
Chew on weapons, chomp on poop, and devour your friends' graves in this chaotic co-op action roguelike! Eat shiny items to ascend your traits and stack team synergies as your squad snowballs into an unstoppable force. Play solo or team up with up to 5 players!
Modeled estimate, not a reported figure. How we estimate →
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
Play solo alongside AI-controlled Knights or team up with up to 5 players,
with each Knight developing their own weapons and Traits.

The world rots. The King calls.
The Pebble Knights rise.
Night falls fast.

Darkness hits. The siege begins.
Daylight is short. Gear up.
Night is worse.
They’re closing in.

A fallen ally leaves behind a grave.
Eat the grave, and they’re back.
No waiting. No downtime.

See something shiny? Eat it.
Not shiny? Eat it anyway.
Every bite shapes your build.
Upgrade your Kingdom. Power up the squad.

Stick together. Save each other.
Or crumble together.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 82 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
如果你想玩,我的建议是快跑。 游戏规定五个人,你凑不齐五个人也会给你找ai人机来凑数。 因为游戏资源全部共享,你和你的朋友拿技能+吃经验纯靠抢。游戏产出的资源根本不足以支撑三个人以上的爽玩,也就是说,从你们接触这个游戏开始就注定有人要当小弟陪跑。 首先,游戏的机制是:每升两级可以吃一个技能,相同的两个技能可以升级为新的。但问题就在于这个新技能是随机的,它可能与旧的毫无关联。 也就是说你刚构筑好某流派的基础技能,升级后可能变成另一个流派的。这是人类能设计出来的东西吗? 其次,游戏的另一个机制是:房主为国王,其他加入房间的为骑士。 在吃掉两个相同技能的前提下,国王可以随时随地升级自己的技能,并在游戏给出的三个新技能中选其一。 但骑士想要做到三选一,就要把地图上的砖块搬到篝火中才能升级,而同一天内每次升级所需的砖块数量会一点点增加。 看起来问题不大,对吧?但如果你打到地下世界就知道这有多恶心了,因为篝火不会一直存在于地图中,所以你的技能可能要憋很久才能升级。 如果多人游玩,每个人都憋了一堆要升级的,砖块甚至都未必够用吧? 当然,游戏也为骑士提供了另一套升级方案:吃掉三个相同技能,获得一个随机技能(无法选择) 这一个随机技能出来哥们构筑的东西直接多了个废品你懂吗?游戏内不支持随心所欲随时随地丢弃技能,丢技能的道具也分高低品,低品阶只能丢前几个技能,高品阶才能全丢出来。 如果你找不到/没抢到高品阶道具,那你就很难丢出来这个东西了。 除此之外还有一个无伤大雅但我觉得很恶心的点是:骑士把足够的砖块投入篝火后等待升级,居然是由国王来决定你优先升级哪个技能。 当然了,我可以和我的国王朋友语音说一声先后顺序,这个先后顺序也不是那么重要。 但是,我自己玩游戏,国王替我做决定?我自己不会点?搞这么一个机制出来除了给玩家区分地位外,还有什么其他目的吗? 大家都是和朋友玩游戏的,犯得着搞这种尊卑区分吗?见过游戏做玩家之间对抗的,头一次见玩家天生低人一等的,我玩着玩着差点儿以为自己后脑勺长辫子了。 你可以在boss机制/难度方面卡我,但你不能在这种地方恶心人吧?我玩肉鸽就是为了爽,你不让我爽,我玩什么呢?这些不更改,新人凭什么在一开始接受这些然后继续玩下去呢?
