
A region-conquest simulation RPG where bonds with your allies shape fate. —The choices you make, and the battles you fight, will determine how the story unfolds. Fast-paced tactical battles. A strategic map mode where your decisions shift the tide of war. Preparation and growth that change destiny.
Modeled estimate, not a reported figure. How we estimate →
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.
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.
About

■Prologue: Where Fate Begins to Move
A region-conquest simulation RPG where bonds with your allies shape destiny.
—The choices you make, the battles you fight, will determine how the story unfolds.
The bonds forged throughout the story
will greatly alter the battles to come—and their outcomes.
The result of each battle,
layered one upon another through even the smallest differences,
will eventually reshape fate itself.
—A battle that was meant to end in merciless defeat.
—A nation that was destined to fall.
—Companions who were never meant to meet.
Your actions will change all of it.
Defy the fate decreed by the gods,
and see if you can reach the truth at the end of Silver Blade.



■Fast-Paced Tactical Battles
Combat in this SRPG has been optimized
to resolve quickly, avoiding drawn-out encounters.
Strike enemy weaknesses to gain extra actions with the “Chain Attack System.”
Break enemy formations at once by defeating their leader with the “Platoon System.”
Prevent prolonged battles with the “Turn Limit System.”
Plan your strategy and bring each battle to a swift conclusion.



■Map Mode: Shape the Battlefield Through Strategy
This is the strategic phase where you advance the story
by expanding your territory and seizing enemy-controlled regions.
Depending on the route you choose,
the scenario itself may change.
Your next move may shape the future.
Plan carefully, and choose the best course of action.


■Preparation and Growth Shape Your Fate
Seven classes and class changes Stroll events to bond with Your companions Platoon dispatch quests Trial Cave for leveling up Platoon bonuses triggered by character combinations Your choices and preparation will determine where the story ultimately leads.



