
Discover the true power of rice in Sakuna: Of Rice and Ruin! Take on hordes of demons in side-scrolling combat to reclaim the land as Sakuna, a spoiled harvest goddess banished to a dangerous island. Then, return to your mountain village and tend a field full of glorious rice.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 0.43/day in the week to Sep 3 → 0.71/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; PlayStation, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 5.7Kreviews | 92% | — | $3.1M |
| $29.99 | 5.3Kratings | 92% | — | not modelled | |
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 825 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1][b]天穗之咲稻姬:粒粒皆辛苦[/b][/h1] [b]难过的时候也要好好吃饭,吃饱了睡一觉,没有过不去的坎。[/b] 本作舆其他种田游戏最大的不同便是只种水稻。虽然只种水稻,但一年到头都有得忙,春天要整地播种,夏天需水位把控,秋天收割晒谷难得几分清闲,冬天收获后想不到比种植时还累,又是脱壳又是碾米还要为第二年的水稻选种。 一番折腾下来,相比那些大多数只是装模作样挖个坑埋点土,浇些水等成熟的种田游戏;本作让我油然而生了一种哪怕是真去农地种水稻也能有模有样的自信感。也正因其细致的流程工序,一部“有深度”的游戏却被一部分人以讹传讹地叫作了“硬核”游戏,让一些人望而却步,多少是有点抱不平。 [h1]优点方面[/h1] [b]——出色的打击感,[/b]虽然是个种田游戏,却拥有不亚于横版动作的攻击反馈和爽快连击,甚至远超不少小作坊的正经动作游戏,比如[url=https://store.steampowered.com/app/535480/Sundered_Eldritch_Edition/]Sundered[/url]、[url=https://store.steampowered.com/app/1000760/_/]Foregone[/url]、[url=https://store.steampowered.com/app/598700/_/]The Vgarant[/url]等。 [b]——新奇的角色设定,[/b]主角作为一个丰穰神,水稻种得有多好,属性就变得有多强,合情合理,无形之中增进了玩家和作物间的情感联系;待到收获之时,也能更深刻地体会到什么叫粒粒皆辛苦,什么叫功夫不负有心人。 [b]——细致的水稻种植,[/b]影响水稻最终产量和质量的因素有很多,抛去杂草、害虫、天气这种几率事件不提。初春的插秧,秧苗间距离的稀疏;盛夏时分蘖,对农田水位的把控;秋收的时机以及晒谷的干燥程度。一年到头贯穿始终,直到结算的那一刻都不能掉以轻心。好在制作组放了玩家一马,再怎么种不明白,水稻的属性也是正向成长的,不至于颗粒无收。 [b]——可爱的画风,[/b]佐久名抱一只狗,我就能盯着看好久。https://steamcommunity.com/sharedfiles/filedetails/?id=3392210920 更别说之后还能猫狗双全了,动物们簇拥着她在屋檐下睡午觉的场景,透过屏幕都能感受到幸福。 [h1]不足之处[/h1] [b]——没有技巧只有数值,[/b]这是我玩到后期不经意的感叹。别的游戏是换皮怪,这是皮也不换,一模一样的敌人,晚上的就是打不动,后期的就是更加强,开局在打兔子精,结局还在打兔子精。我是觉得这样不好,一方面是审美疲劳,另一方面显得枯燥。 [b]——数值不平衡,[/b]后期很缺材料,制作武器或防具,而且是那种需要多少就得刷多少,手上一个都没有的。我是觉得这种类型的游戏,就该让玩家在正常流程中获得8成材料,2成去反复刷一刷。它这里要么是材料需求的量设计得不合理,要么是爆率不合理,我更倾向于后者。随着时间越来越少,我愈加反感游戏中需要S/L的部分,尤其是刷材料,拿到之后也不会有喜悦之感,只是觉得累。 [b]——键位设定,[/b]不能自定义按键就算了,还很搞怪地要按鼠标滚轴,shift+鼠标中键这样的组合技,真想不到会是用过电脑的人能设计得出来的。手柄体验应该会还好。 [b]——在含糊不清中追寻精准,[/b]先说个题外话,相比大部分日式RPG中的数值描述“大幅提升攻击力”、“少量恢复生命值”,我更喜欢西式RPG中“生命值增加500”、“攻击力提升15%”这样精确的描述,但是,它们在各自游戏中的度量是统一的,而本作混淆在一起让我觉得很厌烦。 体现在游戏中就是,告诉你化肥时效持续10个小时,但不告诉你现在是几时几分。跟你说水稻扎根时期田里的水里保持浅水比较好,但不明说多少水量算浅水,25%的水量和20%的水量种出来的水稻有什么区别吗,那22%的呢?它在精确的数值中穿插着模糊的表述,让我这种要么摆烂,要么精益求精的极端风格感到如坐针毡。 在别的游戏中,测试成本很低,比如说[url=https://store.steampowered.com/app/965230/DORAEMON__STORY_OF_SEASONS/]大雄的牧场物语[/url],它不告诉你草莓作为一个多季植物,再次成熟要多久,你可以自己观察,然后就知道大约能收获几次,什么时候种植可以防止过季。而本作,因为种植周期很长,比如说你就想知道,在春天的某些操作对水稻收成有哪些影响,你还得在收获之后读档回到几个小时前,然后再来一遍,而且很难保障其它变量不产生变化,所以玩家测试成本非常高。 这就是为什么被人说成“硬核”种田,不是你种不好水稻,而是你种不明白。它也算我少有的都全成就了还感觉一头雾水的游戏。 除此之外还有两个设计突兀的地图:一个是300层的天返宫,一个种田为主战斗为辅的游戏,真得要搞个300关的竞技场嘛?装备可以有+就可以有++,有++就可以有+++,这个是没有止境的,纯粹套数据,不过谁爱刷谁刷,不予置评; 另一个是保卫神树打蚜虫,100关,这19关和99关完全没区别,就那么4种敌人2分钟一关,真的就两个小时在树底下按一个技能按3000多遍,套牢了成就党。我觉得意思意思2、30关就得了呀,实在是个败笔设计。 [h1]总得来说[/h1] 这游戏的缺点和优点都十分明显。 有的人可能玩不下去,因为受不了那种想要理清一切,却又因游戏中的含糊描述而受阻的感觉; 有的人可能玩得起劲,因为对于一知半解的事物浅尝辄止,纯粹享受收获的喜悦和农舍的闲情。
