
Fight Japanese-folklore-inspired Yokai in a ink-brush illustrated Dungeon Crawler! Set in the moonlit city of Ido, the world has blackened under the 'Ink of Ruin' disaster. Conscript & customise your team of warriors as you venture deep into labyrinths and ink your destiny in a winding narrative...
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
About





Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.49−85% | 81reviews | 73% | — | $7.4K |
| $7.49−75% | 156ratings | 77% | — | not modelled | |
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I ended up refunding this game. While it sells itself as a modernized, more accessible incarnation of a "classic retro style" dungeon crawler ... it does modernize some things, but keeps some of the aspects of old games that most egregiously disrespect the players time. (For example: Depending on how well you want to build your starting party you might as well spend more than an hour re-rolling attributes and hitpoints just to get values that are ACCEPTABLE according to guides found online. Not optimized at all, but acceptable. For a game that (according to other reports) is only about 20 hours long that feels ridiculous. Also the way saving works is pretty ... retro-ish etc. The game still looks awesome and maybe at some point in the future I might consider trying it, but ... right now I don't feel it. My time is far to valuable to me to waste it on stuff like hours of character creating or replaying vast stretches of content I've already completed just because a game feels it needs to be more "hardcore" and not let you save in sufficiently regular intervals ... or just at will.
イベントの日本語メッセージが読みづらくて全く没入できない。 この会社は相変わらず難易度の調整がへたくそすぎてお話にならない。
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 31 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Traditional Chinese
| $29.99 |
| — |
| — |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[quote][h1]中规中矩的DRPG,也依然且玩且珍惜[/h1][/quote] DRPG类型的游戏出现的频率,仅比RTT类型高那么一点点,这代表了什么?这代表了该类型的受众是真的少之又少。但这种复古类的玩法,始终还是有那么一批玩家乐此不疲。同类型的游戏少见,自然就会显得比较珍稀了,虽然本作在战斗节奏以及职业平衡方面做的并不好,却也依然能让人乐此不疲的游玩上数个小时。对一部分玩家来说这类游戏显得有些单调,但这种单调有时反而也是一种另类的幸福。 [h1]以墨为题[/h1] 在这个世界上,有这么一个叫“毁灭之墨”的东西,这东西的存在扰乱了世界的秩序,同时也因为这东西的存在,但凡沾染上就难免会有被污染的风险。而我们的主角团,则是一批想要恢复和平的冒险者,通过不断的探索迷宫,与官府和阴阳师相互帮助之下,去通过一个又一个的迷宫。然而“毁灭之墨”的污染程度,远超我们的想象,即便是曾经镇守一方的神兽,也不能逃离被污染的结局。战胜这些被污染的秽物,净化污染的源泉,或许这个世界会干净那么一点吧。 游戏的剧情结构非常简单,目的也相当的明确,对抗“毁灭之墨”是给你一个冒险的理由,同时也是诠释怪物出现的因果。已经很久没有见过这类简单粗暴的剧情结构了,即便是游戏没有这么一段剧情,只单单是玩法,也足够支撑一部分玩家坚持下去。但是终归还是有点剧情的好,简单却又能吊起玩家的动力。故事中还有着许多支线需要玩家完成,只不过有些是自由选择,有些你必须需要完成。 [h1]ROLL比战斗多[/h1] 在游戏中玩家需要自己建立团队,每一个角色玩家都可以亲自去塑造其职业、属性和样貌。初始的ROLL点算是游戏比较重要的一环了。