
A non-linear active incremental game. Press buttons, make numbers go bigger. And even bigger. Will you fail the run or reach a quintillion?
Modeled estimate, not a reported figure. How we estimate →
About
Roleplay as a person in a fantasy world.
Your mental and physical resources are limited.
You need to get those resources high enough to get through the challenges that your life brings.
On your way to greatness you will explore the Town and interact with various NPC-s.
Play mini-games that reward you with a lot of resources for just a few clicks.
And eventually... reach the quintillions?
In the game you:
Spend resources to press buttons...
...to gain various returns:
Some resources are recovered when you start a new in-game day:
Every 5 days there is a challenge to overcome:
There are 3 routes through the challenges, each of which depends on different attributes and resources.
The gameplay is active and if you feel like you have to wait, you probably missed the right button to press.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Very addicting.
过了试玩关卡难度飞跃上升,固定收益低,随机性大,玩不下去了
インクリメンタルゲームとしての評価は評価できない。 あまりにもランダム要素が強すぎる。 ローグライクとして考えるとすると、インクリメンタルの部分が足を引っ張る。 ローグライクであればワンプレイはもう少し短時間で終わる仕組みにするべきであるし、インクリメンタルであればランダム要素をできるだけ排する、または周回でのボーナスを強化すべき(ワンプレイで必ずパラメータ+1や施設レベルが選択して+1できる等 インクリメンタルゲームとしてランダム性もさることながらその資源増加量が微々たるものであり、一レベルにつき+1されるレベル、要求資源量はレベルが上がるたびに二倍要求されるため指数関数で増えるが、増加量はレベルでたった+1 とりあえず今までインクリメンタルゲームでやって損したと思ったことはなかったが、このゲームはマジで損したと感じた。(体験版で済ませればよかったと本気で思った)
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Languages: English, Japanese, Simplified Chinese, Portuguese - Brazil
Hours played at review time, across 32 reviews with recorded playtime.
数值不合理先放在一边 打了20层森林就爆了2个骨头10个果冻,攻防一点升不了,天天出NM皮革是想干嘛 一个放置游戏加那么多运气要素我真是醉了
The idea resonates with me: I love time loop media, and continually retrying as you gain new information and becoming stronger through your failures is exactly why this game seemed interesting at the outlet. Unfortunately, the game lacks clues as to your next actions and the consistency between trials that are staples of the medium. Random chance elements in a game like this are deeply unsatisfying; imagine going through the mines on subsequent runs having mapped out the ore locations to maximize your time instead of lucking into ores. The lack of hints makes the game just feel like an exercise in brute forcing your way through a problem. Then there is the idle game aspect. You can and should completely avoid ever engaging in it. Not only does it mean every trial has a much greater cost associated, it just isn't all that helpful unless you spend an inordinate amount of idle time. In all its an interesting concept, but the gameplay feels too disjointed.
