
Help your community grow through the power of the press in this magazine sim! A small local magazine can make a big difference! Do you have what it takes to become a magazine mogul?
Modeled estimate, not a reported figure. How we estimate →
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Genres
Sums Steam only; PlayStation, App Store, 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 | $8.99 | 57reviews | 96% | — | $9.6K |
| $13.99 | 18ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]开罗游戏系列之出版社老板[/h1] [h2]前言: [/h2] 开罗经典的职业模拟模式,从三流小报路边一条逐渐做大变成传媒大亨的故事,玩起来虽然还是有点套路的感觉,但是对于了解杂志出版这个行业还是很不错的。 [h2]剧情:[/h2] 玩家需要扮演一个社区出版社的老板,招聘手下,出版杂志,参加活动,看着自己做出的杂志慢慢从销量惨淡的几十本一路涨到几千几万本,从无人听过的路边一条小出版社,再到拿下出版年度大奖。 [h2]玩法: [/h2] 我们要做的是制作杂志、卖杂志、获得销售额,再投入到生产中出版更好更多人买的杂志。 每期杂志的要素有三个,取材对象、杂志主题、切入点,分别对应地点、事情、人物,不同的要素排列组合后出版的杂志销量也会不同。 作为出版社老板,我们可以招聘打工的手下,部下的属性有写作、绘图、企划、探险等几项,这些属性的高低会影响到后续制作出来的杂志质量。游戏中还有活动,以出版社身份参与到城市建设活动中,决定城市里建造什么地方,合并哪些地方,可以间接影响到后续的杂志面向对象。 同时探索功能也是很重要的一点,探险属性高的员工可以派出去探索,能够解锁新的可取材对象以及主题等,新的元素对于杂志来说可以保持新鲜感,很重要。 [h2]游玩感想: [/h2] 杂志的组成要素到了后面其实就是摸索怎么组合才能打出更好的效果,某些主题配合其他的就可以暴涨销量,当然游戏里也有涉及到一些现实里的出版逻辑,比如说市场调研来了解读者喜好和市场倾向,还有关注竞争对手的发展情况,同时出现各种突发事件也让人很有代入感(虽然自己遇到坏事件就不爽了)。 不过到中后期,重复度高的老毛病也是没法避免的,后续基本都是按照自己琢磨出来的搭配组合来固定出书。 [h2]总结: [/h2] 《灵犀出版社物语》是开罗游戏中以社区杂志出版经营为主的一款模拟经营游戏,玩家需要扮演一名出版社的老板,深度参与到自己出版的每一步,从杂志的选题选对象再到挑选手下员工,以及出版销量情况调研等等,一路从不知名的小出版社慢慢做大变成业界翘楚。杂志的要素组合会带来截然不同的销量结果,所以游戏中如何组合出卖得更好的组合搭配是很关键的。 [quote]关注「[url=https://steamcommunity.com/groups/45531088] 鸢尾花 [/url]」[/quote] [u][b] 致那一朵未至鸢尾花 [/b][/u]
いつものカイロソフトさん、だがちょっと色々と足りない佳作 雑誌なのに締切りが無いので不定期刊行、タイトルが付けれない等不満点も多い
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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, Korean
| $4.99 |
| 14ratings |
| 94% |
| — |
| not modelled |
| $14.00 | — | — | — | 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 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Magazine Mogul turns the everyday business of running a local publication into a charming management simulation built around gradual growth, experimentation, and community development. Developed and published by Kairosoft Co., Ltd., it follows the studio’s recognizable approach to simulation design, where relatively simple decisions steadily connect into a larger progression system. Rather than attempting to recreate journalism with strict realism, the game presents publishing as an accessible mixture of editorial planning, staff management, information gathering, advertising, and business expansion. The concept may sound unusually specific, but it works surprisingly well because producing a successful magazine eventually affects much more than the publication itself. The basic objective is to create and publish magazine issues that attract readers and generate income. Producing worthwhile articles involves choosing combinations of locations, themes, and angles, making experimentation one of the most important parts of the experience. Finding effective combinations can noticeably improve the quality of an issue, so there is satisfaction in learning which subjects work well together. Instead of simply pressing a button and waiting for an article to appear, the player gradually develops a better understanding of how the publication functions and how different editorial decisions influence its performance. Staff management adds another layer to this process. Employees participate in planning meetings, and stronger planning abilities can result in better proposals. Workers can also be assigned to different responsibilities, particularly article production and advertising, meaning that building a capable team requires more than simply hiring additional people. Training employees improves their effectiveness over time, while changing assignments allows the player to respond to the magazine’s immediate needs. These mechanics are deliberately approachable, but they provide enough control to make employee development feel meaningful. Gathering information around town helps prevent the publishing process from feeling completely detached from the community. Sending staff to investigate different areas can uncover useful material for future features, reinforcing the idea that the magazine is documenting and promoting the place in which it operates. There is an enjoyable rhythm to discovering information, transforming those discoveries into stories, publishing new issues, and watching circulation increase. The Town Magazine Awards provide an additional long-term objective, with the Grand Prize serving as a natural indication that the publication has developed from an obscure operation into something genuinely successful. Where the game becomes