
Explore an underground labyrinth in search of mythical seeds in this 3D dungeon crawler RPG! Leaving things to chance will prove fatal🌱Explore underground labyrinths, expanding your range of actions as you go🌿Light up the path, defeat those in front of you, grow stronger, and unravel the mysteries
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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): 0.29/day in the week to Jul 23 → 1/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 2,400 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
Genres
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $17.99 | 697reviews | 95% | — | $237.2K |
| $13.31−26% | — | — | — | 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.
Engagement
Reviews
Themes across 67 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty good dungeon crawler with a cute story. People tend to compare it to Etrian Odyssey and there are some similarities (dungeon movement in chunks, dungeon mapping to a degree, etc.) but Potato Flowers in Full Bloom feels different nonetheless. There are 4 maps in total to conquer here, two of which have several levels. The game features 8 different classes and several different races (human, wood elf, dark elf, dwarf, gnome, goblin, orc) which can be freely combined into a party of 3 combatants. Of those some can be turned into tanks (knight, warrior, cleric, rogue) and some into healers (shaman, cleric, archer, rogue). Some skillsets allow you to specialize (e.g. cleric => two-handed hammer damage dealer or tank with shield, independant choice between heavy and medium armour). This allows for some variation, e.g. cleric => undead-slaying paladin or damage dealing healer. Damage dealers can also often choose between several options (e.g. sorcerer nuke build or summoner). You will be able to gain around 45 skill levels until the last boss fight. That's 45 skill points plus 3 from a late game item. This allows you to learn a lot of skills for each class but not all. Therefore choices should be made carefully (note: there is a skill reset but it is very expensive). Some skills look good on paper but turn out to be underwhelming. In general you will probably be using the normal attack instead of using