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.
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*, Korean, Traditional Chinese, Simplified Chinese, Spanish - Latin America*languages with full audio support
| $29.99 |
| — |
| — |
| — |
| not modelled |
| $29.99 | — | — | — | 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.
Hours played at review time, across 828 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is one of those games that I keep trying to return to and want to like because the concept is really cool and farming sim style games are one of my niche pleasures. This game has absolutely atrocious controls that cannot be edited for some reason. Started on kbm, started noticing some random drunk swerving while planting and realized the side scroller aspect limits me to only 8 directions on kbm. Figured it was probably because I wasn't using a controller. Movement problems persisted, at least i had full twin stick control for combat. Jokes on me, combat is still rough. You'll constantly be facing the wrong direction after grabbing enemies and the counter system is "press you movement in the direction of the attack". That only seems to work around 60% of the time, no matter how consistent you are with your parry. That being said, the farming is fun aside from drunk walking while planting leading to poor planting patterns. The weather RNG plus the massive amount of micro managing you have to while growing rice makes it so you really cant do much during rice growing season, lest you risk having a bad harvest. At the same time, the game tries pushing you into action areas that will take all day to get to a checkpoint. Finally go back to farm and realize the water is bone dry/overfull because you had to be gone for so long. It just seems like they had two different games that ended up getting smashed together haphazardly. This will be the third time I've tried getting through this game, I ended up doing 4 rice harvests this time around before getting frustrated enough to write a review. Long story short, watch a content creator that has good dialogue while playing this game and you'll get a better experience than playing this yourself. I, sadly, will not be finishing this game
Sakuna is bizarre mix of charm, jank, attention to detail, and sloppy, obtuse mechanics. It's a lot of fun, and I recommend it if you're into ambitious, Japanese PS2 games. Pros: * This game doesn't just plop in farming mechanics, they _really_ want you to know about rice cultivation. Their love for it is honestly a little infectious. * The physics-y combat is pretty fun, with swinging enemies into each other, and gliding around with the raiment is very zippy. * The dialogue and character animations are charming. While not set in real-life Japan, the game is overflowing with affection for Japanese culture and mythology. Cons: * The