
"Crafting" x "Puzzles" x "Battle" x "RPG" !? A game system that evokes a unique new game genre that will give you a brand new experience. Become the "Restorer" who aims to save the world by finding solutions to the "great division" and "fragmentation", the world's...
Modeled estimate, not a reported figure. How we estimate →
Media

About

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese, Korean
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Its not a bad game, but its not a game the majority of people will want to play and even those that do, its extremely unlikely anyone will want to complete a lot of the content it offers. The game has a refreshing amount of challenge at several points and the game has sufficient tools to make it interesting. This is entirely on the combat. Its possible to tackle higher level enemies or complicated bosses by planning ahead and gearing up appropriately, which in turn requires farming for the materials for crafting gear. Planning out combat to meet this difficulties is almost the entirety of the intellectual side of the challenge of the game. Quite a few enemies basically require wiping out to figure them out and then coming back to tackle them geared up. Dungeons similarly are difficult in so much one has to measure resource expenditure vs regeneration and how long one can sustain said expenditure (since checkpoints are only every 5 floors you want to ensure you can reach the next benchmark). The downside is that dungeons become EXTREMELY repetitive, there is no variance in enemies within the floors (except a final boss on the last floor and because of procedural generation sometimes the final floor boss isn't necessary to complete the dungeon either). Once one finds a way to complete a set of 5 floors and can do so reliably the dungeon is "solved", which is a problem when its a set of 60 or 80 floors. This is compounded by the game speed. The game animations and movement are glacial. 95% of combat is spent in animations and it takes WAAAAY too long for something one basically spends most of the game doing. A dungeon floor with 2 encounters will take around 12 or so minutes simply because the combat opening animation and even the running away animations take so long. This means that on a set of 80 floors one is looking at several very long gaming sessions simply from entering combat and having to watch the opening animation, even if one runs away you still have to watch the exit animation. This makes dungeons a colossal waste of time since there's no challenge beyond the first 5 floors and the literal last floor. You either solved the sustainability puzzle or you don't, but you will have to redo it over and over and over and over. Even using speedhacks to set the game speed to x2 it still will feel slow. The city building is engaging but mechanically hollow. Building towns is mainly for generating resources, resources used to build more towns. There are a number of crafting items and purchasable weapons and armors that are unique to having town combinations with specific resources being exported, but none of those is superior to what one finds naturally delving dungeons. The closest to fast travel (outside