游戏游玩体验尚可,由于游戏是一款大数字游戏,导致前期我在探索游玩的时候挂了好久才攒够1000元支付房租(当然,支付完房租之后解锁的成就就可以开局在获得500元,加上原来开局就有的500元直接支付房租,让这个第五天的目标一下子就被“取消”了;也可以试一试完成委托,这个或许能够更快赚到开局所需的资金)。 之后每五天的目标便分成了三大块,一个是依靠“矿场”和“森林”获得“力量”和“韧性”来提升攻击力、生命值与体力的路线;一个是依靠“圣殿”获得“启”来提升“凝”[spoiler](全称忘记了,啊哈哈)[/spoiler];最后一个是依靠“图书馆”获得“智慧”来提升脑力与魔力。除此之外,游戏最重要的另一个属性非社交力莫属,它能够提升的方式除了在铁匠处做求婚戒指和/或魅力项链来增加“魅力”进行提升之外,就只能完成终局(也就是通过50天),达成相关成就并 选取来增加,它的恢复也只能除了第二天自然回复至上限与选择每获得一个道具增加10社交力[spoiler](但不增加社交力上限)[/spoiler]的成就这两种方式。而不论选择哪一种路线去完成游戏,总是绕不开社交力:矿场开新一层要社交力,森林前进一层要社交力(和体力),开悟新一层或者重来要社交力,图书馆进行分析需要灵感与脑力,灵感得要通过导读获得,而导读也得要通过社交力获得[spoiler](不确定能不能通过喝药恢复魔力,再通过魔力获得灵感的方式左脚踩右脚升天,不过由于技能升级有上限的缘故,就算能也应该有个天花板)[/spoiler];游戏其他的东西,不论是买卖物品、接取新的委托或者在铁匠处进行锻造,也都需要社交力。总而言之,社交力多一分,游戏就会容易一分。 再说说我的游玩路线吧。排除掉开局乱玩没到终局部分,第一次到终局是体力路线,矿场部分还算容易,但森林到最后几层基本得凹出现的怪物是容易打过的(由于社交力限制或者我不知道,总之没学火球术,不然应该就不用凹了),最后也是怂了没敢直接打万恶魔君,而是靠体力过的;第二次到终局是智慧路线,不得不吐槽这个智慧真的要智慧,不靠智慧只能靠运气过分析,导致没玩到分析到底有多少关卡,应该和开悟一样是50层吧;第三次到终局是圣殿路线,圣殿路线实在舒服,十几天就可以完成50层开悟,剩下来的三十多天直接睡觉;最后一次选择了圣殿——体力——智慧路线来完成最后的成就,只要记得留一个技能栏位给火球术,然后升级到满级,就可以一个火球下去秒杀万恶魔君,完成这款游戏了。 总而言之,值得一玩。
难
The sheer amount of wrong choices you can make in this game is astounding. I've always loved having a lot of choices. Maybe I'll get lucky on a couple of next ones and not die to bandits raiding my home. Love the game
一开始觉得挂机需要挂太久了,但是玩了一段时间会了以后发现难度设置的还真的比较巧妙。 说一下个人认为最难的成就取胜有道吧,力量10点的情况下选择战斗并战胜最终BOSS 个人理解的战斗思路是堆血抗伤,火球术输出 [h3] 开局选择的10个成就是: [/h3] 脑力、资源、开悟翻倍的全带上一共六个,其余拿了有备无患、特殊关系、一步登天、百战百胜 [h3] 游戏进度从先到后选择的4个技能分别是: [/h3](技能栏初始一个,土豆做的护身符给一个,剩下两个技能栏都需要再城镇中心刷任务随机刷出来技能栏+1的奖励) 1.伪造单据 2.养心 3.冥想 4.火球术 [h3] 大致思路 [/h3] 因为要保持10力,不能在森林打怪,铁匠铺不能造武器,中间每5天碰到的小BOSS尽量不要打(我不确定打过会不会加力) [b] 第一天 [/b]社交用来和森林、城镇大厅对话,然后城镇大厅里面刷新看能不能完成几个任务,去森林砍树拿木头,去城镇大厅打水(水只是为了完成城镇大厅的任务,这时候没有什么大用处,虽说后期也几乎没用....),有木头了在家点一下造纸,接着买个造纸机。造纸机前期需要纸了开一会儿造一些再关了,一直开着会没有木头完成任务,当天剩余全在体力家里种土豆,然后施肥一两次,钱留个两三百回头买自动砍树和挖石头 [b] 第二天 [/b]社交用来矿山对话,然后在城镇大厅拿伪造单据技能开始砍树-造纸-伪造单据-矿山采矿,从开采矿功能开始每天的体力一定全用在采矿,因为随着进度会逐渐采出石头-铁矿-钛矿-秘银,全都能提升体力最大值,黄金和钻石更是可以打造成项链加魅力。剩余的体力全部种土豆。 社交方面优先把所有建筑都对话一遍,优先圣殿、藏书阁 [b] 第一周 [/b]体力全用来挖矿,种土豆,社交用来开各建筑的基本功能,藏书阁藏书导读、分析功能在这一阶段读个两三次解锁下升级项就行,不然浪费太多社交点数,圣殿的开悟要大力推,每天尽量把凝神用完。如果钱不够就挂机种土豆,卖一下需要10社交直接1000块 [b] 第二周 [/b]每天可以循环起来了,接下来就是数值的成长,体力用来矿山挖矿,有剩余且足够的话就家里种土豆。社交优先圣殿开悟,其次导读或者刷新城镇大厅的任务。 凝神用来开悟和给藏书阁升级,藏书阁优先升级灵感类,其次脑力类。魔力类我们的打法用不上,后期开也不迟。灵感用来造书升级圣殿,或者直接升级圣殿 小技巧:圣殿用15块钱治疗可以快速刷好感,钱卖一次土豆给1000只要10社交。好感够了解锁注入灵感就能造解压玩具这个装备了,有开悟及装备的加成第二周30启很轻松,智的话藏书阁写作里面 纸+魔法灵感+任意非魔法灵感可以搓魔法书加智力,无脑就能30智 [b] 前四五周 [/b]每天重复劳作,慢一点这阶段矿山也该挖空了,开悟这边差不多也能拉到头(这应该是这游戏唯一的玩点了吧),藏书阁每天强化一点是一点。市场这边可以多对对话,中期很多升级都需要大量银币,市场这阶段拉满后每秒扣3万食物加300银币,食物在城镇大厅股市强化几次就够了(而且体力除了挖矿就种植土豆了,开悟也给很多,开了几把没有缺过食物) 圣殿这里的注入,静思、凝神、业报、戒条、混元、超验都能做玩具,超验是搭配神瑛,这玩意也是开悟开出来的 [b] 剩余时间 [/b]强化已经满了,最后几周基本都直接跳了,直接跟BOSS战个痛快
Writing this review because I'm on the last day before an assassin attack and I need 2000 wood to craft a new battleaxe, but my paper mill has eaten up all of it. At a rate of 3 per tick, I should have about ten minutes. So this slow accumulation + turn-based hybrid system works to give you an occasional break from this extremely addicting game. There was a certain learning curve for the first few runs where you just click everywhere and get overwhelmed by the choices, but after a while everything comes naturally. Anyway much to discover, awesome game, my wood is done, will probably die to this assassin anyway. 100/10 EDIT: I did indeed die to the assassin. Better luck next time.
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Players by region
Where this game's players are, estimated from review languages.
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