
Surmount is a simulation game which is involved with moderate strategy on the subject of E-sports. You'll play as a college student who choose to return back to the league and win the competition as a coach. Those members can not only be your teammate, but also close friends or lovers.
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.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 22 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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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Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
重复度有点高,后面打的yw了...
花费21小时通关这个游戏,达成了电子竞技没有爱情成就,特意来写评测。 对胜利的渴望,训练的枯燥和苦痛,家人的不理解,队友的并肩而行,电子竞技是如此纯粹。 夺冠以后,具体的比赛细节不记得了,反而是那些穿插在日复一日的任务安排中的众多配角,有些吵闹的垃圾话,每周五挑选给队员的外卖,在我心里留下最深刻的记忆。 已经忘了是在什么时候开始被打动,也许是在路以桐说的那句,就这样也很好,也许她并不想因为是女生而被区别对待;亦或是赛前拉满嘲讽,却会在输掉比赛后来为你们加油的兄弟战队。这个世界太过美好,以至于我通关以后,看着屏幕上滚动的ED,仿佛做了一场梦,梦里我又回到了大二那年的春天,樱花烂漫,和队友一起走在操场上,看风吹起树叶。 现实中的我也是这样一个爱玩游戏的女孩,也自己组建了队伍打了比赛,只是我们没那么幸运,没看到那场金色的雨。 还有好多遗憾,想玩的英雄还没有玩。时间不断推着我们向前走,少年终会穿上西装,成为无聊的大人。 莫羽的故事结束了。我们的青春还没有完结。
制作组的第一次尝试,要说缺点那自然是挺多,从文案还是游戏体验都能找到缺点: 1过于匮乏的资源需要玩家精打细算。而精打细算中又用随机这个不可控变数来控制游戏时长,属性加成随机,外出人物出现随机,游戏人物出现随机,就连比赛地图第一场都是随机,这些通通可以SL,但是无疑大大拉长无意义的游戏时间。 3外出遇到人打招呼和送礼物只能选其这是一个很失败的操作,打招呼能够听到角色不同对话,这是人设重要部分也是游戏体验一部分,两者只能选其一会使得好感度不够导致进不了告白,非常的尴尬。 4某些游戏行动冲突,比如在神谕游戏里提升了属性但是时间过去了导致没法升级,非要下一次才能升级很糟心。比如上课就没法点外卖等,如果上课改成中午可以行动但是只能行动不消耗时间的行动这样就很好。 5好感度文案也是很失败的一点,很多好感剧情真的是没头没尾,没头指的是突然出现在某个地方,男女主也没邀请对方就突然“机械降神”。没尾指的是好感剧情结束是突然就结束的,男主女主和周围人好歹给点反应和收尾的心理描写,什么都没有剧情完了就完了,体验太差。而且更要命的是由于文案限制,本来一段就放完的完整好感剧情会因为好感度砍成两半,怎么看怎么怪。 然而就算这么多诸如此类的缺点,制作组做了可以18人的攻略游戏,我又怎么会怪你们,有尝试是好的,希望协律01不要出现以上缺点,做的更好
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese**languages with full audio support
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
游戏性很差……角色的个性一眼就能望到头,时间也很紧张,比赛难度升级太大,为了最大收益还得又上游戏又逛街聊天又买外卖又送礼物,街边总是会刷新一些莫名奇妙的npc角色,也不知道刷他们的好感有什么收益,还时不时跳一些限时问答,总之,玩起来完全没有恋爱游戏的放松感,并且策略性的部分也不高,养成难度又很大,可以说框架很不错,但是实际体验下来很平庸,满分10分的话,只能给到7分。
花了17个小时用最简单的模式拿到了30/33的成就,不知道是不是bug的原因,舒言的告白cg明明打出来了,但是cg鉴赏里没有,就缺这一张,强迫症真的很难受......游戏过程重复性比较高,QQ人还是比较可爱的,但是电竞过程太无聊了,数值也很迷
总结来说还挺好的。虽然重复性有点高又太靠S/L, 但玩起来还是挺上头的。希望制作组可以继续开放更多的路线。 通关的时候还有一个温心的自动存档方便看多种结局。可是告白的时候没有CG!? 在这一类游戏里这可是重罪啊哈哈哈。
还不错, 不过比赛中如果领先过高能一击必杀就好了
满有新意的题材 玩起来感觉也不错 人设美观 值得
非常推荐太好玩了!
可以一带多太爽了哈哈哈
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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.
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