[h2] 开局一张嘴,升级全靠吃!不错的联机闯关游戏 [/h2] 《佩布尔骑士》是一款最多支持五人联机的俯视角动作肉鸽闯关游戏,玩家将扮演其中一位角色与其他四位好友或者AI人机,在一张地图中升级自己的王国,以及在夜晚时打败来入侵的敌人,最终打败关底boss闯到下一关,直到游戏通关。刚进去还是有点懵的,但游戏给了充足的时间来探索,基本上捡到武器来攻击算是最平常的操作,但本作的核心要点是吃东西这一机制,不仅武器可以吃,队友也可以。 每个武器上都有一个特殊技能,玩家将吃掉武器来获得这个技能。玩家的技能栏将随着等级而逐步结束,所以遇到一些好技能千万不要放过,特别是召唤系的技能相当好用,能够合成黑洞这种强力的范围攻击,在清怪方面相当有效率,基本上人手一个的话就能立即碾压,保底能撑到boss面前。 除此之外,就是吃一些常见的食物以及经验球,最好是搭配一些技能来使用,比如说在吃东西的时候能够额外获得经验,或者在翻滚时获得面包等,能让玩家的生存压力减轻不少。最奇特的是可以吃队友,但仅限队友倒地的情况,可以捡起他来吃掉以此复活。 如果玩家仅仅依靠自己来对抗的话,基本上到了第三个boss就有点火力不足,AI队友可能并不会缓解这一压力,火力值也完全没跟上,根本没有构筑的概念。所以还是建议与朋友一起玩,大家分工明确一些,有些提供火力,另一些人就保证生存专门用来复活人,再一些是来提供食物等回血道具,这样能保证团队的持续发展,不会打到一半大伙都没血。 总的来说还是挺好玩的,单人的话难度有点高,多人的话就比较欢乐,大家嘻嘻哈哈就能过去,只要搞好构筑,拿到一些强力技能,火力还是挺足的,就是生存方面没办法保证。所以对此感兴趣的玩家不妨拉三五好友来开几盘试试吧。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English, Korean, French, German, Spanish - Spain, Russian, Vietnamese, Japanese, Simplified Chinese, Thai, Portuguese - Brazil, Polish +5 more
Hours played at review time, across 82 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
谁家肉鸽构筑能升级了是变成另外一个技能啊、真是活久见了,作者自己玩过游戏吗👍
底子很好,但设计缺陷很明显的游戏。 抢资源无论让玩家组队还是AI模式都变得很恶心,玩家基本只有一两个能成型,其他玩家会玩的很憋屈,像陪跑一样。 然后国王和骑士的不平等,让整个游戏乐趣减少了一大半,因为这个原因大部分情况属于有朋友都不愿意联机的情况。 接着,特性物品消失时间太快了,这点设计有严重问题,本身资源就紧凑,遇到没成型装备不好的时候,怪打完了,装备也没了,好不容易攻坚成功,结果收获几乎没有,折磨几波玩家爽点全无。 最后还有一个严重的底层设计缺陷,玩家通关或游玩游戏,会大大增加特性种类,这本身是好事,但也降低了流派成型的概率期望,特性多了,升级难度就会边打,就会卡特性,导致玩家越玩反而游戏越难,没有特性ban位会出现“负养成”的情况,这属于严重的设计失误。肉鸽游戏可以无盘外养成,但不能盘外负养成,这种隐性的损失厌恶,玩家会特别讨厌。 像这种派对肉鸽游戏,还是应当注重所有参与者期望概率上的公平,可以改成有玩家吃特性后所有玩家都各自选择是否装备该特性的环节。卡着玩家不让爽,没几盘玩家就不玩了。
说是肉鸽,实际上词条搭配基本随机,不管玩近战还是远程词条都给你三选一随机,技能提升很多情况下都是负面提升,升级很容易把自己的一套构筑给彻底搞废。
친구랑 하려고 샀는데 친구 없을 때도 혼자 함
혼자해도 재밌는데 친구들이랑 하면 더 재밌음
고등학생 졸업 작품 수준이 아닌 말도 안됨 ㄹㅇ 개잘만들었다... 친구들이랑 함께하니 더 재미있고 얼마나 더 쌔지는지, 어떤 특성이 있을지 호기심을 주는 게임
게임 잘만들었네요 재밌게 하고 있습니다
게임성 자체는 잘 만든것 같음 단점 : 솔로플레이때 특정보스 파훼 불가능, 로그라이크가 특성하나 랜덤으로 받는것 말곤 없음, 다회차 플레이에서 얻는 즐거움이 없음, 아침깨면 점심하고싶은마음이 그닥 안생김
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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