
Unique escape room game that uses pen & paper. Search for hints, jot down notes on the maps, and seek out magic to exorcise all the ghosts to escape!
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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, Traditional Chinese, Japanese
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
结合了密室逃脱与传统纸笔解谜要素的图形逻辑解谜游戏,玩法比较特别,让我重拾了小时候记录线索做纸笔解谜的快乐。感觉这种玩法如今很难找到代餐,不知道为什么评测竟然只有大概100条。虽然剧情是驱鬼但实际上完全不恐怖,“鬼”的画风都很抽象如同儿童画,甚至可以说有点搞笑,唯一有点瘆人的是每个关卡最后传送到“鬼”所在的位置时会听到“鬼”的笑声(?),听多了也就没感觉了,如果实在害怕把声音关掉就好。 原价很贵,打折时购入比较划算。最好能把平面图打印下来,尤其是注明了“需要打印”的关卡,纯靠肉眼看很难解开。不过据我亲测[b]一定要打印[/b]的只有第10关和第20关(这两关真的把纸笔解谜的魅力发挥得淋漓尽致),其它关卡用iPad之类的设备打开平面图对照也能勉强搞定。 本作共包含20个普通关卡+一个隐藏关,开头的引导做得很好,基本上做完教程就能轻松上手了。普通关卡之间是相对独立的关系,不需要严格按顺序完成,在关卡内部也不需要使用其他关卡的线索。这种设计使得本作很适合每次打开玩几个关卡、利用零碎时间通关,而不需要特意腾出非常大块的时间一口气打完。 普通关卡有限时和不限时两个模式,获得成就需要在限时模式下通关。说实话我不太喜欢限时的解谜游戏,总感觉会干扰自己的思考,但本作的时间限制是比较充裕的,而且完全可以在不限时模式下通关后再去刷限时模式,反正密码都是一样的……所以总体来说这个限时设计并没有什么影响。不过[spoiler]隐藏关一定是限时的,只能靠好记性/做笔记/碰运气。[/spoiler] 本作的谜题设计比较电波,这个“电波”不是贬义词,只是我实在找不到什么更贴切的形容……简单来说就是利用了字母与各种各样的事物之间的映射关系,包括但不限于[spoiler]图形、数字、颜色、键盘配列、空间位置、摩斯电码[/spoiler]等等,脑洞真的好大。有的东西我之前甚至都没听说过,比如[spoiler]第8关的鬼脚图[/spoiler],也算是丰富知识了。如果能对上电波就会比较轻松,如果根本没往那个方向想就会很难。因为每个人的思维模式、知识背景和空间认知能力都不一样,所以我猜测本作的难度曲线和对不同关卡的观感会存在比较大的个体差异。比如对我来说注明“需要方向感”的关卡都特别简单,但某些可能涉及旋转的关卡就会拿不准(有的关卡需要旋转,有的不需要,感觉像在揣摩出题人意图😅)。 有一些非流程成就但全成就并不算难,很喜欢几个非流程隐藏成就([spoiler]“电机工程执照”“圣地巡礼”“兼职水道工”“信号接收中”[/spoiler])的设计,只要玩过对应的关卡,就能根据图标和名字自己推理出解锁方法,而不需要看攻略。另外每个咒语在第一次吟唱成功的时候还会显示来源,涉及各种语言,也算是一种小巧思了。不过某几条据说来源于中文的咒语我实在是没看出来说的是哪门子中文…… 本地化稍微有点问题,在语言选择简中的情况下有的地方显示繁中,有少量的错别字,并且用的是日语汉字字体,看起来很别扭。考虑到这个游戏的发布时间,估计也不太可能会修了(。
动动手动动脑,给鬼宅驱邪然后卖掉。 不过是推理解密就是了…… 玩法方面(8/10):操作很简单,大概只用键盘也能玩。偏向破译密码,整体流程就是破解所处位置的谜题,然后在各个位置来回跑(实际上主角没有脚,在房间与房间之间移动也是通过输入咒语来实现的,你能做的只有移动视角和输入咒语,还有偶尔会用到的放大镜)研究出净化咒语把盘踞在凶宅里的鬼怪干掉。有些关卡非常有创意,需要灵机一动才能想到,有些则平平无奇,及格线往上。大部分关卡对我而言都不是很难,只在天文馆和最后的条纹迷宫栽了跟头,[spoiler]天文馆我实在是想不明白为什么要从外到内看,条纹迷宫的设计确实是十分严密的,最后多花了点时间才把地图拼出来,[/spoiler]总体而言还是不错的,就是有点短。非常推荐将游戏里的地图打印出来在上面写写画画,很有趣,果然解密还是要做好笔记呢哈哈。但是我认为需要剪刀的只有最后一关,前面的关卡稍微有点想象力就可以搞定,谜题总体上来说还是简单的。 剧情方面(7/10):剧情占比很少,不是很需要评价,算是可有可无。[spoiler]不过最后当上副店长了好耶![/spoiler] 本地化与优化(10/10):翻译还算不错,没什么问题。小游戏也不用啥优化了。 附加分(0.7/1):音乐和美术都算一般吧,没有我特别喜欢的。不过鬼怪都是卡通画一样的,一点也不恐怖,就是在想答案的时候一直笑有点吵人。 总分:(7+8+10)/3+0.7=9(8.3),推荐打折的时候买。
Madorica Real Estate, developed and published by GIFT TEN INDUSTRY K.K., is a puzzle experience that deliberately blurs the line between digital gameplay and real-world problem-solving. Rather than confining itself to the screen, it encourages players to step outside the usual boundaries of video games—grabbing paper, sketching layouts, and physically interacting with the information presented. The result is an experience that feels closer to solving a hands-on escape room than playing a conventional puzzle title. The premise is simple but effective. You take on the role of an employee at a real estate agency tasked with preparing haunted properties for sale. Each property hides a restless spirit, and your job is to investigate the layout, gather clues, and ultimately uncover the correct sequence needed to dispel the haunting. The narrative serves primarily as a framework, but it gives each puzzle a sense of context, turning what could have been abstract challenges into distinct “cases” that feel part of a larger world. What defines the experience is how it presents information. Each level revolves around a building’s floor plan, which can be viewed in-game but is clearly designed to be printed or recreated by hand. These maps become essential tools, as clues are scattered across rooms and often require players to annotate, connect patterns, or even manipulate the layout conceptually. The game rarely spells out solutions directly, instead asking players to interpret symbols, observe relationships, and piece together meaning through careful analysis. This approach transforms the act of playing into an active process of deduction, where progress depends on understanding rather than trial-and-error alone. The satisfaction of solving these puzzles is one of the game’s greatest strengths. When a solution finally