
"Living in the Ending World" is a simple text-based adventure game. Make do with meager rations, establish a base of operation, travel through a crumbling world, build tools to protect yourself, preserve your sanity and somehow survive. It's that kind of game.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese
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I like games with some trial and error, stuff like "The Oregon Trail" or "Death Road to Canada." I was initially attracted to "Living in the Ending World" because of the anime style, the creepy apocalyptic theme, and my personal love of the aforementioned games. However, even after struggling to play this game for 6 hours (at the time of this review), I cannot, in good faith, recommend this game. Why? It is an infuriating experience because not only do the many items you obtain and events that occur are almost completely RNG, it doesn't give you any feedback on what you're doing right, or any real hints to guide you in a better direction. Hints appear on the Game Over screen like "With any misfortune, there are options to minimize the damage," after I've survived 57 days with full health and I just happened to pick the instant death option (with no return save point available). With these totally vague hints, the game is forcing you to learn what benefits you by experiencing death again and again, but instead of making it fun or engaging, it becomes infuriating because of the RNG. To try and obtain what I've learned, I've started taking extensive notes for each playthrough, and the amount of knowledge I've obtained is absurd for a game that appears so simple on the surface. I don't think the average player would be so engaged to try and learn a game's trial and error like this so extensively; if anything, I think they would just look up a guide. At least a guide would give them some core knowledge of what events to avoid, or how to strategically plan for enduring with no food (but of course, also not too much food because the game punishes you for that too). Certain items can be crafted to make even more useful items for your journey, but if you have a multiple of each item, you will craft them ALL. For example, seaweed can be crafted to make food, but if you have 3 seaweed? You will craft them ALL at the same time. So if I find the game frustrating, why am I still playing it? I've taken so many notes and I've been too stubborn to quit. I find the mystery behind what exactly caused the catastrophic event interesting, even if it feels a little predictable. If there is anything this game gets right, it's revealing the mystery story elements piece by piece. The way the characters' sanity breaks down to the point it affects their speech and actions is also entertaining, but if you know how the daily routine choices go, it gets old after a couple playthroughs. So basically, unless you want to spend a while doing trial and error, I can't recommend this game. At least in "Death Road to Canada" you can make your own characters and have fun with the writing; this one feels robotic by comparison. At least in "The Oregon Trail," you can have someone in your party die and you can continue forward without them. I think the core of a strong game is here; it's just an extremely challenging journey.
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Hours played at review time, across 21 reviews with recorded playtime.
