
Build, quest, and conquer across an infinite procedurally generated world. Play alone or with friends as you establish a settlement and explore deep dungeons, fight monsters and bosses, mine rare ores, craft magical equipment, recruit specialists for your colony, and more!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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.
Reviews, worldwide (the counter carries no country): 8.57/day in the week to Sep 13 → 7.57/day in the week after.
About



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 1325 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really cool game.
CF
It's fun if you enjoy dungeon crawling and settlement building. The pixel art is charming, the gameplay is fun. Building a settlement is satisfying, especially if you really like to do that sort of thing. The boss fights are mostly a good challenge, incursions being more difficult. The crafting is great and easy to do. Weapons and gear can make for good character builds, switching playstyle or hybrid classes without committing to an actual archetype and being stuck. It has your melee, ranger, wizard & summoner archetypes and plenty weapons, gear and trinkets to let you focus into whatever aspects of the type of class you're wanting to be. Villagers of different schools visit and can be recruited & outfitted to fight and work how you need them. The raids get increasingly difficult over time as you get more villagers and progress through the game. They're infrequent enough that they're not a nuisance to deal with. Very enjoyable experience and very recommended.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9.4M | 17.6K | 97% | $24.99 | |
| $9.4M | 14.8K | 73% | $29.99 | |
| $9.4M | 31.1K | 90% | $8.99 | |
| $9.3M | 11.4K | 57% | $29.99 | |
| $9.4M | 13.4K | 95% | $29.99 | |
| $9.4M | 19.2K | 94% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $38.1M | 66.5K | 93% | $19.99 | |
| — | 0 | — | — | |
| $247.2M | 488.9K | 95% | $29.99 | |
| $189.7M | 1.6M | 97% | $9.99 | |
| $32.9M | 123.3K | 90% | $14.99 | |
| $1.5M | 4.1K | 86% | $12.99 |
Reviews, worldwide (the counter carries no country): 6.71/day in the week to Jul 30 → 94/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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, Russian, Portuguese - Brazil, German, Simplified Chinese, Czech, Japanese, Spanish - Spain, Spanish - Latin America, Traditional Chinese, French, Hungarian +10 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
垃圾游戏,妈的90%的BOSS一个个有多动症,跑来跑去。跑就算了,问题是全程跑都不停的,还自带击退。而且绝大部分BOSS不是远程就是AOE,唯一的近战还是撞击。居然还有人吹BOSS设计好??? 我和朋友一起玩的,我特么的一个战士基本都是在吃瘪,而他用召唤轻轻松松。 游戏本身是没有职业系统的,靠的是武器和装备的搭配。武器分为近战武器、远程武器、魔法武器和召唤武器四大类,装备有头、身、腿三个部位,多数情况下,身和腿是公用的,区别只有头,头靠提供近战伤害、远程伤害这类词缀来区分。套装特效多数也只有头才有,特效有些也是类似加近战伤害。近战头的护甲稍微高一点点。套装品质从铜、铁、金类似的矿产慢慢提高,不仅基础护甲提升,词缀的数量也渐渐增加,词缀的数值范围也增加。但问题也在这里,按照目前的1.3版本,基本上所有的职业都要用宝石套,因为无论是用近战、远程、魔法还是召唤的头盔,算上身和腿,总体的词缀加成实在是太高了,唯一能有点竞争力的就是法师的奥术套。前面说了有些头盔还有特效,问题是特效是和套装绑定的,有些特效看起来不错的,但是绑定的套装等级太低了(护甲和词缀收益低),就导致你不得不放弃这些特效,最后绝大多数还是会选择宝石套,宝石套给什么特效就用什么特效,或者不用。前面说多数情况下,身和腿是共用的,头是唯一区别,那少数情况是什么,就是近战、远程、魔法和召唤有自己独特的套装,比如前面的奥术套,它的身和腿就是只有魔法相关的词缀,类似的套装还有神射手套等。本来这应该可以让不同的玩法有更多的配装,但是制作组不知道是考虑采矿、杀敌这类玩法,让矿产统一一点还是怎样,本来低难度下的变化还挺多的,但是在高难度下就几乎彻底废除了。 武器方面,魔法武器是多样性是最多的,有近程也有远程,有单体也有群体,有施加伤害也有回复生命,有指哪打哪也有自动追踪。特别是自动追踪,瞄个大概就很轻松了,主要专注于躲避敌人技能。