
『海洋ホテル☆海猫亭』は五つ星ホテルを目指す経営シミュレーションゲームです。プレイヤーはホテル『海猫亭』の看板娘『イヴ』となり、お店を切り盛りすることになります。
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
----4Kモニタだと画面が小さすぎて正常にプレイできません---- 面白そうなので購入 当方は42.5インチの4Kモニタを使用しておりゲームを起動するとウインドウの小ささにまず気が付きます。 「あ、はいはい。初期設定で解像度変更ね。」 と、設定画面を見ますがなんと解像度変更不可。全画面表示も不可。ウインドウは強制固定でサイズ変更不可。 どうしようもない豆粒画面にプレイする事になりました。 これじゃ駄目だなと思いつつウインドウを強制的に変更可能なフリーソフトを導入。 ウインドウの大きさ自体は変更になりましたが画面は拡大せず黒枠が増えるのみ。画面は豆粒のまま。 プレイ画面中の文字すら読めず返品と相成りました。。。 一般的に市販されている27インチ前後の4Kモニタだともっと酷いでしょうね。 解像度変更とウインドウの自由調整のオプションの早期実装を望みます。 実装したらまた買い直したいと思います。面白そうなので。
旅馆经营 × 彩票模拟器 √ 犬与猫系列玩的人都懂,比起别的几作这作真正的能全自动放置还是很舒服的( 以及分享个比较邪道的开局方法, 解锁角色按照优先度是索菲亚,医生,铁匠,菲尔 这个方法大致分为以下几个步骤 1.捡垃圾保证前期基础素材 首先要做的很简单,前期先别升工作人员的接待能力,一直用基础素材伺候低级的VIP刷等级拿信把修女的捡垃圾技能升满,这样前期就能够一个垃圾给50倍素材+全自动收集,然后点上铁匠,医生等角色的对应自然素材,矿物素材就能够有无限低级素材. (配装带上沙子可以大幅增加垃圾产出速度) 前期信获得有限,只靠捐赠捡垃圾素材还有刷低级VIP能开的技能有限,所以不要乱点任何无关技能. 2.彩票刮刮乐实现经济独立 有了足够的基础素材积累,就可以开始做好刷钱准备了. 继续刷低级VIP刷出足够多的红蓝票,直接把VIP票做成彩票然后先别刮,直接卖掉彩票直到满999可以购买为止. 有前期先刷低级彩票,等解锁了高级彩票之后再刷高级的就行了. 直接全部栏位购入彩票,配合伙伴的批量使用彩票解放鼠标来获取大量金钱. 只靠刮蓝票合成的彩票哪怕你暂时不建造任何客房都能保证到5星都足够的经济. 3.福袋速刷999出售数 经济独立了其实已经没啥好说的了,想怎么发展怎么玩了,有钱就是任性. 优先解锁出售栏位,然后把福袋卖到999大量购入,这东西点一次让你所有出售栏位的道具低价卖出去一个,不需要买高级福袋,用红色低级福袋就足够了,反正你刷999出售也不是为了钱. 这样子你只要一直购入福袋就能立刻刷满任何新道具的999解锁购买,然后靠刮彩票直接花钱大量买需要的东西,真的就是要啥有啥了. 要说有什么缺点,就是福袋只能一下一下点,有点费鼠标,建议找个按键精灵帮你点(
犬与猫家的经营游戏都蛮难的,慕名已久一直不敢入手,直到这一部据说难度降低、对新手友好,才决定从这一部开始玩。确实玩起来感觉规则比较简单,头2-3h因为超穷、能做的事情不多,可能有点无聊,3h以后资源也丰富了、本钱也有了,可玩的操作多了起来。大体上就是挂机挂资源(是前台挂机,要一直开着游戏哦),资源够了拿来做道具、建设酒店等。赚了钱以后可以买自动探索,有自动探索就真的纯粹挂机干别的了,时不时切回来切换一下挂机地图就好。做道具的配方要靠接待VIP来获得,VIP要的道具暂时没有也不要紧,可以退出去先刷资源做道具再回来接待。所以总体上就挺简单的,就是缺啥就挂啥。 比较难受的是建设酒店需要的各种乱七八糟的道具都得先接待VIP来刷配方,刷出配方才能制作。刷不出配方就一直卡着。嘛,玩挂机游戏首先心态要好哈哈哈哈
海洋レストラン海猫亭来たのかと思ったら全然違った。 ミニゲームが非常に面倒くさいのと見た目がゴテゴテしすぎてなんか疲れる。 背景なのかボタンなのかぱっと見わかりにくい。プレイしていて途中で気がつくボタンがちらほら。 200売ったら加工して次も200売ったら加工して…っていうのが好みだったのに無くなり。 前の面白かった見やすかったポイントが気持ちよく全部消し飛んでる。 前作は季節アイテムほしさに時計弄ってまでやったのになぁ。 クリアはしたけどもうやらないかなと言う感じ。
The Sea Hotel☆Umineko Tei is a warm and thoughtfully designed hotel management simulation that blends business strategy, light role-playing elements, and narrative charm into a cohesive and surprisingly deep experience. Developed by Inu to Neko and published by Starship Studio, the game places players in charge of reviving a once-respected seaside inn that has fallen into decline. Rather than focusing purely on numbers and efficiency, it frames management as a personal journey, inviting players to invest emotionally in both the hotel and the people connected to it. The story centers on Eve, a young woman who unexpectedly inherits Umineko Tei and takes on the responsibility of restoring it to five-star status. From the beginning, the game establishes a sense of stakes that go beyond profit, presenting the hotel as a living place with history, reputation, and meaning. The narrative unfolds gradually through conversations, guest interactions, and story events, giving context to each improvement and success. This narrative framing helps transform what could have been a purely mechanical management loop into a journey of growth, perseverance, and community building. Core gameplay revolves around running the hotel day by day, balancing finances, guest satisfaction, and long-term planning. Players must renovate rooms, expand facilities, manage staff, and decide which services to prioritize based on guest preferences. Unlike many management games where upgrades are simply purchased with money, The Sea Hotel☆Umineko Tei often requires materials that must be gathered through exploration or special expeditions. This adds an extra strategic layer, forcing players to weigh risk, time investment, and opportunity cost rather than simply grinding currency. Guest management is one of the game’s most engaging systems. Visitors have distinct tastes, expectations, and requests, particularly VIP guests whose demands