skills to preserve energy anyway though. Skills become necessary when facing difficult fights (and that again depends on your party composition most of the time). Oddly, healing is not all that important because characters return to full after every fight and blocking damage is quite efficient unless the characters have crappy armour or a specific weakness from an armour piece. It becomes more relevant in the later part of the game and can always help to fix a situation that spiraled out of control. You can also create additional party members for swapping in and out for specific challenges but this isn't required to beat the game. I would still recommend it though because even inactive party members will show up in the tavern which makes it appear more lively. No need to level them up for that. It took me 41 hours to complete the game. I took my time though, started over once and uncovered all parts of the map: I didn't complete the item and skill compendium though. That wasn't really worth the additional grind at the end of the game. Speaking of which, the game can be grindy if your team has trouble overcoming a difficult fight. In that case you must clear out previous parts again to gain levels, items and money to upgrade your gear. This is also somewhat required at the end of the game which can make the final part a bit of a slog. Then again, it allows you to fully make use of your party members skills, some of which have some rather niche use. All in all a fun and wholesome experience. I especially liked the solid class system. Would recommend.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Hours played at review time, across 67 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1] 土豆救世录 [/h1] 你有多久没玩过一款温柔的游戏了? 旮旯给姆里面的可爱(准)女友们当然足够温柔,治愈向的独立小游戏也并不罕见。但假设我所指的“游戏”是DRPG呢? 作为一个路痴属性拉满,只要没有地图,不管游戏内还是游戏外都是转个圈就找不着北的究极路痴,我一向对DRPG这个类别敬而远之。原因无他:第一人称探索的话,我会字面意义上地迷路到死的! 但就如同宇宙真香定律揭示的那样,在奋战20小时后,我离通关人生中的第一部DRPG——《废墟上绽放的土豆花》只差一个最终boss了。提前开香槟~(喂) 顺带一提,列表朋友通关这部游戏的所用时长是17小时。自不必说,我比朋友多出来的时间自然是......忙着死去活来,以及迷路啦。 说实话,不断失败以及迷路兜圈子带来的挫败感,让我一度想要中途放弃。但坚持下来的原因与我是受虐狂并无关联(其实也有一点点关系...) 只是因为,《土豆花》是一款非常,非常温柔的游戏。 很讲武德,从不追杀逃兵的怪物;失败也没有死亡惩罚,大家都会平安地回到大本营;只要给予帮助,必会献上感激与回报的淳朴村民,以及—— 不论何时都守候在后方,为我们提供鼓励与支持的公会姐姐。 [h2]灾难,污染,与剑之犁[/h2] [i] 穿过石头的缝隙 穿过阳光和雨水 冰冻的烽火 穿过时间的战场 土豆 悄悄地爬着前进 从不曾停止过 [/i] 在介绍游戏前,我们不妨花一点时间稍稍了解下游戏背景: 那是一个奇妙的时代,大灾难降临后,人类与哥布林说起了同一种语言,不同种族的人们也能成为伙伴。 那是一个艰难的时代,调查队历经艰难与险阻,在迷宫中苦苦寻找的并非什么珍贵宝物,而是—— 土豆的种子。 一切,都要从那场浩劫说起。 其实,那场灾难并不是这个世界所经历过的最严峻的考验。此前还有过三次威胁到人类生存的灭绝危机:但不论是陨石从天而降,还是得到统帅恶魔之力的男人,亦或是两股无比强大的魔法力量相互厮杀——每一次,文明的星火都会再度闪耀,直到大灾难的降临。 接近地表的巨大星体带来了无穷无尽的苦难。大地张开了裂口,青翠的山脉化作一片火海。汹涌的激流将村庄与城镇摧毁,最后是大风,风暴卷走了文明最后的痕迹。 但一如既往,人们挺过了一场场浩劫,顽强的生命很快就能再次扎根生长—— 本该如此,但劫后余生的人类没有想到,大灾难的余波仍在肆虐。 土壤。 被污染的土壤变得异常贫瘠,原本一块地能够生产出的粮食,现在需要面积数十倍的土地才能勉强供应。而随之而来的饥荒,让阴云笼罩于整个世界,经久不散。 在这种环境下,有能之士拼尽全力研发出抗污染作物,却因为当地掌权者的忌惮而不得已雪藏。 这批象征希望的土豆种子,被藏在迷宫的最深处,静静等待着苏醒之时。 多年后,【剑之犁】——一个由诸多走投无路者聚集而成的前·盗墓团伙,现·文物发掘保护集团(大嘘)将一支调查小队派往迷宫。 这支小队只有一个朴素的使命:找到土豆种子。 只要土豆花再度绽放,人们就不必继续挨饿了吧。 [h2] 从零开始的闯地牢之旅 [/h2] 在设立大本营之后,公会姐姐就开始招募新成员了。 擅长白刃战的战士,骑士,为队员恢复状态的牧师及萨满,行动灵活自如的游侠和浪人,以及用魔法扭转战局的魔术师与邪术师。大本营至多能够容纳8人,每个职业都能拥有一席之地。但小队上限人数为3人,需要好好考虑搭配才行。 不过话说回来,人手是现场招揽的,武器是东拼西凑的,战斗经验是全部为零的,就连队员的职业也是匆匆决定的......不管怎么看,这都不像是一支能够成功完成任务的队伍嘛! 迎接这支菜鸟小队的首个敌人是——老鼠。 但即使是最弱小的老鼠,数量一多也难以招架,更不用提更为强大的敌人了。因此,在游戏的初期,就有引导提示我们可以背刺以及侧袭敌人。 虽然这样的行为不够骑士(大嘘),但可以获得宝贵的一回合先攻+翻倍的命中率,在精英战与boss战中甚至足以决定成败。 前中期的大部分boss,也都有着对应的偷袭!路线,因此打不过的时候换一种思路,优先探索地图也不失为一种解决办法,说不定就能找到通向胜利的捷径~ 在击败一些怪物后,即使是这支笨拙的新手小队,也积攒了一定经验,足以学习不同的技能。 这里提供一种加点思路:一号位双手斧战士+二号位盾锤骑士+三号位牧师,战士优先点出最佳位置,骑士点嘲讽,亮相以及铁御,牧师则梭哈蛮力,再适当点一些回复技能。 这个配置能够一回合快速启动,骑士抗伤,战士猛攻,牧师攻击补伤害或是施法保队友状态,只要不操作失误或越级挑战,打boss稳稳滴。 但需要注意的是,释放技能消耗的精神力只会在回到大本营后才会恢复。一旦精神力耗尽,就只能进行平A,招架与逃跑等基础行动了。此时即使是与同等级的小怪进行战斗,也无法保证胜利...... 不过也不用因此裹足不前。还记得吗?即使战斗失败,小队也会被平安地带回大本营。 已获得的经验不会损失,开启的机关也不会复位,每一次探索都不会是无用功。 在调查的途中,除了怪物与宝藏,还能见到形形色色的人物。但他们绝非毫无生气的工具人。 腰痛的哥布林商人原本是平凡的佃农,但污染让地主家的土地颗粒无收,他也因此失去了栖身之所;免费帮忙制作防具的男人是一名工匠学徒,渴望着磨炼手艺和帮助冒险者,才来到这座危险的迷宫;几度相遇,自诩为骑士的豆芽菜,原本最弱小的怪物都难以战胜,却坚定地跟随我们的脚步深入地牢...... 他们中的每一位,都拥有属于自己的个性与故事。 我们可以帮助铁匠重新开张,也能够救助因中毒而动弹不得的村民,甚至让一个失落的灵魂归于平静。 作为外来者,多数村民都与调查队保持着距离。更有甚者毫不掩饰地表示了拒绝之意,认为调查队的行动都是“英雄家家酒”..... 即使不被人理解,探索队也不会停止深入地牢的脚步。 本该如此。 但就在迷宫前四层探索完成后,前台姐姐却告诉我们:这或许是最后一次探索了。 是的,在队员们于幽暗的迷宫中奋战时,外界的势力也悄然发生变化:剑之犁受到另一方势力陶片众的渗透,高层被大换血,那些不能带来利益的的项目也被全数叫停,其中包含我们的土豆寻找计划。 即使脱离公会,想以自由人的身份继续探索也困难重重。不仅需要支付天价违约金,在此地的一举一动也都失去了许可。 从老鼠,鱼人到恶魔与梦魇,愈发强大的敌人被悉数打倒。贯穿两层的机关,跨越空间的谜题也被一一攻克,从一开始步履维艰,动不动团灭的菜鸟,到现在个个都能独当一面的强大战士,我们不是已经走了这么远吗? 明明......马上就要成功了...... 我们再也看不到,土豆花盛开的景象了吗? 别忘了,这可是一个温柔的游戏啊。 我们的每一个行动,每一次善举,都被人看在眼里。 调查队帮助村民的事迹,传遍了整个村庄;就连那位不客气的神秘人都有所触动。