
The world of Elysia needs YOU! Join this cooperative, 3D sandbox action RPG to level up your character, craft epic weapons, conquer enemies in real-time, and build almost anything! Craft your adventure. Forge your hero. Become the ultimate Portal Knight!
Modeled estimate, not a reported figure. How we estimate →
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): 0.71/day in the week to Sep 10 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $2.99−85% | 22.4Kreviews | 83% | — | $1.2M |
| $19.99 | 34.6Kratings | 84% | — | 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.
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 854 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
指引差的不行,NPC的任务接来很多都不知道在哪造,最阴间的任务是二阶段的钥匙任务,找全岛才找到目标点。 战斗设计阴间 大boss说好听的机制杀,说难听点就是没设计,不打破弱点打倒地无法造成伤害这一点就不是人能想出来的。小boss机制不多全是数值,第三阶段的boss又机制又数值,可谓是最粪的怪,战斗探索的内容重复度极高。如果是基建玩家没必要玩这游戏,如果是战斗探索玩家玩完三分之一之后就都是重复内容。最后要说战斗能力的提升,极其不平滑,就只有四个阶段的装备,在你去下一阶段之前可以说是没什么可提升的地方,同一阶段的小怪在后面伤害高的离谱的同时血还很肉,抗两下就要死了。最后说他的汉化,你说他是机翻,但是机翻不会把草系翻译成土系,你说他不是机翻,很多地方翻译的又云里雾里,就比如开局的时候新手村有个任务,NPC叫你把边上的箱子打破获得物品,在任务栏里就把物品翻译成了赃物,这只是一点,玩下去就发现还有很对地方都让人黑人问号。综上所述,拉完了。
Muito similar ao jogo Dragon Quest Builders, porém extremamente repetitivo e com pouquíssima rejogabilidade. Depois de algumas ilhas, no total são quase 50 ilhas, você já nota que não há diferencial, mas e um otimo jogo.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Portuguese - Brazil, Russian, Finnish, Japanese, Korean, Norwegian, Simplified Chinese +5 more
Hours played at review time, across 859 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Portal Knights presents itself as a colorful blend of action-RPG combat, sandbox crafting, and lighthearted exploration, and from the very beginning it embraces that hybrid identity with confidence. Instead of offering a single cohesive world, the game scatters its adventure across a chain of floating islands, each with its own biome, resources, enemy types, and secrets. You begin by choosing a class — Warrior, Ranger, or Mage — which subtly shapes your combat style and progression path. From there, you’re thrust into a broken world whose ancient portals must be rebuilt one shard at a time. The narrative is simple and unobtrusive, serving primarily as a reason to venture from island to island, but the charm comes from the freedom the game gives you. Whether you’re mining ore in a canyon at sunset, spelunking through a cave system lit only by your torch, or taking down a towering boss creature, Portal Knights is constantly shifting gears between combat, building, and exploration. The crafting and building systems form a large part of the game’s