召唤武器的部分召唤物可以穿墙,并且自动追击敌人,还有部分召唤武器是引导型,指哪打哪。有些召唤物可以单体,有些可以群体,多个召唤物还可以对同一个敌人攻击。除了蝙蝠军团BOSS稍微需要点时间,其他都很轻松。而且自动追踪的召唤物在召唤之后真的可以什么都不管,玩家还可以一边采矿,探图效率极高。远程武器只有个别武器可以追踪,但伤害不一定高,其他武器就是指哪打哪,基本上没有群伤效果。远程武器的特性是弹射子弹,但是弹射的子弹没有追踪效果,纯靠运气。近战武器最垃圾,主要分为斩击、刺击和投掷类,斩击是近距离扇形攻击,刺击只有矛,投掷类只有回旋镖。攻击方式有蓄力和瞬时,不可选,蓄力必须蓄满才释放,伤害高;瞬时的攻速快但是伤害低。近战武器的韧性获取通常比另外三个要高一些,但是数值与攻速负和攻击范围负相关。 韧性获取是除了防具上护甲以外唯二的防御手段。被攻击时先扣韧性再扣血,攻击敌人时会根据韧性获取获得韧性。人物初期没有韧性上限时无法获得韧性,被扣血只能吃药。扣韧性的时候应该是把护甲算进去的,相同的韧性获取下,护甲高的生存力更强。因为韧性获取是按照命中次数算的,因此相同韧性获取和攻速的情况下,攻速收益更大,因为攻速高了输出也更多。 装备系统里还有饰品,提供额外的收益,基本上和装备的词缀或特效差不多。有些低级的饰品可以合成高级的,比如一个韧性上限+20的饰品A与一个韧性获取+20的饰品B可以合成一个韧性上限+50加韧性获取+50的饰品C,但是C与A不能同时装备,C与B也不能同时装备,但是A和B可以同时装备。这些饰品有些是与玩法绑定的,比如魔法回复速度,有些则是通用的比如暴击率+10%、召唤物+1。但是通用的饰品比较多,像近战就没有专属的饰品。饰品里有一种独特的饰品,可以按(住)空格键施展特效,比如盾牌可以减伤、奔跑鞋可以一直跑,这两个是需要持续消耗耐力的,松开空格键才回复耐力,回复速度应该等于消耗速度。你没有听错,他妈的使用盾牌没有被打也要消耗耐力,被打了不用额外消耗耐力。这就导致了他妈的如果算上网络延迟,我要提前使用盾牌,消耗额外的耐力去减伤。如果算不准,本来消耗完耐力刚好减伤完的,就会吃到全额伤害。我真没见过哪个游戏用盾牌这么傻逼的。奔跑鞋升级后还可以冲刺,就是快速往前冲一段,这个是有冷却时间但是不消耗耐力。此外,还有一个饰品是可以闪现,和冲刺差不多,但是冷却时间更长,闪现距离也更长。不过有些装备是可以增加冲刺距离和减少冲刺冷却时间的。对比之下你就会发现,奔跑鞋是这种饰品里的TOP1。你问我为什么近战不用盾,我后面讲。 武器、护甲和饰品都可以附魔,使用附魔卷轴或者找法师NPC花钱附魔都可以。附魔是增加一个词缀,无论词缀类型是什么,点数是一样的。附魔出来的结果有护甲、伤害、攻速、暴击率等等。问题是,有些词缀的收益太低了,而且有些词缀的收益不确定。比如护甲,基础附魔结果是4,战士宝石套强化10级的总护甲值大概是290。一条强化附魔结果护甲值8,收益才2.7%。但是我如果选择攻速或者伤害,就有4%了。前面说到加攻速同时可以加韧性获取,那我选择攻速的时候同时拥有攻击和防御的收益。暴击率就更扯淡了,暴击伤害只字不提,无论是教学还是面板,暴击伤害就是不写。那我怎么算出暴击率的收益是多少,和伤害、攻速相比的收益哪个大??? 介绍完这些基础,各职业的特性你应该有个大致的判断了。下面说说我作为近战和朋友召唤师的游玩体验对比。 我们玩到了目前1.3版本的最终BOSS晋升巫师。我近战初期位移差,全程没有任何拉怪和控怪技能或特效(只有一个饰品写被命中的敌人会减速但是没感觉有减速,反正BOSS一点不减速),一开始我还用盾牌,因为战士标配盾牌是绝大多数游戏里的设置。但是我探图要跑嘛,就换成了奔跑鞋。为什么不用闪现,因为闪现饰品获得比较完,冷却时间又长。到了打BOSS我就换盾牌,但是我就发现BOSS动来动去,我必须追着打,虽然被打比较痛,有盾牌会好很多,但是我输出的机会真的太少了,干脆就不用盾牌。至于怎么防御,当然靠韧性获取了。就这么一直打,打到了晋升巫师。所有的BOSS就像我开篇所说,多动症非常严重。我又是近战,只能用动力鞋追着打。但是动力鞋也不是万能的,就算跑距离再长、回复耐力再快,你也得跑。我朋友召唤几乎都不用动,召唤物追着打就好。而且我韧性获取已经堆很高了,贴脸还是站不住,有时候又要拉开距离用剑气补攻击。近战武器里唯一一把好用的剑是毒液剑,可以发射剑气,造成近战50%的伤害,但是相比同级别的近战武器伤害低、韧性获取低。问题是我都剑气了,为什么不干脆去玩远程、法师或者召唤???而且别人还是全额的武器伤害。所以战士体验非常差,后来我换了魔法,体验瞬间上了不知道几个层次。
6ляTь - да как этих фениксов yбиTь :(
Very, very fun so far. So many interesting little mechanics and surprises that draw you in. I am new to this genre and game, its been a blast so far. Controller support works well for me.
Super pixel game! Like!!!
On the latest update, the dev team singled out a comment asking about LLM and generative ai enthusiastically. When approached with concern, they backpedaled, and lied to me, saying that it was in one of the comments from the first hour of the post, which they replied to all of. It was by itself, two hours after drop. They said, direct quote, ""We never plan to use generative ai or LLM in the development of necesse" would not answer the question, because it was not about development, it was about a potential feature," attempting to blur the lines and play mental gymnastics to say that 'yes, our game uses ai! but we didn't use it in development. its a feature!' is just wild. If you don't support gen ai and LLM, dont support necesse. If you do, then do what you want, I'm not your dad and I'm not here to debate you. But I cannot continue to support this game I loved so much after my conversation with "Fair" on discord. He was a liar, danced around the questions, and ultimately wants to use gen ai. https://steamcommunity.com/sharedfiles/filedetails/?id=3789911978
おもろい、ボリュームすごい
!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.