of very very limited teleportation points that one cannot teleport to at-will but only from other teleport points meaning one has to walk to them if they want to teleport to another teleport point) is carriages that fundamentally only go from and to other player created towns (there's only 6 towns in game with a carriage point, and they only connect to one other town (so 3 pairs) on a significantly colossal map), so in a sense, fast travel is at the discretion of the player foresight when town building. In that sense there IS an incentive to town building but functionally speaking the mechanic is entirely accessory to the game challenge and story content, there's only one quest that requires player town interaction and said quest doesn't even mention that the item it requires is specific to this "trade" mechanic. For something that consumes so much time and resources one would expect more involvement or reward, and while the aspect is VERY enticing and one can find fun on it as well as appealing to the aesthetic side of the experience, its not a well design system. There's a lot of frustrating aspects which the game doesn't explain and there's a lot of secret interactions that aren't fun to discover because how much investment testing those things out requires as well as the gain being minimal in comparison to just going to a dungeon. Finally and perhaps the most damming for most since it will affect casual and enthusiasts. The game is, while not explicitly on its name or title, clearly intended to be part 1 of a much larger saga. The game ends without finalizing any of its companion quests in any way. A lot of lore is left hanging for more developments, character plotlines do not finish, even the credits indicate that there's more to come and the last quest in the game outright tells the player there's more to come sending the player to an area that doesn't exist before rolling credits. Additionally there's a specific area of the map unrelated to the main quest that the player is told to access later but isn't actually accessible (I checked in the game files for it and found the area is actually empty) meaning even existing areas are not fully realized, likely intended to be revisited in sequels. The game is extremely full of content and there's hundreds of hours of it. But a lot of it is fundamentally fetch quests some of them, very frustratingly, unmarked. A lot of that time is being spent in combat animations rather than actually making meaningful decisions in combat as well. The main story does not conclude but is clearly part 1 of what's intended to be a larger saga. And the final set of quests were very clearly rushed through translation with some very nonsensical dialogue intersped all throughout and some VERY bizarre terminology thrown in out of nowhere that makes it seem like someone completely different and unrelated to whoever translated the rest of the game was the one to work on it. Overall there's enjoyable parts and the first few hours show how promising a lot of what the game does is. But at the end, anybody that decides to engage with the game for an extended period of time (which is more or less required simply because of walking