rhythm. Resources are plentiful but often require digging deep into the environment to uncover the rarer materials needed to upgrade crafting stations or create more advanced gear. As you unlock new tools and recipes, the loop of gathering, refining, and crafting becomes increasingly central. Building a home base — or an elaborate castle if you’re ambitious — gives you a personal anchor between expeditions. The game encourages creativity without forcing it; players who love architecture can pour hours into constructing ornate settlements, while those who prefer adventuring can treat building as a functional side activity. This flexibility is one of Portal Knights’ strengths, allowing players to settle naturally into the playstyle that suits them best. Combat offers a more traditional action-RPG experience, with stamina management, dodge rolls, enemy attack patterns, and real-time targeting that keep battles lively. Each class plays differently enough to create variety, whether you’re swinging swords, firing arrows, or unleashing spells from afar. Equipment upgrades matter, and boss fights — the so-called Portal Guardians — often demand attention to positioning and timing. These encounters provide satisfying peaks in difficulty, though the combat as a whole remains approachable rather than punishing. It never achieves the mechanical depth of a full-scale action-RPG, but it establishes a steady, enjoyable flow that pairs nicely with the game’s lighter tone. Exploration is where Portal Knights frequently shines. Each new island has its own atmosphere — deserts with eroded stone arches, glowing mushroom forests, volcanic wastelands, haunted ruins — and the variety keeps the journey engaging. Digging through caves often reveals unexpected loot, hidden rooms, or resource veins, and discovering the nuances of each biome keeps island-hopping from feeling repetitive for a good chunk of the adventure. That said, because islands are procedurally assembled from modular pieces, they sometimes lack the handcrafted complexity that more linear RPGs offer. Their charm comes more from their visual personality and resource opportunities than from intricate design, which suits the game’s structure but limits the density of discovery. Playing with others elevates the experience significantly. Co-op allows up to four players to share a world, split tasks, and support each other through combat or construction. Resource gathering becomes more efficient, building projects grow grander, and boss battles take on a lively, chaotic energy. The game’s tone — welcoming, upbeat, and mechanically accessible — makes it especially well-suited