
A cyberpunk, multi-ending galgame Turn-based raising sim with armor-breaking bishoujo Bar management simulation Alternate-history Three Kingdoms heroes making their way in Hanport City 50 weeks, 13 boys and girls — let’s achieve peace across the land together!
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About
《TK Punk Gold》It's a Darkest Dungeon-style turn-based RPG that deeply fuses the Three Kingdoms story with cyberpunk, while also mixing in bar management simulation and a touch of romance/dating-sim gameplay. The game spans a 50-week time limit, and you play as a humanoid AI awakened by the resistance organization GOLD. Leading a squad in the cybercity "Hanport City," you run a bar on the surface while secretly taking on commissions, gradually changing the city's fate to ultimately overthrow the Eastern Han regime.
The game features the most engaging aspect of Darkest Dungeon's turn-based combat, where action order is determined by each character's speed stat. When a character's HP drops to 0, they enter a near-death state—female characters in this state will have a clothes-breaking effect. While near death, characters can still use their skills, but every hit they take carries a chance of permanent death.
Sanity points are consumed during dungeon exploration and combat. When a character's Sanity drops too low, they will enter a cyber "psycho" state. This "psycho" state puts the character into a completely randomized condition—they might taunt the player, or they might receive a massive boost in combat power, introducing a significant degree of variation and unpredictability to the combat experience.
L2D animated art + CGs + professional CV voice acting + nearly 500,000 words of text. And every female character has a clothes-breaking effect when near death!
Each character has their own dedicated bond questline—reach the maximum bond level to unlock their ultimate secret story CG!
In the mid-to-late game, a large number of equipment pieces with special skills will become available. You can use these equipment skills alongside your characters' own abilities to lower the difficulty of battles. Equipment can also be enhanced and reforged multiple times, which, when combined with character talent development and different skills, allows you to deal massive damage and craft a build that is uniquely yours.
You have 50 weeks—be sure to become a master of time management. The gameplay revolves around running a bar, with time advancing through turns. Each turn, you have a limited number of actions and can assign your characters to stat training, equipment R&D, work dispatches, bond building, and commission fulfillment. A total of 13 young men and women will join your squad. You can deepen your bonds with them through gift-giving, chatting, and fighting alongside them, while crafting exclusive skills and unique equipment for each individual. Every companion has their own personal storyline, and your nurturing and choices will ultimately determine their fate.
You play as a humanoid AI, leading a group of young men and women in an alternate cyberpunk Three Kingdoms world, fighting side by side and growing together, each searching for their own path. You will personally experience fresh reimaginings of iconic Three Kingdoms events, and confront ideological conflicts and intensifying contradictions with historical figures and major factions: Zhang Jiao’s utopian Great Peace, Liu Bei’s virtue-driven leadership, Cao Cao’s claim that Heaven’s timing is with him, and Sun Ce’s reliance on strategic terrain. Are you a puppet to their ideals, or the master of your own destiny? You must choose between love and destruction, and on the boundary between AI and humanity, repeatedly question where your “true heart” truly lies.
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Languages: Simplified Chinese*, English, Traditional Chinese*, Japanese*languages with full audio support
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Reviews
Themes across 279 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
TK Punk Gold is a genre-blending role-playing game that transforms the familiar conflicts and personalities of the Three Kingdoms into an eccentric cyberpunk adventure. Developed by 桑尼游戏(Sunny Game) and published by 摸鱼游戏, it combines turn-based combat, resource management, character relationships, equipment development, narrative choices, and visual novel storytelling. Rather than presenting the Three Kingdoms through another conventional historical interpretation, the game imagines recognizable figures and philosophies surviving within a technologically advanced society dominated by corporations, artificial intelligence, political factions, and resistance movements. It is an unusual combination, but that willingness to mix dramatically different ideas is also what gives the game much of its personality. The player assumes the role of a humanoid artificial intelligence awakened by the resistance organization GOLD. Operating in Hanport City, the protagonist eventually takes responsibility for a group whose public face is a bar while its real purpose involves accepting assignments and resisting the Eastern Han establishment. This arrangement creates an effective foundation for the game's mixture of everyday management and dangerous missions. It also gives the protagonist's identity greater narrative significance. As an artificial being surrounded by people driven by ambition, loyalty, morality, and ideology, the protagonist gradually faces questions about independence and whether an AI should simply fulfill its intended purpose or determine its own future. Combat uses a turn-based structure in which character speed influences action order. One of its more interesting features is how it handles defeat. Reaching zero health places a character into a near-death state rather than immediately removing that person from combat. Characters can continue acting, but receiving additional attacks exposes them to the possibility of permanent death. This makes badly injured companions both valuable and dangerously vulnerable. Continuing