
Stack, train and collect 100+ powerful Stackmon in this creature-collector with a card-stacking twist! Build your camp, challenge rival Scouts in combat and face the mysterious corruption spreading throughout your land.
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About
Stackmon is a creature-collecting adventure with a unique card-stacking twist. Discover and capture new creatures and stack them with resource and equipment cards to unlock even rarer items and effects. Build up your camp, explore a vibrant world, and take on rival Scout Leaders, as you uncover the dark mystery behind the Soot – a strange corruption spreading across the land.
- Discover 100+ Stackmon including Evolutions, Rare and Legendary editions!
- 25+ different Buildings to construct and upgrade your home base
- 20+ Equipment and Item cards to buff your Stackmon and Scouts
- 7 unique biomes to explore, each with their own game altering mechanics

Drag and drop Stackmon, resources and items onto each other to form powerful combinations! Use your Stackmon to gather materials, craft items, automate tasks and battle other Stackmon. Grow and customize your Harmony base to unlock new recipes, upgrades, and abilities for your Stackmon.

Discover and collect over 100 rare and powerful Stackmon and train and evolve them into their more powerful forms. Search for wild Stackmon across the world of Gaia, open booster packs to expand your collection, and help Professor Pine in his dream of completing the Stackpedia!

Venture beyond your base and challenge other Scouts scattered across the world to prove your strength and rise your way through the ranks. Take on rival Scouts in strategic auto-battles, using equipment, abilities and elemental affinities to your advantage. Face off against powerful Scout Leaders and show the strength of Harmony!