而真正促使她转变的,是那个在迷宫里徘徊数十年不得解脱,最终因我们的行动而安息的无名灵魂——他是神秘人的哥哥。 这位神秘人,便是此地的村长。长年累月在此地以职务之便搜刮民脂民膏,过着浑浑噩噩的日子——但即使冷酷空洞如她,也为小队的付出的一切而感激不已。 作为回报,我们离开剑之犁的高额违约金,由当地人以薄暮众的名义代为支付。而调查队的行动,也受到薄暮众的许可与庇护。 这也就是说,我们再无后顾之忧。挡在我们和土豆种子的,唯有那最后也是最强的怪物。 那么,肩负公会姐姐的期望,怀揣最朴素的愿望,让那头魔物见识一下我们之间的羁绊吧! [h2] 未完成的旅途 [/h2] 游戏的剧情到这里就暂时告一段落了,因为我......还没有打过......最终boss(哭) 如果说我在游戏中一次都没红温过,这显然是一个谎言。 差一口气就能取得胜利,却在最后关头被boss躲过攻击然后反杀。 迷路半小时后打开小地图乖乖看路,结果不是门不能从这一侧打开,就是无法逾越的高低差,最终进入新一轮兜圈子。 还有什么机制怪拼尽全力无法战胜,马拉松b很内向一直飞无言了, 从未想过放弃,干脆地换一部新游戏,不用再受气和受苦——这也是谎言。 但是,在地牢摇曳不定的昏暗灯火下, 有一个人,一直等待着我们的归来。 我满心期待着, 尘封已久的种子会重见天日, 白色的土豆花,将于废墟之上悄然绽放。 [quote]欢迎前来关注「 [url=https://store.steampowered.com/curator/45353266/] 𝗞𝗼𝗶𝗺𝗶𝗮𝗼🍁」 [/url] [u][b] 采撷旅途之叶,铭刻生命之诗[/b][/u][/quote]
TLDR: Definitely a recommend for people who like turn based rpg's and people who like to find skill synergies between various classes. It's casual enough that defeat isn't punished but challenging enough that if you ignore what the opponents are doing, you will get wiped. The ability to see the opponent's intent on the get go kept me engaged in planning and trying to outmaneuvering to get through the encounters. Some of the harder encounters I overcame through a good combination of defense, counter attacks and class set ups is satisfying enough that I would definitely recommend this game to anyone seeking something to test their problem solving skills with the tools available.
嗨,朋友们好啊! DRPG一直是我想入门却又一定打退堂鼓的类型, 几年里尝试的这类游戏有不少,但能坚持通关的是一个也没有。 于是土豆花是目前是我第一款通关的DRPG,撒花~ DRPG玩法是组建你自己的专属小队进行地牢探险, 队员从外形,职业组合以及名字都由你自己决定, 地牢我玩的都是第一人称视角的3D,在其中战斗探险和解密, 以及随着进度深入不断延伸的主线剧情。 这会让刚上手的我手足无措,一下子大量的职业与信息涌入, 外加上部分游戏不能中间存档的高成本探图和优化类BUG, 让我苦不堪言—— 而土豆花能让我开心愉快的上手打完全程,正是像她整体的游戏基调一下, 温情,朴素却又带着使命感。 里面的公会姐姐是真的会全程陪着你,鼓励你走完整个游戏流畅, 她会告诉你该怎么做,会在你失败时给你鼓励,会在你离开时向你挥手, 战斗时也会给你情报,让你知道如何应对不同的怪物, 游戏的战斗是非常有策略性回合制,加入了出手速度的系统, 我们可以知道对方使用的技能,并做出做合理的反制手段。 敌人的存在方式(是否飞行),种族(是否是生物),攻击特性(一共有三种) 都有不同的应对方式,掌握之后能够轻松应对所有战斗。 像是宝宝巴士一样的贴心呵护,加上游戏随时的自动存档和死亡没有任何惩罚, 难度曲线也十分宽松,八个职业怎么玩都可以, 剧情立意的非常好,没有谜语人没有矫揉造作, 每个NPC和支线任务也是人类在废墟中互相扶持前进, 就像是淡淡的土豆花香指引着人类最朴素的未来。 土豆花像一份入门的小甜点,量小但精美,我一周目通关大概花了15-16小时,带上收集大概在18小时。 她的地图很有设计也非常友好,你走的每一步都不会是无用功, 能喜欢上一个类型需要的就是这样一个作品吧, 手把手带着走完旅程,慢慢的,稳稳的, 好像找回了刚刚接触游戏时的那份心情。 能玩到她真好!
Just an extremely good dungeon crawler. One of those games that makes you wish there were any other games like it.