times and the size of the map as well as the nature of hte main quest) is going to run into all of this issues and come out very frustrated from the experience or will leave the game unfinished. And if they don't ... they will find out that it's only designed as part 1 of a larger saga, which isn't mentioned anywhere in the game title or marketing, which might make some people say the game itself is unfinished. Its hard to impossible to recommend the game. Some might enjoy playing it intermittently for a few hours every week (for a few years before completing it), but anybody thinking about sitting down and finishing the game will rapidly burn out or reach the end and feel profoundly unsatisfied for their investment.
[h2]全体的に薄味[/h2] 一応ストーリーはクリア済み。全実績解除まで頑張るかはモチベ次第…。 [h3] パズル [/h3] このゲームの肝的な扱いになってるパズル要素もほぼ同じことの繰り返しの作業感が強い。 要素が増えるのは精々「お邪魔ブロック」「精霊による特殊ブロックサポート」くらいで、 チュートリアルから最後まで同じ作業を事あるごとにしないといけない。 フィールド移動に関係する断片化修復だけでなく、 戦闘に必要なマナを集めるためにもこのパズルをこなす必要があるので、 最初の数回で面白味を感じなかった人はとにかく苦行になるだろう要素でしかない。 [h3] 戦闘 [/h3] 戦闘システムも全体的に大味。 戦闘チュートリアルが終わった後はしょっぱな出くわすような山賊にあっさり負ける。 中~終盤のある程度武器が整った頃は通常戦なら全体攻撃一発で終わる程度にはもっさりしてる。 反面ダンジョン等のボスはとにかくやたらとHPが多い。多いだけともいう。 そしてもれなく瀕死になったらHP1割くらい回復する行動を1回はほぼ確実に入れてくる。いらんでしょその行動。 [h3] ダンジョン [/h3] ダンジョンは地上以上にめんどくささが際立つ。 序~中盤くらいならそこまでだけど、終盤のダンジョンがとにかくめんどくさい。 基本的にどのダンジョンも違うのは階層の深さくらいで 出てくる敵はそのダンジョンのモンスター2~4種くらいとダンジョンボス。 10階層越えるごとに種類が変わるとかではなく、1階層目からラストまで出る通常モンスターは同じ。 なので終盤のやたら深いダンジョンは作業感が強く、終盤ほどダンジョンがつまらない…。 [h3] 町作り [/h3] 仕様を理解すればこの辺りは割と面白い。 かといって本格的な街づくりゲームが好きな人にお勧めできるかというとうーん…まあ、といった感じ。 行く先々で拠点を整えて良い感じの町を作るのは楽しいのだけれど、 微妙に痒いところに手の届かない部分も多々あり。 海辺近くで漁業メインの町づくりをした時は漁獲量を上げる効果のある船大工小屋が 近場に森タイルがないせいで前提条件の製材所が作れなかったりとか…。 この辺りは折角交易システムがあるのだから、素材を入荷している土地なら何とか出来る仕様であってほしかった。 あとある程度大きくなった町ならファストトラベル像を設置出来る的な仕様もほしかった。 [h2] 総評 [/h2] いいとこどりのよくばりRPGというよりは、 あれもこれも入れた結果中途半端にまとまりがなくなったといった感じ。 ぎりおすすめはしにくいかなレベルのゲーム。 [h3] 以下ストーリーネタバレを多く含む [/h3] このゲーム、ストーリーが未完で終わります。僕らの戦いはまだまだ続く的なストーリーです。 世界は修復されませんし、より大きな問題が浮き彫りになったところで次の国に向かう所で終わります。 ストアページには5つの国家が存在する~と書かれていますが、出てくるのは2つだけです。 仲間になるキャラクター達にも専用のキャラクエストが用意されていますが、 基本的に風呂敷を広げるだけ広げて畳まずに終わります。 黒幕の名前が判明したり、探していた人がとりあえず一人見付かったりで終わります。終わるな。 続編が出るのかDLCで出るのかわかりませんが、全体的にもやっとしてます。 to be continuedじゃないんだよ。 個人的に一番面白くなかった要素は、 メインストーリークエストのラインで仲間になるとあるキャラ。 このキャラ"だけ"何故かイベントムービーが何種類もあるのがとにかく気に入らなかった。 強調するが、イベントムービーが用意されてるのはこのキャラ(+このキャラの想い人的な相手)だけ。 最初のストーリー導入部分で仲間になる男騎士と女聖職者は会話だけであっさり終わるし、その後仲間になる他のキャラも同様。 なんなら主人公とその導き手の天使にもイベントムービーが無い。何この扱いの差???? プレイスタイルにもよると思うが、サブクエを順当にこなしていると このキャラが加入するタイミングは仲間にできるキャラの一番最後になるので、 全然思い入れのないぽっと出のキャラが主人公的な顔してイベントムービーを流しまくる。 どうでもいい部分にも逐一挟み込んでくる。 [spoiler] なんなら最後は想い人に告白するシーンが挟まった後にスタッフロールが流れる。 その癖ほんとのストーリー終了時にはイベントムービーがなんもない。マジで何???[/spoiler]
145시간 플레이 후 평가 한줄평: 재밌어보이는 소재들을 가지고 잘 조합해서 게임으로서의 기본적인 구색은 갖췄는데 만들다가 중간에 포기하고 대충 마무리해서 플레이타임만 잔뜩 늘려놓고 내놓은 반복노가다 가득한 미완성작 절대 데모, 게임 내 15분 소개, 플레이타임 짧은 리뷰들에 속지마라. 이 게임은 만들다 만 게임이다. 아무리 반복노가다를 좋아하는 사람이라고 해도 미완성작을 제돈주고 하고싶어하는 사람은 없을거 같다. 그 돈이면 카미바코보다 더 재밌고 완성된 게임을 살 수 있다. 설령 이게 만들다가 만 게임이 아니라면 기획자가 해고되어야 함이 옳다. - 대륙이 5개지만 실제로 플레이할 수 있는 대륙은 2개 뿐이고 나머지는 진입조차 막혀있다. - 게임에서는 6가지 속성을 소개하지만 실제로 다룰 수 있는 속성은 4가지고 빛과 어둠은 나오지도 않은채 게임이 끝난다. - 세계관은 분명 매력적이다. 메인퀘와 서브퀘로 스토리 관련 떡밥도 충실히 풀어준다. 하지만 단 하나도 똑바로 회수하지 않은 채로 게임이 갑자기 끝난다. - 동료가 10명인데 맨 마지막에 굴러들어오는 1명한테 갑자기 메인퀘, 서사, 전투연출, 애니메이션 등등 동원할 수 있는 모든 수단을 억지로 몰빵해준다. 