platforming and combat can feel _very_ stiff until you play it the way it wants you to play. Dashing is one of the few things that cancels animations, and you can even dash through enemies. You can also jump cancel your dashes, so there's a lot of attack -> dash through -> jump cancel -> grapple to next enemy. * The combat build part is a bit opaque. If you're struggling to do damage, is it the food you ate? Last year's rice harvest? Element type? Time of day? * The farming and gathering mechanics are all kinda-sorta intuitive, but a lot of it isn't explained at all, while other parts are tediously overexplained. * Many enemies are too slow, too passive, and too one-note to pose any challenge, so they compensate by throwing 85 enemies at you per encounter, with a bunch of hard-to-see and unpredictable explosives. If you've played the hot garbage levels in Mario Maker, it feels like that, but with more swords. * The main game loop requires juggling your farming with your exploring, and a lot of progression is locked behind "exploration level", which is achieved by farming pointless side-objectives in each area. Instead of building a narrative pace, you often have to stop to revisit previous areas to kill 40 enemies with blunt damage, or harvest 10 salt, etc. Overall, the game requires some tolerance for janky, old-fashioned experimental design, some slippery controls, and forced pauses in the narrative to go appreciate farming or revisit previous areas. If you enjoy that kind of thing, you'll love Sakuna. Otherwise, you could find less frustrating action platformers and/or farming games.
[h1]ダメ神様、ニート卒業。お米の力で社会復帰した話。[/h1] [h3]神々の都から鬼ヶ島の農村へ[/h3] 武神と豊穣神のサラブレッドでありながら、都でふんぞり返って穀潰ししていたダメ神様、サクナヒメ。ひょんなことから人間たちと鬼が巣食う島に流され、鬼退治と米作りを命じられる…。 自分、思いましたね。[b]「これ、TOKIOがやるやつじゃん!」[/b]と。 しかし、このゲームが「農業」という名の、あまりにも深く、そして尊い深淵を覗かせるのに、そう時間はかかりませんでした。 [h3]右手にクワ、左手に羽衣。これが神業。[/h3] このゲームは二つの柱で成り立っています。一つは、横スクロールアクション。農具を武器に、羽衣をビュンビュン飛ばして鬼の群れを縦横無尽に駆け回る。これが実に爽快。敵をまとめて吹っ飛ばし、壁や他の敵に[b]「衝突」[/b]させるのが基本戦術。ただの脳筋プレイじゃない、テクニカルな立ち回りが求められます。 …まあ、それも極上の新米を食って、サクナが鬼神のごとき攻撃力を手に入れるまでの話ですが。 [h3]米作りは、科学であり、愛である。[/h3] そして、このゲームの本体、米作り。田起こしから籾摺りまで、全工程が狂気の沙汰レベルで作り込まれています。収穫した米の[b]「味」はサクナの「力」に、「硬さ」は「防御力」に[/b]直結するのです。 最初は「なんでゲームでまでこんな重労働を…」と文句ばかりだったサクナと、面倒くさがるプレイヤーの心は完全にシンクロします。ですが、食卓を囲む人間たちの「うめぇ!」という声と、日に日に活力を取り戻していくサクナの姿を見ていると、いつしかプレイヤーは親の心境になるのです。 [b]「もっと美味い米を食わせてやりてぇ…!」[/b]と。 そう、これはぐうたら神を一人前の「豊穣神」へと育てる、壮大な「食育」シミュレーションなのです。 [h3]タイパ至上主義者にはオススメしない[/h3] 効率やタイムパフォーマンスだけを追い求めるゲーマーには、このスローライフは正直キツいかもしれません。 ですが、自分の努力がキャラクターの成長として、[b]「米の食味」[/b]という目に見える形で報われる瞬間に快感を覚えるタイプなら、絶対に買って損はありません。これは単なる作業ゲーではない。一粒の米に込められた労働の価値と、我々が忘れかけた「食への感謝」を思い出させてくれる、聖なる儀式なのです。 [h3]さあ、あなたの手で神を育てよう[/h3] 都を追われた神様が、米と仲間との出会いを通じて、本当の豊かさとは何かを知る物語。この感動は、自分で田んぼを耕してこそ100%味わえます。 さあ、今すぐ鬼ヶ島で農業研修を始め、最高の米でサクナを最強の神に育て上げましょう。 このレビューが、あなたの心に「天穂(てんすい)」が実るきっかけになったなら、ぜひ[b]「参考になった」[/b]を押して、未来の同僚にこの素晴らしい職場を推薦してやってください。 --- P.S. 豆知識ですが、ゲームタイトルの『天穂(てんすい)』は「天に実る稲穂」を意味する、このゲームのための美しい造語だそうです。あなたの心にも、見事な『天穂』が実りますように!