to use one could provide enough offensive power to win a difficult encounter, while withdrawing from risk may preserve an important character for future missions. Female characters also feature clothes-damage effects associated with this state, adding an obvious fan-service component that establishes the game's mature anime-inspired presentation. Sanity introduces another variable into combat and exploration. Activities can reduce a character's mental stability, and sufficiently low sanity can trigger an unpredictable cyber-psycho condition. The results are not always purely negative because affected characters may suffer harmful behavior or potentially become much more powerful. This adds uncertainty to battles that might otherwise revolve entirely around predictable calculations. It can occasionally interfere with carefully constructed strategies, but it suits a world where cybernetic enhancement and psychological instability are closely connected. Character building becomes increasingly important as the campaign develops. Equipment can provide special abilities, while enhancement and reforging allow players to improve their arsenal. Talents and character-specific skills create further opportunities for building combinations between party members and equipment effects. Discovering effective combinations can substantially increase combat efficiency, giving players a reason to experiment instead of relying exclusively on raw statistics. The customization systems complement the strategic combat because preparation before an encounter can be nearly as important as decisions made during the fight itself. Outside combat, TK Punk Gold revolves around a campaign lasting 50 weeks. Each turn provides a limited number of opportunities, forcing players to decide how their organization should spend its valuable time. Characters can improve their statistics, research equipment, perform work, undertake commissions, or strengthen personal relationships. The limitation prevents every activity from being pursued equally and gives apparently simple choices longer-term consequences. Spending heavily on immediate combat development can mean sacrificing financial progress or personal relationships, while excessive attention to social activities can leave the group poorly prepared for future dangers. The companion system adds considerable substance to this structure. There are 13 companions whose relationships with the protagonist can develop through conversations, gifts, and fighting together. Increasing these bonds reveals individual stories while also providing character-specific skills, equipment, and additional CG material. Because time is limited, choosing which companions receive attention becomes part of the management game rather than merely a separate dating mechanic. This creates potential replay value for anyone interested in exploring characters or outcomes that could not receive sufficient attention during an earlier campaign. The narrative makes surprisingly thoughtful use of its Three Kingdoms inspiration. Historical personalities are reimagined through futuristic circumstances while retaining recognizable philosophies. Zhang Jiao's pursuit of Great Peace, Liu Bei's emphasis on virtue, Cao Cao's interpretation of opportunity, and Sun Ce's focus on strategic advantage represent different visions for society. The player encounters these competing beliefs while deciding whether the protagonist should support someone else's ambitions or establish an independent path. Placing these ideological conflicts around an artificial protagonist is particularly appropriate because the question of free will becomes both political and personal. Storytelling is clearly one of the game's largest components. Its extensive script, character interactions, animated illustrations, CG artwork, and voiced performances indicate that players should expect substantial amounts of dialogue rather than continuous combat. The presentation embraces anime aesthetics and fan service without attempting to hide them, so players uncomfortable with sexualized character imagery may find parts of the experience distracting. For the intended audience, however, the colorful character designs and animated presentation help distinguish the cast and reinforce the game's deliberately extravagant cyberpunk identity. The biggest challenge for TK Punk Gold is simply how much it attempts to combine. Tactical combat, sanity, permanent-death risks, equipment crafting, time management, bar operations, relationship development, romance, political storytelling, historical reinterpretation, and fan service all exist within the same package. Not every element receives equal prominence, and players looking for a narrowly focused tactical RPG may consider the management and dialogue excessive. Likewise, visual novel enthusiasts may occasionally find the combat and resource systems demanding. Its appeal therefore depends heavily on enjoying the interaction between genres rather than expecting one system to dominate everything else. TK Punk Gold is ultimately an ambitious and deliberately unconventional RPG that rewards players willing to embrace its mixture of strategy, storytelling, management, romance, and cyberpunk spectacle. Some of its systems can make the experience feel crowded, and its strong fan-service elements will naturally narrow its audience, but the combination also prevents it from feeling like another routine Three Kingdoms adaptation. With its distinctive setting, substantial character focus, tactical possibilities, and meaningful time-management structure, it offers a surprisingly layered experience beneath its flashy exterior. Rating: 8/10
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Hours played at review time, across 279 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
bug太多,每次进入新的一天的时候,有概率那一天背景黑屏,要重新读自动存档才行。游戏体验极差。 不过风格还可以
This game is clearly striving to be so much more than it is. Fun to play and look at butt I can only recommend it to anyone that wants to show interest and support in the hopes that either a proper translation is made.
