
A pyramid-building adventure of historic proportions!
Modeled estimate, not a reported figure. How we estimate →
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Genres
Sums Steam only; PlayStation, App Store, 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 | $8.99 | 86reviews | 97% | — | $14.7K |
| $13.99 | 26ratings | 86% | — | not modelled | |
Engagement
Reviews
Themes across 66 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我个人最喜欢的一款开罗作品 缺点是动不动就咬你一口的蛇(八个蛇屋才能让蛇消失,这导致了金字塔最后不太像金字塔,但是不做这个挺烦的) 还有无法直接移动建筑,必须等他建造完成才可以 什么时候出金字塔2?
[h1]金字塔商场物语[/h1] 《金字塔王国物语(The Pyraplex)》是一款建造历史性的观光金字塔经营模拟游戏,也是开罗(Kairosoft)又一款像素风模拟经营类作品。横板的商场经营搭配上埃及文化。 玩家将通过搬运石头建造巨大的金字塔作为金字塔商场,吸引观光客来金字塔里游玩,经营商店获取收益。目标是造出历史上最大的金字塔,争取在比拼金字塔的外观和功能性的“金字塔鉴定”中摘得金牌。 活久见,构筑金字塔文明中——金字塔只是个噱头,其实还是百货商场物语限定埃及版,不过商场总比陵墓来的好玩。 我说,金字塔里面会有法老吗? [quote]欢迎关注三真万法鉴赏组: https://store.steampowered.com/curator/45742107/ 欢迎加入三真万法鉴赏组: https://steamcommunity.com/groups/szwf [/quote]
七八头牛装购物车里就带走了
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Languages: English, Simplified Chinese, Traditional Chinese, Japanese, Korean
| $4.99 |
| 17ratings |
| 88% |
| — |
| not modelled |
| $14.00 | — | — | — | 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 66 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A lot like other building management games made by Kairosoft with a nice Ancient Eqypt theme for flavor.
开罗家最喜欢的一部
first i was like "the f i should do..." , but then when i figured it out and it was really fun actually! i recommend to everyone!
The Pyraplex is a charming management and construction simulation developed and published by Kairosoft Co.,Ltd. Released on Steam in February 2023, it takes the studio’s familiar approach to accessible business simulation and places it inside an imaginative historical setting centered on building a colossal pyramid. Rather than pursuing realism, the game embraces a playful mixture of cultures and time periods, turning the pyramid into a bustling center of commerce where travelers from distant civilizations can meet, trade, and contribute to its development. The unusual premise gives the game an identity of its own while retaining the straightforward progression and colorful pixel presentation associated with Kairosoft’s management games. The main objective is to transform a relatively humble desert project into an impressive five-star pyramid. Players oversee the development of shops, homes, amenities, and other facilities while directing staff members to handle the work required for expansion. The pyramid consequently functions as much more than a giant monument. It gradually becomes a vertically arranged settlement filled with businesses, residents, workers, and tourists. There is a satisfying sense of growth as previously empty sections become increasingly busy, and the compact scale makes it easy to observe how individual improvements contribute to the overall development of the structure. Staff management forms an important part of this progression. Workers can be assigned different responsibilities, and performing those jobs improves their corresponding abilities. Continued development can eventually allow them to acquire new skills, creating a modest but worthwhile character progression system. The mechanics are deliberately approachable and do not demand the intense micromanagement found in more complicated simulation games. Instead, the emphasis is on making sensible assignments and gradually creating a more productive workforce. This makes The Pyraplex particularly comfortable for players who enjoy optimization but do not want to spend most of their time studying complicated statistics. Commerce provides another major component of the experience. The pyramid is intended to become an oasis of trade and culture, so players must develop their bazaar, construct useful amenities, and manufacture handicrafts. Relationships can also be established with other civilizations. The game deliberately ignores conventional historical boundaries by allowing visitors such as Roman centurions and Aztec chiefs to participate in the same economic environment. Although historically absurd, this approach works because The Pyraplex never presents itself as a serious reconstruction of ancient Egypt. Instead, history becomes the foundation for a cheerful fantasy in which successful international trade enriches both the player's treasury and the cultural standing of the pyramid. Resource collection complements the commercial side of the game. Stone must be quarried to support construction, but excavation can also reveal hidden treasures. These discoveries introduce a small element of surprise into what might otherwise have been a routine resource-gathering process. Treasures can have different uses, encouraging continued quarrying while the player works toward larger construction goals. The individual systems are simple when examined separately, but their interaction gives the simulation its addictive quality. Resources enable expansion, expansion creates room for additional businesses, businesses strengthen commerce, and stronger commerce supports further development. Tourism becomes increasingly significant after joining the Pyramid Association. Visitors arrive