
Explore a fantasy ocean-punk world, braving the deep with steam-powered marvels. Discover mysterious underwater treasures, but scarcity and ecological crises test survival. Rise, build, confront foes in this pixel-art ocean survival journey!
Modeled estimate, not a reported figure. How we estimate →
Media
About
The main features: survival, building, exploration, combat, technology
The four major seasonal climates set against the backdrop of ocean currents: the mild → the storm → the ocean current → the cold snap
The game has now entered its full release. We will continue to add new systems and content in future updates to further improve the overall experience. As the scope and completeness of the game grow, the price may be adjusted accordingly.
We also thank everyone who supported the game during Early Access.
The game has opened the creative workshop, and the game expands the Mod interface, welcome the technical stream players to try Mod production.

Collect supplies by rafting: collect wood, seagrass, coral, ore, and so on.
·Including semi-finished products such as discarded plastic bottles and gears that require specific instruments to be processed and refined;
·Trade items with randomly appeared mystery merchants.

Escaping from the disasters various disasters brought about by enemy groups and seasonal climates;
The cold wave requires something like cotton clothes to keep warm.
How to survive? Schedule a specific time for each role to divide the work.
Players can expand the survival place according to their own preferences;
After the tavern's renewed, you can recruit new characters of your own choice.

Seasonal climate affects the sea, triggering random events and sea monsters;
·Get items after killing animals: kill rabbits to get radishes, meat, radish seedlings, kill sheep to get wool, meat, etc.
·Trigger events:
Fishing (making bait, making fish food)
Planting (sowing, watering, harvesting, making materials or foodstuffs)
Taverns (trading, recruitment, etc...)
Solving survival problems — killing animals, making clothes, refining advanced materials — building power systems.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese*, French, Italian, German, Spanish - Spain, Russian, Portuguese - Brazil, Portuguese - Portugal, Turkish, Japanese, Polish +2 more
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
完全是一场欺骗以及营销。整合游戏是一具缝合而出的尸体,没有任何独属于自己的灵魂,看似内容充足实际上都是胀气浮肿的烂肉,基础操作更是那还未收针的缝合线,只是将这些尸块简单的衔接在一起。如果有人看到我这条评论,买玩游戏要把握好时间退款,这款游戏所谓的正式版就是对他抄袭的那些游戏的亵渎!你™的抄的真的太烂了!!
小玩了一个开头,存在一些问题 1、新人指引不足:虽然有部分指引、但还是不是很明确、比如说压力和技能的关系,至少我在新手教程里面没有记得有提及 2、前期水资源的获取不足:也可能是教学方面的不足,我发现的淡水获取通过一个需要叶子的雨水收集器,但是没有叶子,但凡前期慢一点直接水资源不足去世,或者是路上多找找植物吃(另外提一嘴,为什么新手任务是建造桌子这种东西,难道不是吃吃喝喝活下去么?而且先开放种植,消耗水资源,属于是加速死亡了) 3、科技来源的获取,引导不足。 4、游戏开始的难度问题,我上岛搞材料,天上掉陨石全给我点着了,一夜回到解放前 5、打怪很别扭,我没有玩到后期,只能说前期手感不好,并且 为什么水牛能把我下了船锚的船顶走。。。那我下船锚干什么呢 6、UI界面左边的保存图标不知道是怎么用的,直接esc保存不好么 以上还都是初期的问题,我不清楚继续游玩会不会出现其他的问题