大乔小乔攻略剧情非得绑一起吗?给大乔好感度刷到挚友发现锁剧情,完事我还得去刷小乔好感,刷满一看大乔直接给灵魂伴侣了,真就买小乔送的呗?还把挚友剧情省了,我是真的服。
麻烦策划把其他男性角色也娘化了吧,求求了
单纯看游戏画面,感觉本作甚至和多娜多娜有点像,但游玩后,我只能说他徒有多娜多娜的表面,但没有多娜多娜的内核 对,不是你想的那样,这是一款正经的游戏。但无论是从宣发手段、游戏宣传图还是新发布的 DLC 来看,这款游戏走的全都是擦边路线。但正式进入游戏后,靠擦边内容吸引的用户就感觉到有些失望,并不是说没有擦边内容,而是说擦边内容比较少。与玩家期望产生割裂 本作本质上是一款养成回合制游戏。题材选择三国,但内容完全架空于真正的三国。在游戏中,我们将作为救世主,在二次元三国的世界中经营酒馆,完成委托,一步步推翻东汉集团的统治 游戏的主线是伴随着日常经营酒馆而推进的,在日常中就是和游戏中的 NPC 进行对话或送礼来增加他的好感度。紧接着就是派遣队员来看店,一起去完成委托或是其他一些操作。 游戏战斗采用的是类似暗黑地牢的风格,玩家进入战斗后,前方会有3个岔路供玩家选择,每个门背后都对应着一些奖励或战斗,在门后会面对什么我们完全无从得知,有的时候运气好甚至可以不经过任何战斗就直接将这个委托完成。这些是游戏的主线,也是推进后续游戏剧情必要的一些战斗 游戏日期是以周推进的,每一周将这周可以做的任务做完后,我们就可以进入下一周了。上一周任务没做完,就不能进入下一周,所以说本作并没有其他游戏类似的体力条限制,你可以在这一周内把你需要做的事全部完成,每周能做的事,官方基本都已经限制住,对 玩家能体验到的内容也都是一致的。 游戏最主要的亮点是美术、恋爱、以及游戏中无厘头的对话,剧情相对无聊。综合来看,其实还算是一款不错的游戏。 但如果游戏内能多一些女角色,少一些男角色,感觉会更好。毕竟这游戏看起来也像是男性向游戏来着 [quote][url=https://store.steampowered.com/curator/45932802/]欢迎加入: 小红瓶游戏评鉴组[/url] 关注小红瓶,回血在当下[/quote]
每个角色的技能搭配和站位都藏着门道,哪怕是普通小怪战有时候都不能无脑平A,不然就爆衣给你看 - -
[h1]赛博朋克版的新.三国演义![/h1] 《三国朋克-爱与破坏之神》是一款将三国演义与赛博朋克元素相融合的角色养成游戏,玩家将扮演一名被选中的天命生化人与三国名将与他们的后代一同携手并战,推翻腐朽不堪的东汉赛博王朝。在剧情塑造方面颇有种早期国漫各种三国改编的风采,同时在游戏玩法方面更偏向于古早舰R舰C手游那套框架,整体上来说非常的不错。三国,赛博朋克,角色养成,类手游,极力推荐喜欢这类三国题材的爱好者入手。 故事开始玩家被张角从东汉集团那里抢救出来,并莫名被张角赋予了酒店店长的领袖身份,同时还被张角着重培养。随着玩家与各方势力的接触越来越多,并且已经有了领袖之姿以后,张角趁机退位把自己的势力都托付到了主角身上,但变数来的太快就在张角与主角团战胜了尸化东汉集团皇帝以后,主角突然被敌人操控了身体对张角打出了致命的一击。张角在临死时把象征着自由的黄金意志转移到了主角体内,随着张角死后游戏的故事也将就此正式拉开序幕~ 游戏在玩法方面基本上比较偏向于手游那套,各种机制设计也比较繁琐,同时在游戏节奏方面过快,很多时候玩家主战养成还没养好几个,就要开始面对敌人的数值膨胀了。不过游戏在各种框架设计方面倒是蛮不错的,像赛博精神病这个设计,我个人感觉是蛮赞的,各种正负面状态都有不同的机制加成和减弱,打起来的策略性蛮不错在。 