[spoiler][h1] 世紀末覇者を目指して核戦争後の世界を生き抜くふたりのおはなし[/h1] XXXX年、世界は核の炎に包まれた。 海は枯れ、地は裂け、全ての生物が死滅したかのように見えた。 しかし、人類は死滅していなかったのです。 そんな世界で生き延びた少年少女が野犬と戦ったり、 モヒカン生存者の群れと交渉したり、筋トレしたりして成長していき ときどき発狂したヒロインが主人公の秘孔を突いて破裂死させたりするゲームです。[/spoiler] 多分だいたいあってるはず。 [h1] よいとおもうところ [/h1] ・世界観はとてもいいです。サバイバルな世界を少年少女が生き抜くというエモさがあります。 ・発狂のステータスが危険域まで達すると、主観視点の文章が崩れていくとかの小ネタが中々面白いと思います。 ・何度も死んだり、ぐぐって調べたりしてプレイヤー側の知識が蓄積していくことで、どのタイミングでどの選択肢を選ぶかどうかの取捨選択により最適化されていく点はとても楽しめます。 [h1] おもしろくなかったところ[/h1] ・ゲームバランスがかなり悪いように思えます。ほぼ最適解を選んだとしてもランダムで発生する理不尽なバッドイベントの連続でポロっと死ぬことがあるのはちょっと楽しめないです。高難易度だからというのであればそれまでではありますが。[spoiler]60日過ぎると強制BADエンドなので、最終的には最適解と良引きまでリセ必須のリセゲーになります[/spoiler] ・拠点Lv3まで上げるために必要な調理器具は、探索で出るのをお祈りするしかない運ゲーなのは辛いです。3日目の木片みたいに確定入手できればいいんですが。 ・空腹のバッドステータスはいくらお腹いっぱい食べさせても治らない事がちらほらあるのは何だか納得がいかないです。バステ名を「衰弱」とかにすべきでは? ・待機コマンドが、とあるイベント中の短い期間しか出来ないので、あと2~3回行動したら死ぬような時でも必ずマップを探索して体力を消費しないといけない(死ぬ)仕様にちょっと疑問を感じました。(加工できるアイテムがある場合は避けられますが) [h1] 総評:おすすめしづらいゲーム[/h1] ちょっとゲーム的な都合のせいだと思われますが、 没入感を削ぐ結果になるイベントや仕様が悪目立ちしてしまい その辺りが人を選ぶというか、台無しに感じてしまう人も多いんじゃないかと思い、おすすめしません。 逆に言うと、それらを耐えて世紀末覇者を目指せる人なら楽しめるんじゃないでしょうか。 世界観や音楽、テキスト自体はとてもいいので、理不尽に感じられてしまうような部分も我慢できる方は どこかしら不思議な魅力があるゲームではあるので、プレイされてみるといいかもです。
Too hard , too sad , can't full screen, font too small 太难,太悲,不能全屏,字体太小
Whereas it looks pretty appealing on the surface level, it just doesn't holds up when you're playing. Truth be told, the premise of two children trying to survive in an apocalyptic environment is really interesting; it gives off major Lord of the Flies vibes, you know, the whole "children in a hostile place" thing, except for, of course, the social commentary on authoritarianism and stuff. So, well, what you see here is what you get. Simple graphics on a black screen, text and some choices. When it comes to choices, I'd say the "Choices Matter" tag that was assigned to this game is not quite correct: If your choice is right, and you happen to have a good RNG, then you're free to move forward, but if that's not the case, then I hope you'll be comfortable in the main menu screen, because you'll be seeing it a few times more. So, in a way, it's sort of weird that "Choices Matter", as they might, to some extent, if the stars are alligned and you happen to have enough of a certain stat, and the dices roll properly, you might get your desired outcome, yet, how much of that outcome is due to your choice, then? I don't think RNG mechanics should be included for these kind of games, unless we're talking about combat; yeah, I know you can add some degree of randomness, and it is also easy to program, and it adds a lot of replayability, as this game could easily be completed if such a factor were not to be taken in mind, and our choices actually mattered and we'd always got our desired outcome. I refunded this game, yet I will recommend it. Why is that? Well, because it kinda feels like real life. You ever trained a lot only to not see the results? Or maybe studied for a test, only to end up failling it? Perhaps decided to go somewhere or do something that you thought would yield a nice result, and then discover that the outcome of such an action was not in your favor? They say "God does not play dice", but did anyone prove this? Perhaps he got bored of being the whole day holed up in heaven and decided it would be fun to play some dice with people's lifes, and thus there's a degree of randomness, and things beyond our control even we feel like we're in charge of our destinies. Or perhaps he actually does not play dice. We have a saying here in our country, mostly used by old people, it goes like "Si Dios quiere..." which translates roughly to "If God wants..." and it can be added to any desire you might have. "I'll see you tomorrow, if God wants..." And if he doesn't want it that way, then that won't happen. Then, in that train of thought, even after I've farmed enough "Strength" to actually face those people that wanted to mug me for my food, and picked the option to battle, only to end up all battered, and for all my food to end up in their hands, even if my choice mattered, and I had the proper stats: God playing dice didn't get the outcome I wanted for me, or he straight up didn't want me to win. So, in a sort of way, this game is similar to existence itself. Does art imitate life, or does life imitate art?