[h2][b]A Deeply Dense and Incredibly Niche Blend of Farming Sim + Side-Scrolling Action[/b][/h2] It’s been out for quite a while now, and as many reviewers have already pointed out, this is a true rice-farming fanatic’s game. But after playing it myself, what really stood out is how well designed it is in terms of progression—you don’t need to study Japan’s Ministry of Agriculture–level rice cultivation techniques just to keep from hitting a wall. That’s a huge strength. Back when the game first blew up, people were saying things like “you’ll have to manage everything from your meal plan down to the nutrient breakdown of your own waste to control fertilizer.” I want to stress again: the game balance isn’t like that. Even in extreme cases—bad harvests, constant pest infestations—you can still push through if you’re persistent. You don’t need to be a hardcore rice-farming otaku to beat it. In fact, this is exactly the kind of game I’d recommend to players who hesitated because they were intimidated by how “rice-obsessed” it looked. For the detail-oriented, the systems go deep enough to let you lose yourself completely. But even if you just want to enjoy it casually, the design never forces you to study outside the game. That’s what makes the game design so strong: it supports both hardcore and casual play without breaking. The action segments might worry some players in terms of difficulty, but honestly, if you just keep farming rice, you can power up the protagonist into a super-gorilla brute who can muscle through most challenges. Hardcore action fans might see this as a downside, but personally, I think the balance feels just right.
I LOVE RICE!! I LOVE FARMING RICE! I LOVE TILLING THE FIELDS! I LOVE PLANTING THE BUDS!!! I LOVE WATERING THE FIELDS!! I LOVE DRAINING THE FIELD!! I LOVE HARVESTING!! I LOVE THRASHING THE RICE!! I LOVE POLISHING THE RICE!! I LOVE RIIIIIICE!!!
お米は大事と存じます このゲームで米作りの大変さを知ってから、出されたご飯を一粒残さず食べる習慣がつきました
Underrated gem. This game reminds me of Dragon Ball: Revenge of King Piccolo and Brave Fencer Musashi. (even though it is not 2.5D perspective) Now I want more 3D beat em ups like Revenge of King Piccolo, Sakuna: Of Rice and Ruin and Brave Fencer Musashi. And I love the second pillar of gameplay: Farming Prepping the farm and managing the quality of rice is a mechanic that I enjoyed more than I probably should.