can significantly influence the hotel’s reputation. Meeting these requests may involve sourcing rare ingredients, crafting specific items, or making targeted upgrades to facilities. Success is rewarded not only with higher ratings and income but also with a sense of progression that feels earned through careful planning rather than brute optimization. The gradual climb from a struggling inn to a prestigious destination is slow but deeply satisfying. The game’s presentation plays a major role in its appeal. The 2D anime-inspired art style is bright, expressive, and inviting, making menus and management screens feel lively rather than clinical. Character portraits convey personality and emotion, helping guests and staff feel like individuals rather than abstract data points. The seaside setting reinforces the game’s relaxed tone, creating a cozy atmosphere even when decisions become complex and resources tight. Music and sound design complement this mood, reinforcing a sense of calm determination rather than stress. Narrative and worldbuilding extend beyond the hotel itself. Town residents, adventurers, and recurring guests form a small but memorable cast that gives Umineko Tei a place within a broader community. As relationships develop, players gain a clearer sense of how the hotel’s success affects the surrounding area, reinforcing the idea that management decisions have social as well as financial consequences. While the story does not dominate the experience, it consistently enriches it, giving emotional weight to milestones that might otherwise feel purely numerical. Mechanically, the game strikes a careful balance between accessibility and depth. Early systems are introduced gradually, allowing new players to learn without feeling overwhelmed. As the hotel grows, the complexity increases naturally, rewarding players who enjoy optimizing layouts, planning schedules, and anticipating guest needs. Importantly, the game avoids punishing mistakes too harshly, encouraging experimentation and learning rather than forcing constant restarts. This makes it approachable for casual players while still offering enough depth to satisfy fans of management simulations. Overall, The Sea Hotel☆Umineko Tei stands out as a management game that understands the value of pacing, personality, and emotional engagement. It succeeds not by overwhelming the player with complexity, but by weaving strategy, narrative, and presentation into a unified experience that feels cozy yet meaningful. For players who enjoy hotel or business simulations but also appreciate character-driven storytelling and a relaxed, charming atmosphere, it offers a rewarding and memorable journey from modest beginnings to hard-earned success by the sea. Rating: 6/10
从NDS上第一次接触到犬猫游戏已经10多年,每一作都会追,喜欢它的世界观,喜欢它的人设,也许它不是最好玩的经营类游戏,但之后的每一部也都会追,因为追的是青春,是情怀
这一部可以全程挂机了,很舒服,122h通关一个存档,大概操作时间在30h左右。 前期起步非常煎熬、后期终于赚到钱解锁最后几个地图直接起飞,上手不易,感觉就是数值平衡没做好,前期碰到一些狮子大开口的客人可太窝火了。 虽然还是好玩的,但游戏性和策略性真的比不上牧场那一作,这一部玩法也比较单调,要入坑建议买牧场那一作。
毫無樂趣可言的一款遊戲,最後悔購買了的遊戲之一 開頭一直在研究怎麼玩,到後來發現原來要不停滿足各位食客的要求 這過程只有非常繁複及煩厭的操作,毫無樂趣可言,而滿足食客的要求後,亦完全感覺不到任何成就感,然後又要來滿足下一位食客了...... 而且遊戲的提示不足,店員等級決定酒店等級,酒店等級決定食客的報酬,所以我想要某些指定物品某些報酬,到底我該要多少等級?不知道......現在等級不小心一下子太高了,還要解僱店員來逐級降級找那些報酬,這樣能好好玩遊戲嗎? 我非常想要退款,但研究這遊戲怎麼玩就必須要用掉2小時以上,非常非常坑...... 本來想玩點簡單休閒放置類,但看來這類指示不清晰、要不停繁複搜尋各種材料的遊戲都非常不適合我
《海猫彩票亭》 开局信和vip纸都攒着,就开个2图,掉落加个木头,一直刷,彩票科技一般头两个月肯定能出,资源全造彩票,钱够了直接开7图,换掉落,加点,继续造彩票,赚个10w再搞建设。
ホテルを運営してお金を稼ぐというよりは、名声を高めて手紙を入手するゲームです。 慣れないうちはこの手紙がなかなか入手できなくてイライラするかもしれませんが、名声を高めるにはどうすれば良いのかがわかれば一気に面白くなるのではないかと思います。 ホテルの部屋を増やす、VIPを接待する(欲しがっている商品をただであげまくる)、商品を売りまくる、などによって名声は高まっていきます。 名声を高めるとレベルが上がって「イヴからの手紙」という貴重なアイテムを入手でき、このアイテムを上手に使うことでさらにお金や商品を集めやすくなっていくという仕組みです。 楽しいですよ。
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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