攻略小贴士:游戏前期尽量把所以的资源都拿来养主角和张星彩,游戏后面奶妈非常重要,然后是甄宓(能加良性精神病概率),最后一个比较推荐看眼缘。 总的来说本作在剧情塑造方面蛮有以前刷国漫的那种感觉在,剧情塑造方面整体上可以给到89分。 游戏性方面,各种框架设计蛮不错在,但是部分设计又略微繁琐,还有粪怪环节(吕布的速叠甲和消负面buff,前期打着会比较难受),但是整体上来说本作还是蛮赞的,游戏性方面可以给到87分。 综上所述本作极力推荐喜欢这类三国题材的爱好者入手。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
隔壁暗黑地牢坐牢做够了想来换个口味休闲休闲爽爽的,看到这个游戏还以为是二次元休闲版暗黑地牢,结果真是让我爽的血压飙升。 首先就是数值,剧情boss两拳带走肉盾大男孩,全游戏目前刚解锁小乔,也只有一个奶妈,奶妈都快干了也拉不回来,该死还是得死。对方闪避20,我方在没有减命中buff的情况下疯狂miss,我方给敌方上减命中buff跟没上一样,该打你身上还打你身上。暗黑地牢的数值真是让你学明白了。 每个势力都有自己独特风格的怪,这很好,但是在你不知情的情况下你会发现你目前的角色很容易就被对面怪物给康了,挂燃烧的对面有高燃烧抗,挂流血的对面有高流血怪,游戏里没有类似图鉴之类的东西让你提前针对某些怪做对策,如果你不小心暴毙了只能读档重来。 角色开放的太慢了,经营要人,下本要人,本里还有疯狂减san的怪,本来就没几个角色,处理不好就要好几个人暴压,后边打架都没法打,虽然有人偶能辅助经营,但是你那个人偶多说也就能帮着缓一周,人偶san值低得几乎就只能够经营一次,经营一次之后就还得靠人去生产芯片一点点把san值喂回来,有这闲心不如让角色加入的频率快一些,多一些。 在工坊里生产装备时,如果在添加进锻造列表之后,发现不需要这些装备想重新锻造,不可能,回档之后发现锻造列表里依旧是满的,无法回退。 整体上而言,玩得很憋屈,如果要坐牢,我为什么不加了二次元mod去找老祖玩?如果想开无双,我也一样可以把数值角色mod加到地牢里玩爽游,就是想玩个不一样的,休闲一点的,可以经营养成的同时打打怪不至于有多大压力,结果还搞得这么牢,牢就算了游戏性还不是特别优秀,战斗动作,游戏语音,背景音乐,剧情上台词里头梗不少,后边台词隐隐约约透着ai味儿,最明显的就是打万吕布后找少男少女说的话,感觉很别扭,前边掺没掺ai成分没太注意,没什么意思的台词我扫了一眼就跳过了,剧情叙事差强人意,唯一能说得上号的也就是女角色建模了,好好加油打磨吧 8月9日进度到变异刘辩再次修改评测: 你自己玩你做的游戏吗策划?我不需要你什么改数值改这个改那个了,你自己打一把简单我看看能打过吗,你玩你自己做的游戏吗啊?谁告诉你设计怪这么设计啊?强制点名一个角色不许动,还给自己无限套盾,血量少了直接嘬干点名角色的血量再补一百盾,你不打盾?不打盾被点名的角色永远动不了,只有盾破了才能动,好,盾后那dot能不能打?血妈高的抗性挂都挂不上,好不容易血快要耗干了,两回合蓄力aoe全给你打进死门,这个怪盾巨厚的情况下,前两波蓄力aoe几乎是必吃的,你想梭哈伤害把boss残血收割?不好意思,剩70血的时候他又点名了,继续给自己套100的盾,不论哪条解法,全给你锁死,我就想问问,谁教你这么设计怪的?你自己打过了吗你就这么设计?我玩的还是简单啊,普通跟困难啥程度我真不敢想了,真折磨,太折磨了,
核心玩法挺有潜力,就是重复感稍微有点,希望持续更新内容。
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