栏然后进行使用 例如发现了一个炸弹,放到地上就会发现当怪物触碰到的时候就会对其造成伤害,使用火球的话就会原地产生三个火球进行攻击,蜘蛛网放置可以让怪走得更慢...........适当运用各种道具可以更好的通过关卡,但是游戏里的道具操作却很麻烦,必须要通过点开背包,装备道具后才能进行使用,所以就显得很不人性化,操作比较麻烦 [h2]一些游戏上的小问题[/h2] 游戏的大体玩法尚可,但在细节上还是存在一定的小问题,例如游戏的建模有时感觉非常奇怪,看似能通过去的地方不能通过,很多时候会被卡住,只要靠着怪物比较近人物就会持续抽搐并且受到伤害,场景中只要碰到一个能对话的物体就会强制进入对话,只能用鼠标点击并且过完这段剧情.......这些许许多多的问题都让体验多少有些难受,改进之后相信会让游戏体验好不少 [h2]总结:大致可以,但不太好玩[/h2] 总体上本作属于没什么大问题,可以玩但没必要的游戏,抛开画风不谈,游戏玩法上些许也有些难绷,小细节上的问题太多了,现在还没有中文,想入手的话可以等等看看会不会更新。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
逃亡题材,没有反击,可以收集炸弹来找消灭敌人,荒诞风格,很符合做梦的情况。 接触眼睛可以照明部分区域,方便探索,寻找本关卡的门可前往下一层,敌人的速度一般。 没有新手引导,另外急需中文,有些操作不好理解。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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.
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