ns上玩了之后,趁着动画开播又来刷一下 优点就是一个字,种田!爽! 缺点很明显,这个BYD的PC移植简直没把键鼠玩家当人看
超级好的游戏!!游戏最初是极其丰富的种稻谷玩法吸引我的,这款游戏应该是目前市面上所有的种田游戏里最复杂最硬核的游戏了,当初它也是因为这个原因而出名,好几年前我就玩了这款游戏,一直没有写评测,好多震撼过我,给与过我感动的游戏我都没有去写评测,原因是我玩的绝大部分游戏都不是在电脑平台上面玩的,虽然很多游戏我后来都重新在steam平台也买了一份,但早就已经没有最初在主机上玩的那份滚烫炙热的热情,蜜月期过了,就不想再去写评测了,尽管那些游戏带给了我太多太多的感动,这款游戏在电脑上玩了一些时长,而且确实是非常非常好的游戏,所以很想弥补一下写一条评测,很早就想写,但也一直没行动起来,游戏的种稻玩法设计的极其复杂而且丰富,需要玩家拿锄头耕土,松土,铲除石块,把要播种的这片田整地好,然后播下稻种,插秧,放水,注意温度和湿度,还得去挑大粪施肥,要时刻留意给土壤供给养分,这土壤的养分还分为好几种,根肥,叶肥,穗肥,放水的时候要注意放水的水量以及温度,都要控制的合适,水少了要加水,水多了要排水,还要保持温度合适,还得小心害虫和水稻得病,农田里还会长出杂草,需要去通通铲除,还得考虑天气和降雨量,天气热水温会升高,下雨天,水会太多需要排水,终于到了收成的时候了,这时候需要挥舞镰刀去割稻,割完的稻谷要晾晒,还要给稻谷们脱壳,碾米,最后才是能够加工做成食物的大米,这些粒粒饱满的大米们还有等级成果,从香气到黏性,从味道到硬度都会有一个加成,游戏里还有很多的农书,里面记载了一些对游戏有帮助的农业知识,相当于官方提供的一些游戏小知识,攻略,游戏的种稻玩法略带难度,也偏拟真,可以说是又好玩又有难度,这款游戏由于它的这个特性,所以一出来的时候,在中国和日本就火的不行,最开始游戏发售的时候制作人还被日本农林水产省邀请了,玩家们感受到了这个游戏的复杂,也开始查攻略了,而且查的是日本农林水产省的种稻指南,还有的去看央视的那些节目学习种稻知识,有的人买书学农业知识,那段时间好像人人都开始学农业学种稻谷了,哈哈,特别热闹好玩的一段日子,能够带来如此影响力的游戏可真的很少啊,真的是质量极高的宝藏游戏了,这就是为什么过去了好几年我还是特别想给这个游戏写评测的原因之一,而且游戏充满了农业的氛围和元素在里面,游戏设计了很多的食物,有肉类,有蔬菜,有谷物,谷类,各种各样的食物,看着这些各式各样的食物名字和它们的卡通图标出现在游戏里,真的感觉我也变成了耕种的农民一样,有特别浓厚的乡间耕种,五谷丰登,百姓安居乐业,丰衣足食的氛围和感觉,这种感觉真的太棒,我特别享受和喜欢在游戏里看到那些肉类和蔬菜,谷物名字的那种时刻,感觉看到这么多食物,内心也变的很满足,被这些纯朴的食物包围有一种丰收的幸福感,这些食物的命名都很朴实,都是以食材本身的名字命名的,不像别的游戏,取一堆花里胡哨的菜式名字,一看就很现代化,很出戏,这个游戏的设定是古代农村耕种,所以食材也就是以食物本身的名字来命名,看着特别朴实,特别有代入感,就像我也来到了那个时代那个地点,过着农耕生活一样,氛围感很强,代入感特别强,这一点游戏特别好,沉浸感超级强,而且这些食物都配有文字说明,说明内容也在强调着,食物来之不易,务必好好珍惜,这样的想法,所以更加加深了游戏的氛围感,代入感,和沉浸感,玩游戏的那段时间感觉吃饭都更好吃更香了,游戏里可以用这些食物组合成各种菜式,菜式的名字同样朴实无华,不会出现只有现代才有的那些菜,或者是配方复杂,烹饪方式复杂的那些菜,因为游戏的设定我们在乡村田间,没有那么多的配料和烹饪方式,所以菜式都比较简单,都是简单烹饪一下就出锅的,所以菜式的名字都很朴实,一切从简,都是简单的烹饪方式,这个真的很细节,可能你们会觉得这不是应该的吗,这不是最基本的要求吗,但恰恰不是,很多游戏在这一点上做的一点都不好,这个游戏在这方面就做的很好,农业氛围和真实感都拉满了,毕竟这游戏的种田机制本就强调拟真,这种细节使得游戏就像一个精心设计的一个氛围天堂,待在里面就能享受只属于那个时代的东西,绝对不会有东西让你感到出戏,感到一下就出戏了,氛围