
Principia: Master of Science is a simulation game with the theme of European science in 17th century. Choose one of 12 real scientists from the era of Isaac Newton and proceed with your research. It is a time when even the term "Science" did not exist. Who can be the master of science?
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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): 0.14/day in the week to Sep 9 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/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.
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Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
主打的就是一个科普,只要你的理论是对的,别的科学家基本上推不翻你,同理你也很难推翻别人,因此也就造成它看起来是个游戏但是又算不上游戏,就是通过过cd去增强各方面的知识,然后选择你发现的理论进行推导发表文章,有些理论是复合科学的,有些则是探索中的错误理论,但是基本上错误理论很好发现,只要他的理论推导完成度上不了60基本上都是错误理论。 另外时长上也不太友好,总会有别的科学家diss你,然后就要去学会进行审判,并且每次的流程都一样,难免会有些疲劳,我的时长就是一局游戏的时长,本来是抱着了解科学史买的结果发现不太一样,用的来说中规中矩吧,后期有改动更新之前不考虑再玩了。
PRINCIPIA: Master of Science, developed by tomeapp and published by PLAYISM, is a deeply unconventional simulation game that attempts to capture the birth of modern scientific inquiry through strategy, philosophy, and historical nuance. Set during the intellectual upheaval of the seventeenth century, it places the player among the pioneering figures of early science, from the likes of Isaac Newton to Gottfried Leibniz, and tasks them with building reputations, conducting experiments, and publishing revolutionary discoveries. The game is not about conquest or destruction but about thought and perseverance—the gradual, uncertain process through which knowledge emerges. It provides an opportunity to explore a world where reason is the weapon, where ideas compete for recognition, and where the player’s greatest adversary is the shifting balance between curiosity and credibility. The core gameplay unfolds in a turn-based structure that revolves around six major fields of research: Astronomy, Physics, Optics, Thermodynamics, Biology, and Mathematics. Each field represents a branch of discovery that can yield insight, prestige, or practical applications depending on how the player approaches it. You begin by choosing one of several historical scientists, each with distinct traits that influence research potential and social standing. As you progress, you allocate time toward experiments, theoretical studies, and scholarly correspondence, balancing the need to innovate with the imperative to maintain reputation within academic circles. Discoveries are presented to learned societies, and rival scientists can challenge your findings, resulting in debates that determine who becomes the era’s intellectual authority. Rather than relying on flashy mechanics, PRINCIPIA thrives on systems that evoke the competitive yet fragile nature of the scientific revolution. What makes the experience particularly fascinating is its focus on the politics of knowledge. Each decision carries both intellectual and social consequences. Publishing too early may result in ridicule or rejection, while withholding results for too long might allow rivals to claim your discovery first. You are not merely a thinker but also a diplomat, navigating the volatile dynamics of reputation and influence. The game’s representation of the Royal Society and similar institutions is one of its most compelling features, illustrating how the acceptance of new ideas depends as much on timing and prestige as on truth itself. There is an underlying tension throughout: science here is both pure pursuit and political theater. Visually, PRINCIPIA adopts a restrained style that suits its cerebral nature. The interface resembles an academic parchment—a space filled with charts, diagrams, and clean, minimalistic illustrations. It is not visually rich in the conventional sense, but its simplicity channels focus onto the game’s intellectual elements. The subdued aesthetic, accompanied by baroque-inspired background music, evokes the contemplative rhythm of scholarly work. Every aspect, from the interface to the audio, feels purpose-built to foster thought rather than distraction. Yet, this design choice can alienate players accustomed to more sensory-driven games. For those who appreciate thematic cohesion and a measured pace, however, the understated style enhances immersion, making each discovery feel personal and earned. PRINCIPIA’s greatest strength lies in its conceptual ambition. Few games attempt to gamify the process of discovery without reducing it to mere puzzles or resource management. Here, the act of learning is its own reward. Each experiment, each hypothesis, and each exchange with rivals simulates the gradual accumulation of understanding that defined the scientific revolution. It encourages patience and strategic foresight—qualities rarely celebrated in mainstream gaming. However, this also means the experience can feel esoteric and slow. The mechanics are not immediately transparent, and players must invest time in deciphering the game’s logic before progress becomes satisfying. This design choice, though authentic to the subject matter, can deter those seeking instant gratification. Where the game falters is in its longevity and refinement. Once players grasp its systems, the sense of discovery begins to wane, as repetition sets in and optimal paths to victory become evident. Some mechanics, such as peer review and theory disputes, lack the depth to sustain multiple playthroughs. The Early Access status of the game is also apparent in its interface limitations, minimal feedback systems, and occasional localization quirks. Many players have expressed a desire for expanded content—new scientists, more research branches, or improved explanations of underlying mechanics. Yet, despite these shortcomings, the foundation remains compelling because of the rarity of its premise. Ultimately, PRINCIPIA: Master of Science is less a traditional game and more an intellectual experiment in interactive history. It asks players to inhabit a time when science was inseparable from philosophy and social prestige, when every experiment was a leap of faith in the dark. It rewards those who value introspection and strategy rooted in ideas rather than spectacle. Its measured pacing, academic tone, and emphasis on thought over action make it an experience that appeals to the patient and the curious. For those willing to engage with its slow rhythm and cerebral depth, PRINCIPIA offers a unique window into the human pursuit of knowledge—a world where discovery is not a sudden revelation but a lifelong endeavor shaped by ambition, doubt, and imagination. Rating: 6/10
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Languages: English, Japanese, Simplified Chinese
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's alright, the main gameplay loop isn't very interesting, and even when you're advancing it doesn't really feel like it. The other scientists are kind of just jerks for no reason most of the time, but amity doesn't really seem to do much other than prevent people from trying to discredit your papers all the time which never works if you spend a couple extra turns proving your theory. They never seem to face any repercussions though. Idk this game is alright, useful if you want to learn about some famous scientists and research, but definitely don't pay full price. I'll give it a 4/10. It's not good, but it isn't terrible either. Just kind of incomplete.