하지만 억지로 몰빵해주는만큼 재미가 하나도 없으며 위화감만 잔뜩 느껴진다. 정작 세계관 및 스토리 관련 떡밥 해소에는 하나도 관계되지 않아 중요도도 떨어진다. 그런데 그 캐릭터의 스토리라인이 끝나면 갑자기 엔딩 크레딧이 튀어나온다. 엔딩 크레딧은 스킵조차 안 된다. 정작 스토리와 관련된 떡밥은 아직 하나도 회수되지 않았다. 어느 순간 게임의 주인공이 바뀌었나보다. - 마을 만들기는 게임 내에서 중요도가 떨어져 그저 곁다리인 정도다. 빡빡한 건물/기술 선행조건, 애매한 울타리 마을 판정 규칙, 입지를 강요하는 몇 가지 재료들 때문에 원하는 자리에 원하는 대로 마을을 만드는 것조차 쉽지 않다. - 맵은 참 넓다. 죄다 복붙일 뿐이지만. - 퍼즐은 생각보다 괜찮다. 유저가 머리를 쓰게 만드는 기믹들이 게임을 진행할수록 추가된다. 문제는 그런 기믹이 추가되는 속도가 너무 느리고 반복이 심하다. 그러다보니 맨날 하던거 한다는 느낌을 지울 수 없다. - 배틀은 종족, 속성, 상성, 상태이상, 정령 사용 등을 다양하게 갖춰놨기에 전투 시스템의 기본 설계는 괜찮았다. 정작 문제는 보스몹 설계가 문제덩어리다. 무슨 기믹을 파훼한다거나 이런게 하나도 없이 그냥 체력뻥, 데미지뻥, 속도뻥 시켜놓은게 다다. 전투시스템을 공들여서 만들어놨으면 그걸 활용해야하는데 하나도 활용하지 못한다. - 던전은 특별한 기믹도 없고 그저 똑같은 층을 반복할 뿐이라 지루하다. 퀘스트 때문에 억지로 돌아야 한다. 그렇다고 클리어에 성취감이 드는 것도 전혀 아니다. - 창모드로 플레이 시 문제점들이 꽤 많이 존재함. 해상도 변경 불가능(심지어 엄청 작음). 백그라운드 진행 기능 없음. 컨트롤러 플레이 시 키매핑 가끔 맛탱이 감. 화면 로딩 중 알트탭하면 가끔 게임이 영구히 멈춤. 145시간이나 했으면 재밌게 한 거 아니냐라는 반론이 있을지도 모르겠다. 하지만 난 게임 진행 도중 몇 가지 부분에서 이 게임이 미완성작일거 같다는 위화감을 느꼈고, 그걸 내 눈으로 직접 확인하기 위해 긴 시간을 할애한 것 뿐이다. 그리고 설령 내가 이 게임을 재밌게 플레이했다고 한들 절대 남들에게 '추천'할만한 게임이 아니라고 생각한다.
ストページには「開発者はこのゲームをコントローラでプレイすることを推奨しています」と記載されているが、 実際のゲーム中はボタンガイドがキーボード表記となっているため、慣れるまでどのボタンでどの操作が行われるか迷いがちな傾向がある また、ダッシュがDemo版とは異なりボタンではなく左スティック押し込みに変更されているため、その操作に慣れていない人からすると移動が苦痛に感じられることもあるように思われます。 ゲーム内容自体は面白いのでこういった細かい点は早めに修正してもらいたい ■使用コントローラー Logicool Gamepad F310
So far the game has kept me engaged over the two hour mark. There is a constant sense of progression that comes through in multiple layers. For example, you uncover and restore the land; you can build and expand townships that produce various resources for you and trade goods that are exchanged with other towns; there are several npcs that offer quests throughout the game; and you can level your companions through combat. None of these aspects of the game offer a ton of depth (aside from maybe the building of townships), but they are fairly engaging when you put them all together and they are certainly more fleshed out than similar mechanics in other lower budget titles. I think I will remain interested in playing the game for at least as long as it takes me to figure out whether and how these systems and mechanics come together to form game that is worth completing. There are also several things that I think are going to potentially bog down my experience with this game. The control scheme is very non-traditional for a JRPG. The game also involves navigating multiple menus with transition screens that take a long time to load. I am also worried that the puzzle aspect of the gameplay might wear out its welcome, although it does seem like more mechanics will be introduced over time; this is particularly concerning because I just opened up the second section of the map, and it is covered with puzzles. I am going to recommend the game for now. The devs behind the game are doing some interesting things and I am happy to support them. If I change my mind, I will try to update this review. Before I go, I will just add that anyone who wants to buy this game and do a two hour test run, I think that it will be hard to get a feel for the game in that amount of time, and I am not sure how much content is in the demo.