■Special Battles
Under certain conditions, massive robot battles, Colossus Battles will occur.
These encounters bring a level of tension unlike standard battles.
Rendered in late-90s-style pixel animation,
this is a story of branching paths and trust.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Japanese, English, Simplified Chinese
Engagement
Reviews
[h1]麻雀虽小,五脏俱[/h1] 游戏上来给我的第一感觉就只能用 “复古”来概括了,《神屠蓝银》更接近于一种非常老派的 JRPG 风格。无论是音乐,还是其画风与战斗模式都会给人一种90年代的风格的感觉。尤其是人物立绘,时而新,时而旧,当有些角色站在一起看上去极不协调,像是两个世界的。 当然,这种画面风格本身并不一定是缺点,毕竟复古 JRPG 本来就有自己的受众。不过本作的美术质量确实存在比较明显的短板,尤其是部分立绘与游戏加载界面展示的同人作品相比,风格差距很大。 玩法方面,这是一款SRPG游戏,也就是战旗。除了剧情中的主角团以外,也可以从酒馆内雇佣佣兵来壮大自己的队伍规模,基本还是能够提供一定乐趣的。整体难度控制得比较合理,既不会让玩家频繁受挫,也不会简单到完全失去挑战。搭配可爱的小人以及富有情绪的配音,意外的很有意思。 到了最终战中还有剪刀石头布的环节,玩家需要根据对方的台词和语气去猜出招,还是很有新意的。 [h2]同时,游戏中还有一些比较影响体验的问题[/h2] 首先要聊的就是叙事问题,游戏中有节奏进展过快,按道理来说国家之间开战应该要做的就是让玩家理解这些国家的各种设定,从而才能更好的代入到剧情中。同时所有角色上来就是自来熟,前情提要里也没有进行什么很详细的解释,导致很多时候我看剧情的时候都是云里雾里。 也希望能够加入战斗结束后的统计画面,对于这种存在职业分工和阵容搭配的游戏来说,可以帮助玩家更加直观地了解不同角色在战斗中的实际表现,也方便玩家调整自己的队伍配置。 还有本作部分战斗设计方面也有着一些问题,它在这方面还是保留着老派JRPG的那种劲,有太多的东西需要玩家一点点去试错,大大增加了其学习成本和游玩时间,比如某些强敌开始时的那些超强BUFF。 [h2]最后,总结[/h2] 《神屠蓝银》是一款相当复古的 SRPG,无论是画面、音乐还是战斗系统,都有着浓厚的老派JRPG味道。战旗玩法本身还算有趣,佣兵系统也增加了一定的队伍搭配空间,让战场更加热闹。整体难度适中,最终战的剪刀石头布设计也挺有新意。不过游戏的问题同样明显:剧情推进偏快,角色与世界观缺少铺垫,部分立绘风格不统一;战斗中的部分机制也缺少提示,需要玩家不断试错。总体而言,适合喜欢复古 JRPG 和传统战棋玩法的玩家。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
很好玩的复古srpg游戏,40小时通关了4个路线,存不存在真结局呢?还有别人说的缪(myu)通过什么渠道招募?我通关了4个路线没见过
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Hours played at review time, across 36 reviews with recorded playtime.
[h1][b]按90年代SRPG风锻造,在2026再度开刃的苍蓝神剑[/b][/h1] [hr][/hr] 上世纪末一直风靡到现在的SRPG游戏,相当出彩比如有《三国志曹操传》,一方面,关卡制的设计让玩家在每一关中都能体会到有限武将战棋在固定地图中回合横戈走马,尽可能快的达成地图目标的爽感,另一方面,玩家积攒宝物以及T0武将,迅速建队,即便关卡通关有通解,但是在玩家的鬼脑操作下,老棋盘总会有新生机。[b]更何况,各朝各代的换皮也让SRPG永远创意不竭。[/b] 本作《神屠蓝银》正适合对于该类复古策略的发烧友,也在旧系统中带来一些新制,完成一段王道的SRPG复国逆命之路。 本作没有那种成品历史提供势力,就必须依赖主角自组的剑之国进行攘外施展军略。以艾因与梅尔法为首的骑士团像是《圣兽之主》随着冒险慢慢征募的伙伴,随着主线的各地转战以及羁绊的点滴积累,玩家可以选定进入不同命运的歧线,在这个2人制作七年的诚心制品中,尽情实战在7国60余处地图的不同战斗策略,并在四个主要的故事线中体验逾30万文本的史诗。 [h2][b]《信长之野望》《圣兽之主》的开疆拓土[/b][/h2] 毕竟涉及七国大命运以及50多名角色置身其中的命运激流,游戏离不开传统中古世纪的征伐辗转,因此,在国土争夺上,玩家必须预测敌军攻防、安排倾轧敌军的我方军团相应战备,通过升级以及品阶拔擢,在类《皇帝养成计划》那种对外征伐的兵线设计中进行军团规划。 而细至每一个小队成员,则更能体验到每一个角色命运对于局势的影响,不同职业以及转职为阵容组建带来更多自由,通过散步活动了解每一个成员秉性,而且将不同角色组合会有不同特殊的组队增益,完成试炼以及派遣任务,都能让成员作为一个[b]游戏中历史角色一样成长乃至辉煌(游戏内比较强力的单位属于身板脆弱的法师,因其能迅速将敌人摄入攻击范围后打出高额伤害,极其适合本作讲求速战速决的节奏)[/b],这些纪事很强的同伴分合,让剧情变得不再简单线性。 [h2][b]《火焰纹章》式的战盘设置以及创新[/b][/h2] 战棋回合策略是比较容易江郎才尽的品类,新颖的地图设计以及出彩的角色技能总有尽时,本作在传统基础上,做了一些适应现代快节奏的创新,比如说攻击敌人弱点后可以再行攻击,有助于玩家连战之后尽力打出完杀,尤其是如果对象是一个小队队长,直接擒王后会让一整个小队直接覆灭,一改节奏偏慢的SRPG长盘思考,游戏更重视每一场战局能否灭敌先机,然后在一场场战役后累积出人类英雄的战纪养成感,整体体验下来,单盘的策略性会低于比较硬核的传统SRPG,但因其丰富的长线养成以及歧线王国剧情,游戏的体量以及整体节奏都非常推荐王道SRPG爱好者深度体验。除此之外,游戏并入巨像战,夸张但是[b]我来组成头部的机甲战让本就紧凑的全局变得有趣而刺激。[/b] [b]游戏适战略游戏新人上手,其丰富的世界观以及群像剧、用心的立绘[/b]在一定程度上可属于《圣兽之主》的代餐,而90年代风格质感的画面以及速战连战,也或许可将诸位友友唤回XP系统时在华容道般关关嵌合的《孔明传》《曹操传》的那些苦思冥想。 [quote] 恭请雅鉴 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
复古的老派SRPG,虽然画面简陋,人物画风也不统一,但是游戏内部都是精心打造,比如设定是很完善的,开头剧情也说有前作不过我没找到,几个国家和各个角色也都有单独剧情。 载入期间的各种同人图和小漫画也别有一番风味。 战略方面是简单的以战养战没有什么内政还可以空降部队。 多周目有继承要素,也有四条路线可以选择。 RPG方面由于人物只有一个装备栏所以能变得因素不多,几乎只能看人物成长和技能。 战旗部分是我觉得作者设计最精妙的地方,5回合的战斗不会太长也不会太短。不过有个严重的BUG,有时候棋子会出现贴图过去了,但是本体没过去的情况,下回合你要点空地板找那个人才能操作。 推荐给喜欢旧时代SRPG的玩家
The English translation can be a bit off but it's playable, as long as you played some SRPG games before, you will get the idea. So please give the devs some time to take their time to do all the translation and bug fixes. My 1st playthru is around 10+ hours (Normal Route), the gameplay is nice to see something new with each classes had their own weakness charts. You control a squad with unique characters or you can buy mercenaries, defeat the enemy squad's leader to decrease the enemy morale or hold on till the last turn to seize victory. Do take note that squads have their own cost limit. The class level-up path system had replayability so you can keep playing and get each unique of your favorite class for your squads. You can choose different dialogues to get other characters which you can miss on your 1st playthru. Try the Demo out if you are interested!
良くも悪くも、一昔前の古き良き時代の同人ゲームという感じ。 ゲームとしては大悪司とか鬼畜王ランス辺りをイメージするとよさげか。 ユニットそこそこいないと、進軍後に空いた拠点に攻め込まれたりするから小隊増やしたいけど、人が増えれば食い扶持が増える。資金難にならない程度に上手く資産運用していい感じの人数に抑えた精鋭を育てよう。 ネームドキャラ+αくらいで毎ターンの支出がギリギリかもしれない。 序盤で強キャラが入ったと思ったらすぐ離脱して、人の出入りがあることを示唆してくれるので経験値運用もなかなか考えさせられる。 ストーリーは前作があるんかな?まぁ今作からでもそこまで問題なさそう。 立ち絵の動きがなんかしゃっくりしてるみたいな違和感あって、これなら動かさなくてもいいんじゃないかな…ってなるとこだけ個人的に気になった
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.
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