据说初始ROLL点至多24点,但个人最多ROLL到的也仅20点而已。游戏中每一项属性都有着详细的介绍,在加点时你就可以清晰的看到这些属性都能在哪方面起作用。当玩家的角色升级时,也会随机增加或减少属性点,你没看错,本作还有减属性点这么个说法。这也就告诉了玩家,你除了要打怪升级,也要SL凹属性点,这就有点烦了,尤其是本作的存档是自动存档的情况下。 [h1]技能的学习[/h1] 每一个角色都可以转为多个不同的职业,学习其他职业的技能,但要面对的是重新练级。获取的技能越多,角色自然也就越强,尤其是和自己种族契合的,多学习总是没有坏处。何况每一个职业都有自己的职业被动,这些被动叠加之后,将会是一个恐怖的存在。但是游戏中职业学习技能是需要一定点数的,也就是你等级到了,点数不够是不能自动学习的。而且游戏中转职还会掉属性点,这也就和前面提到的凹属性相辅相成,会消耗你大量的游戏时间。 [h1]玄学的成功几率和宝箱的掉落[/h1] 游戏中无论是鉴定物品,亦或者开启宝箱,都会根据你的被动显示一定的成功几率。但是本作中比较奇特的地方就来了,和99%打了3枪MISS异曲同工,我6级开锁去开3级的宝箱都能出现3连失误,几乎无几率成功的破坏却屡屡成功,这妥妥的玄学。宝箱的掉落还是比较明确的,本作中遇敌分为明雷+暗雷两种,明雷就是你能看到一团雾,上去就可以干,这些敌人是会固定掉落宝箱的。而暗雷则是只有非常小的几率掉落宝箱。不过明雷是你想通过就必须击败,暗雷则是逃跑也没有太大影响。 [h1]水墨风的色调可克总风格的敌人[/h1] 游戏从商店即可看出,本作的画风主要依靠的是水墨画风,玩家见到的大多数场景都是黑白的。不过也有一些例外,比如某些昏暗的地下就会呈黄色,一些没有光的地方,就变黄灰等等。游戏中绝大多数敌人都使用的灰色烟雾来表示,部分特殊的采用红色来标识。敌人的立绘非常富有新意,把传统的日本鬼怪与克苏鲁风格结合,给我们眼前一亮的观感。游戏通篇只有搭配得当的BGM,并没有CV配音,也是能够接受的。 [h1]最后[/h1] 整体游戏缺点不少,除了我这里提到的,其实还有确定需要长按,没有一键回城,不能手动SL,莫名变换善恶阵营,复活价格过高,升级降属性神操作。但考虑到DRPG类型真的是玩一个少一个,这些缺点也就变的不是不能忍受。游戏的DLC均是为玩家提供新的头像,可以按自己的需求考虑入手。最后祝大家战斗战无不胜,顺畅的通关这墨染的迷宫。 [quote]加入[url=https://steamcommunity.com/groups/feizhai]肥宅聚集组[/url],这里是游戏肥宅与咸鱼萌新的聚集地。 关注[url=https://store.steampowered.com/curator/28359939]肥宅鉴赏家[/url],一起当肥宅w[/quote]
Wiz-like規則 有中文化的DRPG且玩且珍惜 感謝你們還願意做這樣的遊戲
For better or worse, it's a Wizardry game with a loose Asian fantasy aesthetic involving yokai somewhat more than the usual elves and dwarves. Everything is done with a classic ink paint style and it's a pretty good moody look. Game wise, the difficulty is a bit irregular in fights at times, but not terrible. It does play rather obtusely and it doesn't explain all the mechanics in game anywhere. For the most part, it's not too bad, but it can get frustrating when it comes to the erratic importance of alignments with classes and class abilities. And I'm just going to say it- the game is flat out unreasonable and over tuned pretty often. You can get easily one shot with nothing you could have done about it (your wizards barely survive by anything more than luck) and it is very possible to permanently lose characters you've sunk hours into because the resurrection rolls were unlucky. Because the game doesn't explain much of anything, there is a huge aggravation factor going into this. Game play can be strategic, but there is a large amount of a 'it doesn't matter what you do' involved. I guess that's a Wizardry thing outright, but I can't call the ridiculous difficulty and random auto death a selling point. All in all, I'm not the most hardcore Wizardry fan and Zangetsu does borrow both the good and less than desirable elements from that series, but I am enjoying the game so far.