Authentic, really captures the atmosphere both of cooperation and competition in the sciences, working on a specialist area, while trying to level up other skills. Balancing rivalry with bulding relationships, and take advantage of opportunities in faculties throughout Europe
自我感觉很好,对于培养个人兴趣和提升个人属性方面有帮助。
学術とか論文とかそういうのが好きで、好きな動画投稿者が取り上げていたのでネタバレ防止に動画を見る前に購入した。 CPUの強さを「つよい」(デフォは「ふつう」)にすれば戦略性の部分が変わってくるのかもしれないが、めげた。 ワンゲームが非常に長い。2時間やって多分半分も終わってない。 ワンゲームが長くても無限にやってしまうゲームはいくつかあるが、それらのゲームに必要な流れの流動性・展開の多様性をあまり感じられない。 初見の雰囲気はいいが、イベント数は少なく、セリフも同じ。自分に不利益のある、そして放っておいても問題ないAIの行動による演出が一生同じセリフで繰り返され、最初はおもしろがっていたもののさすがに鬱陶しくなってくる。 期待していた学術要素も、論文のテキストは「〇〇の研究を行い〇〇を発見したので提唱する」みたいな簡素なテンプレの使いまわしなので、進める楽しみがあまりない。もうちょっとこの辺の要素に深みがあればなぁ。 もともとかなり前にフリーゲームとして配布されていたらしいので、その年代と値段であればアリだったかもしれないが、現代では申し訳ないが他におもしろいゲームが安くでたくさんあってしまうというのが正直なところ。 素質はあったのでアップデートさえあればおすすめするんだけど……複数報告されている起動しないバグが放置されているし、早期開発のままアップデートもなく7年……。早期開発の理由も、自分がめげた部分には言及してないし。
游戏玩过第一个周目了,稍微给点评价吧,好评主要是印象中之前有位还算挺有水平的物理老师给我推荐的这个游戏,有些情怀加分 首先是优点,well,题材很不错,音乐和美术也很不错,整体游戏性可以接受吧,我对这方面的容忍度很高的 缺点的话,首先是这款游戏的npc行为很充分的体现了真理是一种信念,换句话说我不信我就要质疑,一上来看到莱布尼茨在质疑天文学论文,连续质疑了好几个月,然后天文知识初始值给的个位数,没绷住()然后就是由于在现实世界中被证伪的理论给的理论完成度上限很低,几乎不可能发表,导致了所有这种质疑基本上都会被驳回,基本没有学术观点碰撞,也体现不出探索过程中不得不先接受阶段真理再推翻的磕磕绊绊;此外就是互动做的欠缺了些,交流只能+5好感让对方少质疑你的论文,没办法共享学术成果就罢了(据说那个时候不时兴随便公开成果),也没法私下交流合作啊(有导师也不让问,boss的作用一共就是退休前一年发一回经费)共用设备啊之类的,搓了个天文学设备发现如果不研究天文学就只能卖了,没法给别人用;而且已发表的论文题目还不时有别的科学家在重新研究就...不是你们不查新的吗()攻击性的互动比如诽谤也基本是evp手段,主动给npc经费也不是很好利用。 总体而言充分体现了老游戏的局限性(体现了游戏内没体现出来的阶段真理(确信))美术部分和科学史的那部分算是有一定可圈可点之处,游戏互动则亟待完善啊...
游戏的题材非常棒,体验一个17 世纪的科学家,科研、学习、发论文、相互写信要钱给钱讨论、相互攻讦、当科学院院长等等,最终成为一代科学巨匠。 但总体来说,游戏的内容与玩法只能说勉强合格, 你要在若干个类目中分别达成领先的优势科研、然后解锁中间的终极目标,然后研究出来就获胜了 但游戏虽然看似存在大量的选项,但其实你只要待在巴黎不动,然后一直科研科研科研、然后发论文就可以胜利了,各个选择也都谈不上什么游戏性 如果你把它当成一个娱乐策略游戏,那这款游戏可能会让你大大失望,它根本没有平衡性、趣味性等等一般游戏应该有的东西,与其说欠打磨,不如说它就根本没有往这方面靠过。看它的作者是一个日本人,确实这就是一个那种日本人会做出来的那种古怪的电波系游戏,在一些不必要的小细节特别用心。比如游戏在各个科研项目上倒是设计了非常长的不同的课题与研究,各个领域的物品都是看起来很复古的手绘图,看起来会出现在教科书上的那种。 与其说这是一个游戏,不如把它当成一个日式扮演游戏来玩,不要聚焦于科研、胜利等等。你就把自己当做生活在 17世纪的科学家,天天做做科研、写写信、发发论文、把胡克乱写的论文打回去、像过家家一样进行扮演。确实需要对上一些电波才能体会到其中的乐趣。只能说可惜了这样一个好题材,毕竟我完全没见过同题材的其他游戏。 另外你如果扮演的是牛顿,那胡克和莱布尼兹就会一直针对你,非常真实
Very Interesting game
超低配文明,关键负面攻击没惩罚而且科学家太随性,啥事不干成天诽谤和唱反调,自己不好好学习又非要来找你茬就很烦
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