more distinctive is in the relationship between circulation and town development. A larger readership improves publicity and can encourage tourism, allowing the magazine’s success to influence the surrounding community. Eventually, the mayor may ask for assistance with urban planning. At that point, the player can become involved with public projects, events, and decisions concerning businesses that should be invited into town. This is a clever expansion of the central concept because it gives successful journalism visible consequences. The publication does not merely accumulate money and statistics; it becomes an influential institution capable of shaping local growth. The pixel-art presentation complements the relaxed management structure nicely. Offices, employees, buildings, and activities are represented with the colorful visual personality associated with Kairosoft’s games. It is not designed to impress through elaborate animation or graphical detail, but visual clarity matters more for this style of simulation. Watching a modest organization become increasingly productive is part of the appeal, and the compact presentation makes it easy to monitor progress without burying the player beneath complicated menus. The main weakness is that much of the simulation is intentionally abstract. Anyone hoping for an authentic representation of journalism, investigative reporting, editorial ethics, printing logistics, or the economic pressures facing real publications will find a considerably lighter interpretation. Repetition can also become noticeable after the major mechanics are understood. Creating issues, improving employees, searching for stronger combinations, and increasing circulation form a satisfying cycle, but players who prefer constant mechanical changes may eventually feel that they are repeating variations of familiar tasks. On Steam Deck, the game appears reasonably suited to portable play because of its lightweight presentation, single-player management structure, and relatively straightforward interface. Steam’s pages also expose a “Mostly played on Steam Deck” review filter, indicating Deck usage among players, although the store listing does not provide an official Valve Verified or Playable compatibility rating in the available information. Therefore, it is better described as a game that can be played on Steam Deck rather than one whose compatibility should be represented as officially Verified. Its slower management gameplay is naturally appropriate for shorter handheld sessions, though individual Proton behavior and control preferences can still affect the experience. Overall, the game succeeds by taking a niche subject and turning it into an engaging progression-driven simulation. The combination of editorial decisions, employee training, advertising, information gathering, magazine circulation, tourism, and eventually urban development gives the experience considerably more scope than its publishing premise initially suggests. Its mechanics favor accessibility rather than deep realism, but the interconnected progression provides plenty of satisfying milestones. Seeing a tiny local magazine gradually become influential enough to affect an entire town is ultimately the strongest part of the experience. Rating: 8/10
行
This is a fun game, especially for fans of management sims. You get to run your own magazine, make decisions on content, and try to grow your readership. While the customization options are nice, the game play can feel a bit repetitive after a while. The challenge is there, but it doesn't feel like there's enough variety to keep things exciting long-term.
[h1]建立一个出版社,发行大家爱看的杂志吧——《灵犀出版社物语》[/h1] [h2]引[/h2] 快报!!!在明朗城,一家名为明朗周刊的出版社开业了。 作为独立小镇,明朗城似乎从来没有出版社,这次,明朗周刊能否掀起波澜呢? 大家拭目以待吧! [h2]玩法介绍[/h2] 最为刚刚成立的杂志社,明朗周刊在众多题材中, 选择了商业街,购物、学生三类组合作为创刊。他们能否获得成功呢? 简单的企业策划后,就地取材、整合文章,再通过校对错别字, 铛铛铛铛,《明朗周刊!创刊号》完成!!!!!!!学生的商店购物特辑发售了, 一发布就引起读者的喜欢,最终获得22169本销量,真是让人惊讶!!! 什么?人手不够,快来通过招募寻找新记者,通过报纸广告、招募网站、杂志广告。 选择数值高的人手进行招募吧! 什么?题材不够了,快来探险吧!随机遇到明朗城居民,通过对话,获取金钱,获得新题材! 甚至还有新地图可以解锁哦! 游戏核心就在于不断研究新杂志,获取金钱,同时,作为明朗城的委员会成员。 建设明朗城,也是游戏中一大特色。 最终,你的杂志能否获得全国社区杂志杯奖项呢?城镇能发展到什么地步呢?就看你的了!! [h2]游戏体验[/h2] 每一款开罗游戏我都在慢慢体验,从小时候在手机上第一次玩,到现在在steam上静下心来玩,每一款作品都非常有意思。 《灵犀出版社物语》将杂志影与开罗相结合,结合3种题材,随机组合,创造杂志。 你能否运气爆棚?创造杰作,还是失误连连,巧夺错别字大奖呢? 游戏特别的融入城镇建设,让你在创造杂志的过程中,助力明朗城不断发展吧! [h2]总结[/h2] 《灵犀出版社物语》作为一款经典开罗游戏,系列传承的各个元素一应俱全,讨喜的像素风、动感的背景音乐、建筑的相性搭配、人员培养和熟悉的开罗 君,让我瞬间被拉回那一个又一个和开罗游戏共同度过的回忆中去。 但是,开罗游戏的引导性不足,需要新手玩家在前期好好摸索,做好游戏中的合理布局规划以及金钱控制。 相对而言,游戏内丰富的内容和游戏性非常完整,值得大家一试。 下一个开罗再见! [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
可以體驗開出版社,但是玩下去有點重複
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