高難易度ではなくただのランダムイベントガチャですね。イベントに対する準備や攻略法を思いついたとしても、運が悪いと一生たどり着けません。死にながら覚えてランダム要素が強めで何十回も繰り返すテキスト送りが主体のデザインの上クリック連打してると意図しない選択肢を選んでまた最初から、というのがキツかった。セーブロードはともかくソフトリセットがないのが更に苦痛でした。
这是款手机游戏,强行移植到PC上却还是手机屏幕大小的分辨率,音量无法通过游戏内选项调整 游戏核心是背板,你得知道每项事件的触发条件是什么,因为缺少存档功能,没有攻略就得耗费大量时间试错,毫无技术含量,浪费时间的垃圾游戏 买了玩一个小时看看然后退款吧
20200924 打出了end no.5 世界的终结,2级房子说被风吹说倒就倒,还有为什么厨具一直没刷出来!还有薙刀有什么用啊,白白浪费我一个探索的时间造出来发现完全用不了。前期死亡率也很高,开局建议选工具包,小刀在探索海岸or图书馆可以割果实+2食物 另外摸了一些必要品的合成出来 长杆+假饵or丝线=钓竿 有钓竿就可以在探索海岸时增加食物的获取,钓鱼有钓不到加心情or+1食物or+3食物 长杆+网=吊床 有效回复心情 打火机+布/木板=篝火 建议还是用布比较好,木板前期是扩建材料,不过木板能直接出4个篝火,一块木板直接过冬 长棍+刀具=薙刀 在荒山探索能找到树枝,树枝能做成长棍。最好在第一次冬天前开图到荒山捡到树枝 先这样吧,1级房不要屯到9,2级房不要屯到10,不然老鼠偷家+拆家,瞬间让你缺食+流离失所,要屯就屯食材吧,不会被抢不会被吃,唯一的缺点就是不能调控制作食物的数量,有多少食材就做多少食物。 20200925 过冬的思路只有屯食材,比如海藻,野猪肉,鹿肉等,因为我刚刚那个周目错乱情况下,到了荒山完全不懂发生了什么就死于火山毒气了,目测要开全图,并且解开各地方的隐藏剧情才能打到te,不过DAY59第二个冬天强行吹倒房屋冻死人真的很烦。 不过可能是有保底机制在,比如第三天晚上探索必定出一个要2人花费20体力的木板获取。还有第一次去图书馆必定遇到一个抱着4食物的尸体。荒山第一次探索必定是捕兽夹,不破坏以后还能用薙刀杀野猪获取3食物。这些都是我摸出来一些确定了的必经事件。薙刀是用来狩猎用的,昨天错怪你真是对不起。不过还有很多不知道有什么用处的合成品。目前最需要的还是刀具和长棍吧,刀具开局优势真的很大,还有前期力量小于20不要和任何人对话。 通关思路 铁板or木板造1级避难所 搜集海藻和食物,碰运气增加知识避免受伤和食物溢出,没食物低于5心以下才烹饪食物,同时避免错乱和伤病,经量保持高心状态,此外受伤可以抵消饥饿,受伤不吃东西就会转为重病(我遇到四五次受伤没食物直接转重病了),但是受伤有几率直接治好。同时在医院探索到出荒山,荒山狩猎要薙刀,在图书馆摸到开门后的剧情。荒山在知识50之后开启学校和工厂,学校能刷大量的哑铃来锻炼力量,同理图书馆能刷大量的书籍来锻炼知识,到后面从荒山取土,种蔬菜种子成熟后每天都能收获食物*1,图书馆摸到钥匙开门然后探索大概6次左右获取发信器。 初见杀部分 海岸 教堂和爬出虫子的小屋,能翻的船和各种陷阱,在没开医院图时中一个就玩完 荒山 熊和树下全是骨头的摘树果事件 工厂 熔铁,我在门边拿了食物直接被辐射了,进去肯定完蛋 公园 敌意蠕动生物,当时因为我有猎枪和各种武器,直接上了,然后也是干脆的剧情杀,(用工厂里的破摩托车和坏掉的广播修一下就能冲过去了) 巴别塔 我是DAY59到巴别塔,里面人接纳了我,然后全员死于核冬天 结局(暂列)顺序为我打出的顺序 be5 DAY59避难所被毁后死于核冬天 be3 进入巴别塔后死于核冬天 be4 资助过他人请求加入后死于核冬天 主要是有些东西随机了拿不到,地图踏遍后找不到能到达te和he的路线了
1.这个主角不是学生,是社畜吧?生病了也要出去上班钓鱼挖沙子把自己搞死,躺在吊床上睡觉不行吗? 2.老鼠是家里的仓管,超过8个食物就帮我塞回行李箱丢回海里,等我去捡回来? 想到了再继续补充
雰囲気は良い無料スマホアプリといった所。「定石」がsteam以前のポータルサイトでのプレイヤーによって確立されておりそれをなぞりながら必要なアイテムが出るのを祈るゲームです。イベントの種類はエリアごとに数えるほどしかなくイベントごとの特別なスチルといったものも存在しません。主人公発狂時に生成される文章は面白みがありますが、所々既視感のある文字列が出現する点はプレイヤーの没入感が低ければ「作者は面白いと思っているネタ」と感じることもあります。 現状使う機会のないアイテムが著しく多く(使うアイテムの3倍以上はあるのでは)これらが活用できる汎用イベントが導入されたとして、物語の本筋が成立している以上介入の余地が無く面白くなるとは到底思えず、今後への期待も難しい作品です。
♥♥♥♥♥♥♥♥ right there. Don't touch it.
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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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