[h1] びっくりするぐらい中身が薄い作品 [/h1] 最初のうちは新しいことが多く、まだ楽しめました。最初のうちは。 中盤過ぎ、全てやることが一緒。 ダンジョンが最たるもので10階程度だったら義理許せるレベル。 50階とか地獄。単調作業が50回分続く。 階層が変わってもダンジョンが一緒なら敵も最初から最後まで3,4種くらいで代り映え無し。 ラスト階層のボスが異様に強くレベルMAXでも普通にやられる。 そしてレベル100が上限。それ以上強くならない。 ストーリーが陳腐。 途中参戦のキャラになぜかスポットが当たり、ムービーが随所に流れたりする。 ストーリー上で途中参戦キャラ固定の戦闘があるが、戦闘キャラメンバーに入ってないキャラに経験値が入らない仕様のため、キャラ成長がさせづらい。 マップが無駄に広いがファストトラベルポイントが少ないため、移動がめちゃくちゃ面倒くさい。 クエストが豊富…ではあるが、目的地が判りずらすぎて不親切すぎる。 (ものによってはちゃんとマーカーが出るので問題ない場合もあるが。。) 値段改訂版で買ったものだし、根性で(おそらく)終盤まで進められているので、 クリアしたいが、これは義務感が強いので、 同じことの繰り返しに使う修行僧以外の方にはお勧めできない。
素材、主线引导奇差,主线到一般要在大地图找19处boss,没放大缩小看地图只能用鼠标一处处移着看,唯一提示是被碎片区域围着,好十几年没玩过引导这么差的游戏了,找一个是制造还是掉落连个引导都没,游戏上线到现在都没找到“普通的布”除任务奖励外的出处,加上昼夜怪物不同真要玩家大海捞针,甚至关键npc出现还有昼夜之分做个支线小任务都要等到晚上,上一个天气系统让我恶心的游戏还是MH2。战斗系统完全是堆数值,属性克制、异常效果做的比天还高,辅助回复类的使用点数居然要跟攻击类的平分,人都要跪了恢复技能还因为点数不够平分放不出来,两个东西优先度能一样么。敌人攻击目标完全随机或者攻击伤害高的角色,战斗只能硬选血多的角色。发售前我还很期待这游戏的,没想到做成这样实在太令人失望了。 主线故事完全是队友成名录,莫名其妙队友找到老婆然后莫名其妙主线完结了,这想恶心谁呢?祝愿制作者身体健康! 完全是用开发《仙境传说》的边角料做的未完成的司马破游戏,别买!本以为完成所有角色任务会开放左右下方3个地图,谁知道根本没有这些地图,好几个建筑物因为素材未实装所以无法建造,战斗光暗属性也只存在战斗界面跟对话里游戏根本没的,纯纯的诈骗虚假宣传!
First off, this game takes WAY too long to unlock some really important QoL systems. The hunger and health system starts off super annoying, and initially it makes you run back to town every 10 minutes or so to buy bread and heal your party. But after 2-3 hours you unlock cooking which makes it so you can fill your hunger and heal your party from anywhere. If the food system remained like it was it would have been a huge issue. The whole game is kinda like this. Too slow to unlock specific features that SUCK in the first hour or two. But once you break through, enjoying it quite a bit. Really unique systems in this one, from building towns to unlocking the map to a puzzle mini-game to a cool color-based mana battle system. Anyway, cool game, enjoying it.