comes together—when seemingly unrelated clues align into a coherent answer—it creates a strong sense of accomplishment. These moments feel earned because they rely on genuine insight rather than mechanical execution. The game consistently builds toward these breakthroughs, encouraging players to think creatively and approach problems from multiple angles. As the game progresses, the puzzles become increasingly complex. Early stages introduce the core ideas and help players become familiar with the format, but later challenges demand a higher level of attention and reasoning. Clues become more layered, connections less obvious, and solutions more intricate. This gradual increase in difficulty keeps the experience engaging, though it can also make certain sections feel demanding, especially for players unaccustomed to this style of puzzle design. However, the same qualities that make Madorica Real Estate unique also make it less accessible. The reliance on external tools—such as printed maps or handwritten notes—can feel cumbersome for players expecting a self-contained digital experience. While this design choice is intentional and central to the game’s identity, it requires a level of effort and commitment that may not appeal to everyone. Additionally, some puzzles can feel opaque, with solutions that are difficult to intuit without extensive experimentation. Presentation is functional rather than striking. The visuals are clean and easy to read, ensuring that the focus remains on the puzzles, but they lack a strong sense of atmosphere or personality. More notably, the localization can occasionally create confusion, with phrasing that feels awkward or unclear. In a game where precise interpretation is critical, this can blur the line between intended challenge and unintended ambiguity. The inclusion of a time element adds a subtle layer of pressure, though it does not dominate the experience. Players are still encouraged to take their time and think carefully, but the presence of a timer can feel slightly at odds with the otherwise deliberate pacing. Fortunately, it rarely interferes with the core experience, which remains focused on thoughtful problem-solving. Ultimately, Madorica Real Estate is a game that stands out because of its willingness to do something different. It doesn’t aim to be convenient or instantly accessible; instead, it asks players to engage with its puzzles in a deeper, more involved way. For those who enjoy escape-room-style challenges or logic puzzles that extend beyond the screen, it offers a uniquely rewarding experience. For others, its demands may feel excessive, limiting its appeal. In the end, it is a bold and inventive title that succeeds by fully committing to its concept. While not without its flaws, it delivers a memorable puzzle experience that feels distinct from most games in the genre, offering a level of interaction and satisfaction that is difficult to replicate. Rating: 8/10
我是水军 [spoiler] 82测评太可怜了(?)纯自愿贡献好评+1 虽然提示和一些谜题的严谨度有待商榷,但单是需要动手动笔这一点已经爆杀。解谜游戏最原始的快乐❤❤ [/spoiler]
大部分关卡都很有意思很有挑战性,不过总体来说质量层次不齐,部分关卡非常牵强附会,主打一个作者一拍脑袋,反倒没有逻辑性什么事了 另需注意除了购买该游戏所花费的钱,可能还会产生额外的花费,[h1]因为游玩该游戏需要打印图纸来完成解谜[/h1],尤其是某几个关卡,不通过打印来辅助解谜,光靠人脑和在pdf文档上写写画画是真没法玩下去 再考虑到售价,我认为 [h1]作者需要向我支付游玩该游戏的费用[/h1]
弥补了解谜爱好者玩线上游戏常常缺少让人感觉很忙从而产生我很专业的自我肯定感的问题,可以给到—— 顶级!
好玩对口!是的这个游戏乍一看是密室逃脱模拟器,实际它解谜需要打印(对,打印)纸质平面图,然后亲手标记各种图案和密码和对应关系——每一个地图的背景设计、谜题设计,完全没感到重复诶(一种对独游特有的赞赏!)。可惜周末了不想出门打印PDF,而不打印有几关难度貌似会特别高,那这周先玩到这了(逃)。
非常好玩 玩法感觉无代餐!用纸、笔还有剪刀进行游戏非常有趣,和朋友一起玩更有趣,感觉回到了小时候没上过的手工课!没有打印图纸,每关都得花个几分钟手搓个简易图纸哈哈哈,不过搓的过程中也能有灵感!提示也比较简洁,不会直接告诉你答案。电脑端移植充分利用了键盘。总之是非常值得玩的一款游戏。
前17关都不错,最后三关劝退了。解密游戏最害怕的就是对电波,通俗来讲就是,产生了多对一和一对多的解密方式,亦或者线索指向空谜题。就拿最后一关来说,用拼图拼完整正方形的时候,玩家可以根据的提示有两种,1、条纹同向 2、指北针 3、房间碎片上的线路,并没有线索指出这三种哪一种是正确的,这在解密设计上是非常失败的。类似的情况有很多。 可惜,前面游戏体验不错,最后三关烂完了 —————————————— 打完冷靜了一下 其實前面的很好玩 還是值得三十多的打折價,推薦遊玩
很有日本人风格的游戏,不过很多谜题有点太干了
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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
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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