類似品を漁りたくなるくらい面白かった。最近やったダンクロゲーで1番好きかも。シンプルゆえにわかりやすく、無駄が全くと言っていいほどないストレスフリーのゲーム体験だった。この手のゲームを初めてやる人にもお勧めできる。 ストーリーや世界観についても難解な情報がなく、基本的にタイトルにあるじゃがいもの種を探すためにダンジョンに潜るものとなっている。個人的にシンプルなファンタジー感が染みすぎたのでもっとこういう作品が増えたらいいなと思う。
酣畅淋漓。 顶级的DRPG入门作,引导姐姐从头到尾教你,策略也不是很复杂,没有比它更适合入门的DRPG了。 技能树很好玩,洗点所需要的钱刷起来也不难,一周目就能把主要玩法体验完。 较缺乏的资源,偏低的怪物物品掉率,但是溢出的数值和机制,以及非常宽松的全成就难度,全收集难,但是全成就不会刁难玩家。 剧情简单明了还透露着一丝温暖,长度适中,一周目全程节奏舒适。立体化的地图也是一个优秀的创新点。 二周目以上重玩价值就不高了,这是该游戏最遗憾的点了吧,不过作为一个RPG,就这样收尾,属于合情合理。 本作还是罕见的DRPG+回合制+类魂的成功结合作,对于这三类游戏都喜欢的玩家可以说接近神作了,不要错过。
This is a super comfy dungeon crawling experience. Minimalistic, yet not entirely bare-bones, visually pleasing and surprisingly engaging in terms of gameplay. There's a plethora of party character customisation options, especially considering how simple and limited the game is, and while the dungeon crawling experience happens in first-person as every Wizardry-like does, you nonetheless get to see your party while shuffling through the menu and in battle, enhancing the cozy vibe of a 'toy world' fantasy. Lowpoly 3D visuals are simple and clear, and the overall style and palette are very easy on the eyes, invoking a feeling of childlike wonder. My favourite thing about this game has got to be the isometric battle screen with its thoughtful UI placement; while the battle system is quite simple, there's a decent variety of party setups and each of the classes' skill distribution to make encounters exciting. It's a bite-sized delight!
RPGとの記載があり購入してみましたが、思ってたんと違う、、、と思ったのが正直な感想です。 理由ですが、可視化された敵のアクションを見て、ガードをすることを前提として攻撃をしていくことになりますが、敵の攻撃力が高くガードしないと2、3発喰らったら死亡してしまうので、戦闘での選択肢がほぼ固定化されます。 結果して、キャラの選択もタンク、サポーター、アタッカーになるように選択が絞られ、同じコマンドを選択して如何に必勝の行動ルーチンに乗せるか?が肝になります。自分でそのルートを見つけることを楽しみにできる人は楽しめますが、某2大RPGの戦闘を想定して買うと僕と同じ印象を持つかと。。。 絵の雰囲気などは好きなのもあり購入しましたが、後半は作業となってしまったのがとても残念でした。
可口的甜品级DRPG,推荐给每一个好这口的人。 虽然提到了DRPG与其受众,但我反而认为此作的精妙之处不在于硬核的游戏体验,而是优质的地城塑造和淡淡的烟火气。 可惜的是地城实在有些小,令人有些不尽兴。而游戏又采用了非常精密的数值设计,让人需要时刻变换思维寻找出路,否则马上就会一头撞上卡关的墙壁。难度这一块确实与其可爱的风格不符了() 但非常体贴的一点是,无论你的主队现在多少级,你只要创建一个新角色并带出去击败任意敌人,新角色就会立刻升至与主队相同等级。所以卡关了也可以大胆转职。 顺便分享一下我的阵容:战、萨、法。 战士拿双手武器当T位,萨满负责唱歌奶血偶尔复活拉人,法师点满技能拿上法杖使劲甩就行。 法爷他就是爷你知道吗?轻松打上百伤害,其他人做得到吗?
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $88.7K | 204 | 83% | $9.99 | |
| $31.6K | 71 | 93% | $9.79 | |
| — | 0 | — | — | |
| $8.4K | 147 | 90% | $2.99 | |
| $4K | 13 | 46% | $11.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $237.2K | 554 | 95% | $19.99 | |
| $237.1K | 250 | 80% | $24.99 | |
| $237.4K | 511 | 95% | $18.99 | |
| $237.6K | 837 | 84% | $9.99 | |
| $236.8K | 399 | 80% | $14.99 | |
| $236.8K | 898 | 79% | $9.99 |