戦闘チュートリアルが終わってから、適当に雑魚と戦って盗賊に余裕で返り討ちにされるゲーム システム的にはLVアップ時にHP回復があったり、全滅してもHP1で復活したり、餓死しても最後に立ち寄った街から復帰とライトユーザーよりな優しめの難易度 ゲーム的には村を自分で作れるようになったころからストーリー放置でプレイしてたら 3人目の仲間と20ぐらいLv差がついてしまいました、PT加入時に平均LVに合わせてくれたりは無いようです 17時間ぐらいの時点で4人目が仲間になりそうな感じなので100時間プレイの謳い文句も嘘では無さそう 一番残念なのはオート戦闘が頭悪すぎて使い勝手が悪いところですね、装備切り替えぐらいはして欲しい パズル要素はまだ序盤ですが簡単すぎるので、作業感しかないです 装備クラフトとか軽い街づくりとか遊べる要素はそこそこ多いので一応おすすめしときます 2月3日追記 MAPとサイドクエストをこなしながらプレイしていると5人目が仲間になる頃には 最初の二人がLv90まで上がっていたのでメインストーリー重視で進めたほうが良いと思います 流石にLv60差は育成しんどい
完璧な終わりじゃなさそうだけれどスタッフロールが流れる所までプレイしての感想 光る部分もあるけれど悪い部分でかなり損をしてるのであえて厳しめにオススメしないを選びます かなり説明不足な部分が多くて感覚で道を切り開ける人じゃないと序盤でつまずく可能性が高いです 〇不満な部分 ・装備制作での必殺技の決定方法(いくつかから確率で選ばれるので狙ったものができない) ・戦闘開始やパズルの演出が長いのがプレイ時間が進むほどストレスになりがち ・村の判定になる柵の作り方の説明がふわっとしている(実際はかなり大きな街を作れるけれどチュートリアルはそこまで説明してくれない) ・控えの仲間に経験が入らないので魅力的なキャラクターが多いけれどレベル差ができすぎる ・一番不満なのが後半のダンジョンで代り映えしない階層を何時間も降り続けないといけなくて苦痛でした ・後は深く言及できないけれど大陸くらいかな 〇いい部分 ・村の柵と道の仕様を理解すればどこにでも大規模な拠点を作ったり道がない遠方にも街道を引けて馬車で移動できるようにしたりすることが可能(村が繋がる判定マスは倍くらいの長さが欲しかった) ・特産品を大量に一か所の拠点に集める事で露店などの商品が充実する(欲を言えばもう少し種類が欲しい) ・武器制作の素材で武器の性能が大きく変わるのでいろんな敵を探してドロップを集める楽しみがある(月や時間で出現が決まってる敵は見つけるのが厳しいので何か解明手段が欲しい)
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| 7 Days to Die | $425.3M | 403.6K | 87% | $44.99 |
| Mount & Blade II: Bannerlord | $309.8M | 294K | 88% | $49.99 |
| Stardew Valley | $258.9M | 881.6K | 99% | $14.99 |
| Project Zomboid | $239.1M | 461K | 94% | $19.99 |
| Total War: WARHAMMER II | $190.4M | 121.4K | 93% | $59.99 |
| Don't Starve Together | $164.7M | 539.5K | 95% | $14.99 |
Related
| Checkout: Cashier Simulator | $49K | 185 | 95% | $6.99 |
| 7 Years From Now | $49K | 279 | 99% | $9.99 |
| PERISH | $49K | 560 | 71% | $4.99 |
| Go Slimey Go! | $49.1K | 150 | 99% | $12.99 |
| Invasion 2037 | $49.1K | 159 | 61% | $9.99 |
| 英雄群侠传 | $49K | 568 | 91% | $3.99 |