被打破了,完全没有这种担忧,就像我们看央视的三国一样,服化道都很从简,摄像机也不够清晰,符合那个时代的产物,所以一下子就能沉浸进去,体验那个时代的氛围,新三国和后面那些摄像机超高清,服化道都精致无比,一点灰都没有的那些新时代的古装剧就完全不会有这种沉浸感了,拍摄时间越早的古装剧看着越有沉浸感,拍摄时间越新的,则非常出戏,一看服化道就很现代化,根本代入不了,这个游戏在农耕方面的氛围就做的无与伦比,非常的好,各种细节都抓的非常非常仔细,只要是游戏画面里出现的东西,无论多细节,都在往这方面去靠拢,无论是画面里出现的物品,场景,房子,森林树木,还是游戏的界面,UI,字体,菜式食材的名字,图标,美术风格,音乐,都在往这方面去靠拢,每一个细节都不放过,所以氛围感超强,游戏还有一个很大的玩法是战斗,战斗也做的挺好玩的,有各种各样的招数,玩法和打法都挺多的,很好玩,这个游戏的战斗我觉得超级好玩,乐趣和难度都适中,恰到好处,乐趣满满,玩的人很开心,游戏的音乐也很好听,超级好听了,特别是在农田的这段音乐,也就是大部分时候我们听到的那首音乐,是做的最好听的,宁静,祥和,安逸,古风悠扬,听着那首曲子看着这片田,会特别有感觉,还有一首曲子则特别像我们的传统曲子茉莉花,这首肯定大家一听就能听出来吧,游戏的音乐超级好听,而且后来还出了一个音乐改编的版本专辑,收录了重新编曲录制,使用了不同乐器的音乐,也超级好听啊,能再出一套这样的专辑,代表制作组们也在音乐上花了很多心血吧,是一群热爱音乐的人,游戏的画风很漂亮,我们的佐久名公主设计的相当可爱!!性格也相当俏皮,游戏的主要玩法还有一个是战斗所以我们还可以给佐久名公主换不同的装扮和武器,还可以给她戴帽子,戴斗笠,哈哈,特别好看,把佐久名公主打扮的漂漂亮亮的,其它几个角色的设计不太好,不仅不太好看,而且他们的性格也都不太好,玩的时候觉得很没劲,看到他们就觉得烦,不干活,只想吃我种的大米,烦死了,所以只能多看看可爱的主角了,还有一个叫结的女生也设计的相当好!!设计的很漂亮可爱,完全是按照动漫番剧那种可爱的设定去设计的,很可爱,而且性格也超好,她叫佐久名公主永远是叫她神明大人,是特别好的宝宝,每次和她对话都感觉很温暖很舒适,和别人对话都血压升高只有和她对话很舒心,因为她在设定上很有礼貌,对话的内容都看的人很舒服,感觉性格很可爱,佐久名公主给她盖纺织作坊她会很惊喜很开心,回家的时候她还会在路边抱着宠物等你,说欢迎回来,玩游戏时只有她给人感觉温暖阳光,每一次和她对话时,还有剧情里有她时,都像一束温暖的阳光照在心里,让人感觉很开心很暖和,真希望这样的人能多一点,反正都是游戏,就不能把大家都设计的好一点让玩家开心一点吗,如果我做游戏我就要把游戏的各方面都做的让玩家开心,玩家玩游戏本来就是为了一段开心的旅程的,这个游戏除了佐久名公主外就只有结一个人,人物设计的比较好,这个游戏能说的东西还有好多好多,还有好多东西都还没说到呢,游戏里塞的东西蛮多的,这个游戏的质量非常高,非常棒,这是一个非常非常棒,非常出色,相当好我相当喜欢的一个游戏
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $196.9K | 332 | 83% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $5M | 3.7K | 88% | $59.99 | |
| $2.2M | 3.6K | 89% | $29.99 | |
| $1.1M | 2.7K | 84% | $14.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $3.1M | 8.7K | 81% | $14.99 | |
| $3.1M | 20.8K | 84% | $5.99 | |
| $3.1M | 2.9K | 97% | $20.09 | |
| $3.1M | 12.5K | 86% | $9.99 | |
| $3.1M | 2.7K | 92% | $29.99 | |
| $3.1M | 18.8K | 92% | $7.99 |