セールで買いました! セールなら買ってもいい値段です。 一通りストーリーをプレイしてみて賛否両論になるのが分かる気がします。 良い点 ・ウィザードリーの亜種 ・マップや階層で一気に経験値が跳ねる 悪い点 ・テンポが悪い(ストーリーが短い) ・挑戦できるマップが少ない ・雑魚は攻撃オートで済むがボスだけ難易度が上がり過ぎてレベリングが必要になる ・タンクの意味がない ・レアドロップが無いのでさっさと進んでそこで装備集め ・侍が糞弱い ・何でもかんでもレジストで最終的に殴るだけになる ・宝箱の仕様で何度も罠を見破る→解除を繰り返すので非常に箱明けのテンポが悪い 総合的な評価ではセールなら買い(1,000円以下)かなと思います。 実際にプレイしてみて他の方、特にbadを付けている方の話を読むと納得できる面が多く、ボスや雑魚は状態異常を食らわないことばかりなので自分のPTをバフ盛りして殴るだけになります。 特に戦略は必要なく、HPをガン盛りするだけで行けます。 とにかく前衛後衛共にHP上げでヘイト集中などのスキルが無いため耐えて殴るこれしか攻略がない感じになりました。 普通のウィザードリー系をプレイしてる方なら温く感じるかもしれません。 宝箱の罠が満月状態で100%開錠出来るのかなと思ったが、よく失敗するカギだけカウントされトラップが起動し魔法没収など結構食らうのとやたら奇襲され(奇襲率ダウン、奇襲率UPスキルを使っても)ボスにすら奇襲を食らう。 墨の仕様が後半からウザくなる、金が必要なくなる、アイテム(帰還巻物)などは自分でマップで採取してアイテム屋に売らないと買えない、買っても売った個数だけ買えるなど微妙な仕様になっており、宿屋は無く帰れば即時回復、死人は直ぐに寺へGO(金節約すらできない使うところもないのだけど) 初めのステージから進んで3ステージ目の寺に入った辺りから経験値がインフレし始めます。 セールで試しに買うなら良いかもしれませんが決して良作とは言えません。 絵が常にほとんど白黒なので火なのか氷なのか絵で属性判断出来ません。大抵火なので笑います。
한국어 리뷰가 없어서 찍먹해봤습니다. 일단 이 게임은 플스나 엑박용 게임입니다. 키 설정이 난해합니다. 한글번역은 되어있으나 읽기가 조금 어렵습니다. 튜토리얼이라고 하는게 있으나 좀 아쉽습니다. 인게임중 설정은 O버튼 입니다. 게임스타일이 맞지 않아 환불하지만 맞는분이 계실꺼라고 생각합니다.
《Labyrinth of Zangetsu》是一款标准的日式风格DRPG,游戏以黑白水墨风格构筑了许多日式元素,让我们组建六人小队探索被“墨”说侵袭的世界,游戏非常慢热,哪怕是新手教程也是十分隐晦且慢节奏的一步步引导,没玩过这类游戏的急性子玩家可能很难适应游戏节奏。 游戏角色以多种族多职业组成,我们在初始选择角色和职业的时候,需要注意搭配,各职业有各职业的优势和作用,当然,也不是没了哪个职业就不行了,在物理法则都失效的游戏世界里,依然遵从一力破万物的规律,比如你没有了斥候只是不能安稳开锁而已,但是我们可以暴力破锁!比如我们没了圣职牧师的圣光术破除邪魅,但是我们可以用物理攻击硬生生砍出一条生路,只是时间上和代价上更高而已。当然,建议上还是合理搭配吧!毕竟能简单完成的任务还是简单完成更好。 游戏的操作规则很守旧,很多操作都墨守成规的对应不到时代的地步了,比如杀怪获得了物品,我们需要先鉴定,鉴定后才能使用或装备,多出的鉴定这个操作其实可有可无;又比如路上我们遇到个绳子,我们都知道只有拉这绳子才能打开机关门通向下一区域,但是它还是会问你是否拉动;又比如我们打怪获得宝箱,他会要我们先破解宝箱,成功后要我们打开宝箱,失败后我们还能暴力开箱!这些操作真的有必要么?精简了也许会更好一些! 除此之外,游戏那些怪物高超的miss几率也是让玩家痛心的体现,比如一开始新手关最后试炼那个红色雾气里的牛头怪,想要战胜它是真的需要运气!虽然如今DRPG开始日渐凋零,推出新的DRPG可以引起玩家对这类游戏的重新重视,但如果可以更新一些机制,让游戏更适应如今的时代应该会更好的! [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
对于喜欢DRPG的玩家我是推荐的。但说实话,这个游戏有点一言难尽的。优点很少,缺点很多。 提示下这游戏转职才能选的职业(骑士、忍者和贤者)更厉害,但刚转职会掉很多属性,但成长更高,同等级属性和血量高很多。 优点:1.算是玩一款少一款的DRPG。2.画面的色彩挺独特。3.迷宫不算复杂。 缺点:1.操作很不便利,常用的操作要长按,不太理解这样设计的意图。2..很多东西都没有说明,装备属性里的缓冲我打通关了都不知道具体是干啥用的。3.升级竟然会掉属性,不理解。还有就是升级的属性太随机,特别是生命值,前期生命值上限很重要。4.迷宫的难度设计不合理,如果不练级,很容易团灭,特别是迷宫boss。所以我推荐适当用下修改器,体验好很多。5.迷宫数量很少,只有5个。最终迷宫超级小。
クリア後にやることがほぼ無いと以外は良ゲー
Players by region
Where this game's players are, estimated from review languages.
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