A mysterious and dangerous force is spreading throughout Gaia, corrupting any Stackmon and Scout Leaders in its path... It's up to you and your Stackmon to find the source of the corruption, face the Soot and change the fate that approaches.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 373 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我把岩石系boss给冒险家第二天回来的时候竟然不见了,然后查看房屋看到链接的宠物显示在地图外,我以为取消链接能刷新在我的帐篷,结果现在就是我直接少了一个岩石的boss宠物(这个还不能重新抓),还有就是打迷雾送的上过迷雾铠甲我放在家的左下角,然后我记得就是在这个位置,过了游戏里面的10几天居然不见了,很多东西其实都不见了,什么孵化窝也刷没过一次,有时候真是心累,明明看到商人需要展示这个装备但是我原先就是有的,就这样有bug刷掉了真是让我太难受了
Good dame, but very buggy, e.g. failed to save due to UI issues. Wait for patches.
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Languages: English, Portuguese - Brazil, Simplified Chinese, French, German, Spanish - Spain, Korean, Japanese
Hours played at review time, across 374 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好无语,今天更新过后就开始出现新BUG,打完回到家无法ESC和空格键,也无法继续冒险,只能干看着....我培育了这么久,反复读档刷了这么就得闪光,不会坏档了吧!哭死了 更新很及时!NICE!!!
好玩,但是限时任务有bug 交付了偶尔会卡死
有bug,捕捉七只妖怪回家进剧情后,无法呼出esc或者快捷键暂停,也无法外出,强行游玩一会后无法拖动地图 ---制作组修复的很及时,好玩爱玩
재미있게 했지만 아쉬움이 없는건 아닌데 맵 걍 한바퀴 돌고싶은데 구지구지 경로 카드를 먹게 한다는 점이라던다 그렇게 먹게 했으면서 먹은 경로를 계속 확대강조해서 시간 잡아먹는 점이라던가 카드 겹쳐진게 많을수록 조준 미스가 나는 점이라던가 카드팩 노출을 왜 판매는 고정 노출로 하게 하면 되는데 판매까지 4개씩 하게해서 오른쪽 카드팩 구매하고 다른거 팔려면 왼쪽 끝으로 돌려서 판매해야 한다는 점이라던가 전투에서 버프가 중복 안되고 1가지만 적용되고 버프 시간도 개 짧아서 공격력 증가 버프는 공격하기 바로 전에 사용해야 하는 등 뭔가 아쉬운점이 많지만 그래도 이정도면 뭐 나름 재미있게 했고 후속작이 개발 된다면 더 발전해서 나왔으면 하는 바람이있다~
[h1][b]堆叠大陆+宝可梦:不一定要装进口袋里,也可以堆满整张桌子[/b][/h1] [hr][/hr] 由巴西工作室开发、Alibi Games发行的《堆叠妖怪》,于2026年8月18日上线,黑盒券后35.2元。100种图鉴妖怪、25种建筑、20余种装备、7个生态区域(区域之间也存在需要用场景技能才能打通的道路)及6场道馆战。简单概括便是,一半是《堆叠大陆》式资源生产与卡牌合成,一半是宝可梦式的捕捉培养、升级进化和克制作战。但真正让二者黏合起来的,[b]是精灵可以堆叠卡牌后协同工作,以及卡牌资源可以辅助精灵对战升级[/b]。 [i]《堆叠妖怪》兼顾营地生产与妖怪战斗[/i] 受到了纸牌接龙启发,《堆叠大陆》开创了一种新玩法,即[b]将所有东西卡牌化[/b],顺着自动倒计时、合成配方、生成资源,最终完成复杂的建设流程,基于桌游开创了一类较新的自动化经营。 《堆叠妖怪》稍加改造,让精灵一同进入某道生产链,游戏主要分为两大区块:①营地建设;②探索战斗。在营地中,训练师只需要将牢精灵拖拽到待合成的资源或者建筑上,他们就会自动采集建筑或者制造耕种。 物态变化不止是出产了新物件,更是能够盈利最大化,比如说[b]一个木头售价1金,但是分解后的两个树枝总价2金[/b]。 加工后售出,营地建设开始盈利,此时玩家只需花费相应金币开卡包(部分新包需要打败道馆后激活勋章才能解锁),每一个卡包都会随机发放资源、贴士以及合成表卡片,[b]前期玩家需逐卡包拆开后解题——因为卡包所赋的资源是有限的,玩家只有尽可能让其转化为高价卡,才能尽可能前期利滚利。[/b] 像是真新镇的冒险家一样,我们同样也有[b]博士相伴,其不时发放任务,我们交付对应资源后便可以获得冒险点数,支付3点并且随着冒险流逝相应点数,玩家可以在竭尽冒险点数之前探索大地图。[/b] 在野外冒险,同样需要玩家操控精灵、训练师进行踩坑探索以及明暗雷自动战斗,比宝可梦对决更加灵活的是,[b]在战斗过程中可以随时交换队员、投喂战补道具,虽然第一个是草属性道馆,但是御三家的水主既有治愈的主动技,而且数值也不低,搭配一些火怪,基本上不会被草牵绊太久。[/b] 每一个精灵都有两个装备槽以及主被动技能栏,随着等级提升(投喂精华)还能进化,自身属性对于相契合的建筑生产效率亦能产生倍率提升([b]比如说水系对应农田灌溉[/b])。 其中对于野怪,击败后使用图腾,就可以将新妖怪带回营地,为其建设营地后,就可以让之在家园从事生产。 遇到闪卡一般是能抓尽抓,因为他们不仅稀有,对应的闪卡物资更是能售卖高价。因此,游戏的主循环,就会变成“经营→战补→战斗→掠夺→经营”的循环,前期可能还需要一些流水线来生产资源,中后期直接以战养战,通过一圈战斗就可以获得[b]任务指定的物资。[/b] [b]当开图的时候,必须将训练师卡放在路线卡上做第一次开图,否则相应地图不会打开,一旦开图后,相应地图是终局解锁的。[/b] [b]这种玩法设计的独到之处在于统合,但是问题也在于此,即越是万物皆卡,越怕满桌狼藉。[/b]早期只有几张原材料、食物和妖怪时,桌面整洁,猪脑也不会过载;但是到了中后期,建筑、素材、装备、产物与备用妖怪同时涌出,卡牌之间又需要频繁拖拽,虽然本作相对于其他作品生产链简明以及有快捷键,但是也会在实际生产时没有那么井[b]然有序。[/b] 不过两种玩法的融合我觉得整体还是比较契合的,毕竟不是简单的各取一半,比如说在战斗环节,玩家进入到道馆地图,会像宝可梦一样出现城镇建筑、特殊NPC,玩家不仅可以换到稀有的宝可梦,也能在此处进行跳出[b]同质循环(生产需要更多妖怪、捕怪需要更快生产)[/b]的设计,即玩家可以在此处进行战斗队员的构筑与优化。 整理负担恰恰是本类游戏的一大特质,丰富的内容在玩家分区管理、派奴生产后逐渐恢复秩序,倒也能给整理系玩家一种归纳感,而且除了常规的精灵玩法,异色(闪光与腐化)的设计让生物收集本身也极有动力。如果[b]不介意中后期的数值堆叠,盒油能在本作中感受到撕卡包、流水线以及即时战略的简单快乐。[/b] [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
游戏的创意真的很好,但是玩到20小时以后明显感觉很无聊,而且我的闪卡烟尘装备被吞了,瞬间丧失玩的动力!!
2026.8.22,更新的啥玩意,更新后主角堆在卡片上没反应,重启才会好,好了一会又没反应。看在厂家更新频繁还是转好评吧,希望后续能修好bug完善体验,多加点内容。
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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