[h2] 游戏介绍 [/h2] 《洋流朋克》是Infinite Studio制作并发行的一款像素风格的开放世界建造模拟游戏,游戏融合了资源管理和生存策略元素,玩家将会扮演一位在洋流灾难后的世界中的一位幸存者,靠着一个小小的木筏开始四处探索宽阔的海洋和危机四伏的海岛,不断收集可用的垃圾资源,接收更多的幸存者,在这个小竹筏上发展科技,建设属于自己的“诺亚方舟”。 [h2] 玩法介绍 [/h2] 本作的设定让我想到了另一款题材类似的游戏—《Flotsam》(浮游世界),同样是洪灾过后的末日世界,玩家同样需要经营一艘漂泊在茫茫无际的大海上的避难船,不过本作应该更惨一些只有一个小木筏,而且与前者不同的3D写实,本作是一款2D俯视角像素风游戏。但是同样应用了大量的蓝色为玩家描绘了一个看似平和却又暗藏危机的海上世界。 不过本作在玩家游戏开始的时候可以选择船队模式或者冒险模式,比较直观的理解就是前者玩家作为船长下令控制整个木筏,而后者则是更加类似于《RAFT》的求生之旅。 船队模式:玩家可以自定义世界的大小,周围的地形,甚至还能选择降雨和温度等等,并且可以自定义开局人数。初始的时候玩家可以选择的船员自由4位,随着游戏的进程的推进,玩家可以陆续解锁新的角色。开始游戏之后就像《Flotsam》一样,玩家划着木筏四处漂泊,没有探索的区域都是黑雾笼罩,而且还要四处捡垃圾,收集可以用的资源。当然了末日之下各种资源都是宝,所以我们就要尽可能的航行去寻找可以用的资源,当满足生活必须品后,我们才能开始着手建造其他的设施。不过本作并不像《Flotsam》那样全都在木筏上生活,而是可以在一些小岛上建立据点,搞搞畜牧业,渔业和农业,玩起来更像是《饥荒》一类的玩法,不过就像《饥荒》里有着各种小怪骚扰玩家一样,岛屿上也会有蜘蛛、鱼人族甚至是幽魂等怪物来威胁你的生命,因此玩家还是要注重发展科技争取让自己存活下来。除了这些天灾和怪物构成威胁以外,游戏里还会有其他的幸存者集团来掠夺我们的资源,毕竟末日之下谁都有可能成为敌人,因此我们还要从这些坏人手中争夺资源。 冒险模式:这个模式下玩家不再是指挥一个木筏的船长,而是化身为幸存者中的一员,包括木筏的行进都需要我们亲力亲为,可以看出作者是希望玩家能在一款游戏中体验到不同的游戏体验,前者更倾向于策略,后者则是求生。 [h2] 总结 [/h2] 可以看出作者的想法很不错,也能看到很多经典游戏的影子,游戏的整体框架不错,但是学习成本有些高,如果玩家精通《饥荒》《环世界》等类型的游戏不妨来试一试本作。
我靠,这就是你的正式版吗?跟尼玛一坨屎一样 UI就是个灾难! 没有简洁明了的船员列表,只有右上角的角色大头照,点击还经常点不进去!角色详情界面居然还不能快速切换角色,想看其他人就得关掉重新点!角色详情页里居然不能设置角色任务优先级! 捏码的,你知道你角色设计也是一坨屎吗?角色外观和属性是没有任何随机性的,同样的长相名字就也是相同的,重复了就加个1,同样的长相那属性也是相同的。 角色任务优先级页面居然只能看到角色的大头,角色的属性是看不到的,只能靠记!还有更离谱的!角色名字也是不显示的!那我两个长得一模一样的船员我该怎么分辨? 为什么分配装备的时候看不到角色属性和已穿戴的装备?你是在考验我的记忆力吗?为什么角色界面不能穿戴装备?为什么库存界面不能分配装备? 新手引导模糊不清,连最重要的淡水都不告诉我怎么收集。也不教我怎么战斗,我的船长重伤了也不知道怎么治疗只能等死。 教程框大的要死,妨碍我看东西 登陆的那个建筑也没提示怎么用,恶心。 任务分配跟鬼一样,船员a几十个搜集任务,而船员b却只有一个。 船员都快饿死了也不去吃东西。 船上的火把不小心框到了收获,取消却死活点不到,只能框选。 甲板上的屎居然还要我手动点收获。 甲板上莫名其妙散着很多东西。 砍树剩下的树桩子还提示枝繁叶茂的大树。。。 莫名其妙警戒 灭火居然还要我手动命令? 反人类的垃圾游戏
Argh! This game is so frustrating to play, but is so close to being good. The UI is just... bad. A lot of the game isn't translated to English yet, and what is translated isn't translated well. Lots of things are missing descriptions so you don't know what the heck to do. Crew member down? I have no clue how to revive them. There's a resurrection pole that says it'll resurrect a restless spirit, whatever that means, but clicking on it does nothing for example. So I've had a crew member just laying there on my boat for 3 game days now. It took me nearly an hour of playing to figure out how to detach the camera and move it around so it wasn't centered on the boat. So much of the game is annoying like that. Just so much frustration. Avoid this game until there are more patches.
bug太多程序员是个女的吧
有趣的故事背景以及出色的系统类型,不错的建造手感。 可能就是三倍速后期会有点掉帧,以及引导教程不够直观一点。 继续打磨,底层的系统适合继续扩展,非常不错的创意与设计。
太拉了,还老卡退,太垃圾了,泰拉瑞亚模式做的简直不是人,垃圾UI,垃圾机制
制作人真的很热血,销量一般般也还在坚持制作,但是游戏实在是有点上手难,希望能优化下!
游戏我还是很感冒的,画风我也喜欢,我就爱看这些小人动来动去的,玩法我也很喜欢,是 模拟+生存 的,喜欢这类游戏的推荐试试,还是很上头的。游戏特色是在海上冒险,探索岛屿以及解决突发情况 有一个问题,在选择玩法的时候,下边会有像什么什么游戏,这一点我很不喜欢,你可以借鉴某个游戏的优秀玩法,但是你不能直接写像某个游戏,这样也是对自己的游戏不自信,我真的不喜欢这一点。有人说缝合,不过游戏玩法也就那些,很难说谁抄谁的。
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
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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