to group play or even family-friendly gaming sessions. Cooperative progression feels balanced without forcing players into rigid roles, and the ability to bring individual characters into other players’ worlds adds long-term value. Portal Knights is not without its shortcomings. The resource grind becomes noticeable as the game progresses, particularly when high-end crafting requires large quantities of specific materials, prompting backtracking to certain island types. Crafting menus expand rapidly and can feel cluttered, making recipe navigation more tedious than it should be. The RPG systems, while serviceable, remain shallow in comparison to dedicated role-playing titles. And after enough hours, the island structure can start to feel formulaic, especially once you’ve seen most biomes and settled into a familiar loop of mining, crafting, and portal activation. Even so, Portal Knights remains a delightful experience for players who enjoy mixing creativity with adventure. It offers a vibrant and charming world, approachable gameplay, and a sense of progression that balances crafting with exploration and combat. While it may not have the depth of purely RPG-driven games or the limitless possibilities of larger sandbox titles, it excels at being a hybrid — a welcoming middle ground that encourages experimentation and shared fun. For players looking for a light but engaging journey full of color, cooperative energy, and imaginative island-hopping, Portal Knights stands as an inviting and enduringly enjoyable option. Rating: 8/10
当 Minecraft 试图穿 RPG 的铠甲:《传送门骑士》 你从传送门里跌出来,落在第四座浮岛上。天色是那种 RPG 游戏里特有的、永远快黄昏的橘粉色。面前有一头半人高的绿色史莱姆正弹跳着向你滚来,AI 判定它在七步之外锁定了你——但你往左平移了三步,它就愣住了,像一条忘记自己为什么出发的狗。 你掏出铁剑砍了它六下。它炸成一摊像素碎片。你获得了两个粘液球。 这是《传送门骑士》在你生命中留下的最典型的一分钟。不坏,不太坏。但不好的地方是:接下来的四十个小时,你将在不同颜色的浮岛上,以不同材质的剑,重复完全相同的这一分钟。 一、配方:两勺 MC,一勺泰拉瑞亚,半勺暗黑破坏神 先明确《传送门骑士》是什么。它是一款 3D 体素沙盒动作 RPG,由德国工作室 Keen Games 开发、505 Games 于 2017 年发行。核心配方是把三类游戏的元素丢进同一个锅: 从《我的世界》借来了方块建造和地形破坏 从《泰拉瑞亚》借来了 Boss 驱动、装备阶层的 RPG 骨架 从《暗黑破坏神》借来了战士/法师/射手三职业分轨和天赋树 配方本身没问题——事实上,这个杂交思路在纸面上极具吸引力。MC 的自由度加 RPG 的目标感,理论上是一道无人拒绝的菜。问题在于执行:Keen Games 把每一勺都舀得太浅了。 游戏世界由几十个浮岛组成,每座岛被传送门串联。你扮演一位传送门骑士,穿行于各岛,采集资源、建造家园、打怪升级、挑战 Boss,最终击败空洞王拯救被裂缝撕裂的世界。听起来像是一套完整的循环——听起来像。 二、表象之下:每一层系统都只挖了三铲子 建造。 方块操作手感合格,建造菜单直观,低多边形卡通风格讨喜,火把在夜晚投射出的动态光源有模有样。你可以用石头砌城堡,用木头搭梯田农场,用玻璃做穹顶温室。但每座岛屿的建造空间被严格限制在边缘之内,你不能像 MC 那样把整个世界刨成你想要的模样。建筑更像是一个"在指定画框内作画"的活动,而非"我就是画框"的自由。 战斗。 这是最脆的环节。敌人 AI 停留在"锁定 → 走直线靠近 → 攻击 → 被击中后僵硬 0.5 秒 → 继续走直线"的逻辑层。范围攻击的红圈提示出现后,你有两秒时间走出范围——没有变招,没有加速,没有假动作。Boss 战同样遵循这个剧本:一个更大的模型,更厚的血量,一两个范围攻击,然后重复。你不需要理解 Boss 的行为模式,你只需要确保你的装备等级达标——这是一个数字检测器,不是一个战斗。 职业。 战士、法师、游侠三选一,后期 DLC 增加了盗贼。理论上这是一个 ARPG 的灵魂分轨——但实际上,三个职业的区别几乎仅限于数字。