at the growing attraction, and satisfying them helps expand its reputation. Tourists who accumulate enough hearts can introduce visitors from additional countries, providing a clear connection between customer satisfaction and international growth. This creates an enjoyable progression loop because improving the pyramid does not merely increase abstract numbers. Better facilities attract and satisfy more people, successful visitors help broaden the pyramid's reach, and the resulting growth creates new opportunities for development. The Pyramid Association also provides one of the game's most important long-term challenges through its annual evaluations. Every year, the pyramid is judged according to characteristics such as its shape, aesthetics, and number of amenities. Players therefore cannot focus exclusively on generating money. Designing an attractive and functional structure becomes part of the objective, with gold medals serving as milestones toward the ultimate five-star rating. These evaluations give the campaign a useful rhythm because each year effectively becomes another opportunity to identify weaknesses, improve the pyramid, and pursue a better result. Visually, The Pyraplex uses Kairosoft's recognizable pixel-art style. Characters are tiny but expressive, structures are colorful, and the increasingly crowded pyramid provides a strong visual representation of progress. The presentation is not technically elaborate, but it does not need to be. Much of the satisfaction comes from watching the environment become progressively busier as new workers, customers, buildings, and activities appear. Its cheerful appearance also matches the humorous historical premise, ensuring that the unusual combination of civilizations feels intentionally whimsical rather than inconsistent. The game's greatest strength is also responsible for one of its limitations. The Pyraplex prioritizes accessibility and steady progression over deep economic simulation. Players expecting a highly demanding city builder with elaborate production chains, difficult financial modeling, or extensive population management may find the mechanics comparatively lightweight. Once its major systems are understood, much of the experience revolves around refinement, expansion, and optimization rather than constantly confronting entirely new strategic problems. For players who prefer relaxed management games, however, this simplicity is likely to be an advantage rather than a weakness. There is also a pleasing sense of interconnectedness between the major systems. Staff development, construction, tourism, trade, treasure hunting, amenities, aesthetics, and annual evaluations all contribute toward improving the same central creation. The pyramid itself effectively becomes the player's record of achievement. Its growing size and activity provide tangible evidence of successful management, which is considerably more satisfying than progression represented solely through menus or numerical statistics. The Steam release remains fundamentally a single-player experience and includes Steam achievements, Steam Cloud functionality, and Family Sharing. Its modest hardware requirements also make it highly accessible on ordinary computers. These technical considerations fit the game's overall philosophy: The Pyraplex is designed to be easy to approach, simple to understand, and rewarding without requiring a large investment in either hardware or knowledge of complicated simulation mechanics. Ultimately, The Pyraplex succeeds by combining an entertainingly strange concept with a dependable management loop. Constructing a pyramid while welcoming civilizations from completely different periods is ridiculous in the best possible way, and the game uses that premise to create an upbeat mixture of city building, business management, tourism, resource gathering, and staff development. It may lack the strategic depth required to satisfy players searching for a hardcore economic simulator, but its steady progression, charming presentation, interconnected mechanics, and unusual theme make it easy to keep expanding for just a little longer. Rating: 8/10
开罗游戏每个都好玩,耐玩。有中文,有成就。 开发团队始终专注于自己精美像素小而精的风格,积累了大量忠实粉丝群体。 内容有趣,题材总能给人带来新惊喜。
[h1]原来你也是法老控!打造属于自己的史上最大最壮观的金字塔[/h1] 还记得世界四大文明古迹吗?古埃及有金字塔,古巴比伦有空中花园,古印度有泰姬陵,以及中国有长城。 这次我们随着开罗制作的一款名为《金字塔王国物语》的“童年回忆”系列像素风模拟经营类小游戏,走入了埃及的悠久的历史文化中,扬身一变最古埃及法老,为自己和自己的王国取一个洋洋得意的好名字,开始伟大的最大最强金字塔的建造之旅。 [h2]喜气洋洋的员工们是好的开始,而源源不断的观光客和文明贸易是财富源泉[/h2] 沙胡夫,沙美丽,图特摩斯,你们都是我的得力干将啊!剧情一上来便为我们提供了一位指导和3名好员工,对于一个新兴王国虽然显得单薄了些,但是一旦成就不朽伟业,这都是原始股啊,其中随着游戏的指导,我们了解了具体的经营模式:首先是想致富,先撸石头——通过派遣“沙胡夫”等员工前往右边的沙地搬运沙石,利用沙石建造建筑(例如:食堂,书店,壁画等),然后申请“协会”,吸引客人拜访得到额外收益。 最后一定要提的是,类似于开罗其他系列的作品,虽然建筑初始种类和收益加成并不多,但是随着剧情和时间的推动能够与其他文明接触,获得新的工艺品(科技)与设施,并且在“金字塔”鉴定中取得金牌金字塔的威名。同时,对有限空间内搭配出更多的店铺Combe,取得更多收益也是开罗游戏的一大乐趣,本作仍然沿用了“羁绊”系统的存在,即一些有羁绊的店铺建造在一起能够获取额外收益! 而在本作中我们确实也在体验一种:很早很小的快乐,游戏并没有限制玩家的想法,也没有一个绝对的限制,在我们的不屑努力下既可以把金字塔打造成“商业帝国”的大厦,也可以根据自己的想法,建造出美观度优先的精品时尚金字塔。 [h1]结语:熟悉的凯罗味道,更简单的快乐[/h1] 对于我来说,本作或许比其他开罗游戏还简单一些?没有那么多的按钮和建筑种类,最多有两个挑战自己的“记录”存在(在系统里),而通过我们指挥员工运营和沙土建筑艺术,将自己的金字塔打造的绘声绘色,那是真的特别有意思的。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
非常爽快的开罗罐头,但是最后都会建设成长方形吧???不然好多东西放不下啊。
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