
Dive into the legends of the Far East in NARAKA: BLADEPOINT; team up with friends in fast-paced melee fights for a Battle Royale experience unlike any other. Find your playstyle with a varied cast of heroes with unique skills. More than 40 million players have already joined the fray, play free now!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

Engagement
Reviews
Themes across 316 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
垃圾游戏
i just love the artwork...
游戏是好游戏很容易上头,就是优化太垃圾了,每次更新一堆bug
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Concurrent players on Steam, sampled daily since tracking started.
About




Genres
Stats
Languages: English*, Simplified Chinese*, Traditional Chinese*, Japanese*, Korean*, French, German, Spanish - Spain, Russian, Turkish, Portuguese - Portugal, Vietnamese +1 more
Hours played at review time, across 316 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is a fkn mess. The matchmaking is garbage, the combat is full of cheap stun-lock bullsh1t, and the monetization is shoved into your face at every opportunity. It looks flashy, but underneath that surface is an exhausting, badly balanced, frustrating pile of sh1t
👎垃圾优化,垃圾匹配机制,垃圾游戏体验,垃圾服务器,笔记本野排劝退。
原神nb
可以
皓齿
我玩这个游戏有2000小时了,此前从未在哪怕是在他辉光和长生赛季这种辉煌的时候时吹捧过,也未在他低谷时诋毁过,但我这次更新后真的很难不出来说几句。就有关游戏内容方面里,首先,我为什么一个玩大逃杀的人非要下载摸金有关的内容呢?你永劫模式越出越多,除了传统逃杀还非要加个征神之路PVE,还不满足非要学人家三角洲(塔可夫)搞大逃杀,这都可以理解,可我只玩一个模式的为什么非要下你这其他模式的内容资源呢?你原先只有30多个G的游戏,现在弄成九十个G这个样子,与此同时STEAM端的更新还做的和史一样,以前甚至每次更新需要整个重新下载,你觉得这是一个正常的事情吗?就这次更新一个摸金地图,其他模式的玩家就非得连着增加6个G的内容量吗?越下越大,明年是不是直接100G起步了?你这让我怎么给想要回归的玩家安利呢?内容越做越多越做越大,可为什么在线人数反而越来越少了,好奇怪呀。再到游戏活动上面,营收压力越来越大就逮着人薅,时装同质化不提,福利也是扣扣搜搜,不仅日常在线拉满还要求多模式活跃,甚至还要双端共享,仿佛加个手游赚钱效率翻倍了一样,各种时装武器越来越像某些廉价页游一样,联动和出品频率越来越高,这比当时22和23年有较大收入提升吗?还是说网易已经只需要顶级氪金玩家就能养活逐渐行将就木的游戏了?古风武侠游戏已经和当初的自己渐行渐远了。再者是游戏内容上,作为主玩大逃杀模式的玩家,我不得不说游戏环境变得越来越差,以至于快要到了积重难返的地步。由于武器和角色的逐渐增多甚至超出阈值,部分平衡做的越来越烂,玩家在局内往往找不到自己想要的武器或者魂玉(尤其是魂玉),这不仅大大增加了新手难度,甚至老手都难以适应并且无法使回归玩家用新鲜感代替不适感,出武器和英雄的频率远远超出了承受范围。再者是技能和武器的平衡,技能占比在游戏中越来越大,且不同模式中有明显差别,单排和三排中的部分英雄强度不是简单的改奥义时间就能改变的,与此同时部分冷门英雄甚至在三种模式里哪怕是最简单的双排里都没有就业空间,那么请问你们的平衡是怎么做的呢?删除了原先三奥义换来的就是连两种奥义都设计不好的平衡系统吗?好好思考一下现在图多武器多英雄多而人却越来越少的窘境,放任不管只会恶性循环。最后是一些细节问题,且不说那个无用至极的消除红点(仍然有消不掉的并且每次使用极其繁琐而红点的出现速度又十分的快),再来说说部分玩家恶意发表情这些问题,这出个表情屏蔽功能有这么难吗,现在还出个有声音的表情,不是所有人都喜欢看那些似人表情包和阴间笑声的。这些很明显的细节问题都不好好处理,玩家如何能够信任你们还是原来的24小时工作室呢?在长生赛季之前只有一张地图的时候,匹配的岛屿上还有各种彩蛋,现在全部都到部分玩家一辈子也不会去的蓬莱岛上面了,很难想象我之前玩这个游戏还有那么欢乐的时候,而现在模式地图越来越多,时装特效越来越好的新时代,我却不似以前的热情了,可能新时代的船无法承载旧时代的残党吧,无论如何,我仍然会守在这里,直到他已经死去又还未真正死去的那天。
闪退严重
Engagement
DAU/MAU are modeled from peak concurrent players (≈×8 and ×28) — Steam publishes no active-user counts, so treat these as rough estimates, not reported figures.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Audience
Games most often reviewed by the same players — an audience-affinity signal from our review sample, not full ownership data.
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