战士穿板甲扛伤害,法师放魔法耗法力,游侠拿弓站远点射。天赋树浅到每一个分支只有四五个节点,满级后你的选择在你首次打开天赋面板的五分钟内就已经做完了。没有 Build 多样性,没有流派之间的化学反应,没有"这把我想玩冰法"的空间——火球就是火球,闪电就是闪电,他们只是换了图标和颜色。 角色养成。 装备阶层是线性的:铜→铁→金→钛→……每一阶都比上一阶数值高一点,外观闪一点。没有特效触发,没有词条博弈,没有套装效果(至少在早期版本中)。你的角色不是"被打造"出来的,而是被这条流水线传送带推到终点的。 三、传送门:唯一的、不可多得的真亮点 每一篇关于《传送门骑士》的正面评价,最终都会落到一个词上:传送门。 传统的沙盒生存游戏有一个共同痛点:迷路。你在 MC 里建了第一个家,出去探险走了三天,回头发现这辈子都找不回去了。《传送门骑士》用一个优雅的设计彻底消除了这个焦虑——你只能通过传送门在岛屿之间移动,而每激活一扇门,它就会永久出现在你的传送列表里。你永远知道家在哪,你永远可以一键回去。 这不是一个创新——这是一个减法。它减去了沙盒类型对玩家记忆力和方向感的隐性要求,让探索从"我敢不敢走远"变成了"我想去看看下一个岛"。对于只想在周末搭个房子、偶尔打打怪的新手而言,这扇门就是他们爱上这个游戏的全部理由。 同样值得肯定的还有美术风格。低多边形加高饱和度的卡通渲染,配上漂浮岛屿的虚空感,在 2017 年的独立游戏中属于第一梯队视觉表现。昼夜交替下的光影变化、不同生物群系的色调切换、魔法特效的色彩饱和度——这些视觉糖衣包裹了核心系统的大部分空洞,让你在前十几个小时里愿意说"这游戏真不错"。 四、那扇门背后什么都没有:后期空洞与重复地狱 《传送门骑士》的致命伤不在任何一个系统做错了什么——而在于所有系统都停在了一个"刚够及格"的深度,然后游戏突然就结束了。 主线流程大约 15-20 小时。击败空洞王之后,你能做的事只有三件: 一,继续刷材料做最高级装备——而最高级装备和次高级装备的区别仅限于多 15 点攻击力。二,去别的岛把剩下的传送门开完——但岛与岛之间的差异,到中后期就坍缩成了同一种生物群系换不同的种子排列。三,联机帮朋友的进度——这是唯一有续命价值的部分。 多人模式支持最多四人联机,合作探索和分工建造在社交催化下确实能再撑十个小时左右的乐趣。但这是社交的功劳,不是系统的。一个护士朋友陪你在医院走廊打牌,你开心的原因是朋友,不是走廊。 岛屿的随机生成同样令人失望。初期你看到的——沙漠、森林、冰原、火山——就是全部。没有隐藏生态,没有内部变异,没有地形叙事。到了第十座森林岛,你不需要进去就知道里面有什么怪、什么矿、怎么走。这种"我已经玩穿了"的感觉在 RPG 里是致命的——一个 RPG 在中期就被玩家看穿了它的全部要素池,意味着剩下的时间都是重复。 五、DLC:给一个及格作业硬塞附加题 《精灵、盗贼与裂隙》DLC 加入了第四职业盗贼、一个新的裂隙挑战模式,以及配套的敌人和装备。盗贼的隐身和背刺机制确实给战斗添了一点变量——但也仅此而已。裂隙模式是一个类似 Roguelike 的地牢闯关:固定关卡、随机房间、时间限制内收集奖励。理论上这是对本体"后期空洞"的补救。 实际体验是灾难的。 DLC 难度曲线断裂严重:低难度裂隙正常可过,一旦转入中级难度,你会立刻被满屋高速刷新的陷阱和自爆怪秒杀。闪避没有无敌帧,敌人攻击追踪你的移动轨迹,黑暗房间里的随机落穴让你刚走两步就坠亡。最离谱的是找宝箱成就——你可能在一个裂隙里花了一个小时,只因为漏了一个藏在角落里的箱子,整局进度作废。 一个 DLC 能把一个 7 分的游戏拉到 5 分,这需要本事。Keen Games 做到了。 结论 《传送门骑士》是一道入门菜。为那些觉得 MC 过于空旷、泰拉瑞亚 2D 看着晕、黑魂打不过第一只史莱姆的人准备的。它把建造和 RPG 的门槛拉到了膝盖高度:不需要记坐标,不需要学红石,不需要研究配装——拿起剑,穿过门,砍点东西,造个房子。仅此而已。 但门槛低和深度浅是两回事。《传送门骑士》的问题不在于它简单——而在于简单之后,它什么都没给你。你爬上了它的山,发现山顶没有风景,只有一块牌子写着"恭喜通关,这是你的金剑,攻击力比上一把多 15。" 全球销量突破百万、Steam 简中好评率 81%——这些数字说明它打中了一群人的需求。但如果你不是那个群体——如果你玩过十个小时 MC 就开始设计自动化农场,如果你在泰拉瑞亚里收集了每一把天顶剑材料——那这款游戏只能陪你度过一个周末。在沙盒 RPG 的谱系里,《传送门骑士》不是一个差游戏。它是一个"刚好够"的游戏。而"刚好够"在游戏史上是留不下名字的。 穿过最后一扇传送门,你回到第一座岛的小木屋。夕阳还是那种橘粉色。墙上的火把还在剥落火花。你下意识想打开背包看看还有什么没造的——然后意识到,你已经造完了所有能造的东西,杀光了所有种类的怪,用光了所有传送门。 你站在自家门口,没有坐标要记,没有路会迷,没有任何事可做。那片从虚空中看下去安静而美丽的浮岛群,本质上是一个精致的、被掏空了内容的水族箱。
honestly used to love this game but looking back no not that great as i remember.
не буду ставить отрицательную оценку игра реально хорошая быстро затягивает но к сожалению так же быстро исчезает желание играть в нее
无聊 人物走路像地上有胶水
小时候看看得了,大了别玩这游戏
esse jogo mesmo que não tenha tanta fama, é ótimo pra explorar e jogar com amigos com classes diferentes e ir se ajudando, e sempre tem coisa nova
KAULO AAN
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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