
From nobody to famous game producer in 3 years: that’s the journey you will live! Experience the trials and tribulations of game development in this life simulation game: live through the process of founding a small team and learning how to work together to develop a successful game.
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/day in the week to Aug 20 → 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.
About
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
游戏做得不咋地,就会卖惨,疯狂夹带私货,同时剧情极度弱智,主角完全就是个自我意识过剩的二货。开发者的三观也是管中窥豹,可见一斑了。
怎么说呢,还算对得起这个价格,但也就只值这个价格。最大问题是缺乏核心玩法:游戏开发模拟有,但机制简单重复,反馈大同小异,甚至远不如陈年老游戏手机帝国;商业模拟基本没有;恋爱模拟?缺乏多样性的互动,人物脸谱化。 除游戏之外,我个人不太喜欢的是这游戏的思想内核,比较幼稚。 我这样有梦想的人房东竟然收我房租?主角能做好游戏的核心优势是“有梦想”,能撩小番茄的核心是“同居”但不猥琐,能撩篮球妹的核心是本人爱打篮球且有点天赋,能获得各种朋友友谊的核心是会发鸡汤……总而言之,“我”什么都要,但我不作任何实质的付出和牺牲,“我”自带的天赋你们就该都支持我爱戴我…… 我的评价是,这样一个没有责任感,自私自大,没有自知之明,夸夸其谈的人,无论事业、爱情还是人生的成功,大概也就只能期望于运气了。HE TUI!
不推荐,开发商已经跑路了,各种bug不修,官方群各种吐槽没人理,真的真的不推荐
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese*, English*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我的黄油代表作:我和坤的乡村爱情故事 2022年度摇杆jin蒋:爱尔坤法环 独立创作嘉奖:雷婷炸鸡 是kun你就来砍我 通宵两年半的篮球生 鸡露骨物语 我的前女友家闹鸡瘟
垃圾游戏 垃圾剧情 垃圾的画面 恶心的对话 垃圾
[h1]《游戏开发的二三事》:游如其名[/h1] 《游戏开发的二三事》是一款由DarkKnight制作、2P Games的日程管理游戏,玩家将扮演可爱的小猫,完成如制作人般将游戏从概念到生根发芽的完整过程。换言之,如游戏的标题名所言,这是款「开发游戏的游戏」,虽然过程不够有趣,但也能够看到一款游戏在开发过程中的诸多险阻。 本作的卖相比较不错,玩家操纵的是一名可爱的猫猫而不是秃头开发员大叔,毕竟谁又会拒接猫猫呢?当然其实换成美少女开发也不错……作品的整体UI都透露出一股可爱的风格,玩起来让人想起之前《中国式家长》的味道。而游戏的音乐也十分悠扬,整体的游玩过程还是非常轻松愉悦的——但是作为一款日常管理游戏,一个肝字少不了。 游戏的开头就有一股强烈的既视感,「梦想与现实的交错」,最后是与父母达成了三年之约,一头扎进游戏开发的汪洋之中,而这也是制作人自身经历的写照。之后便进入游戏开发的过程,玩家一方面需要提高不断学习来提高游戏制作力,另一方面也要接点小活来让为游戏开发提高资金以及维持日常生计。 坦白来说在游戏开发过程中还要加入餐馆打工以及各种现实问题多少对玩家来说是有点折磨,这也许就是游戏过于真实的弊端,虽然这的确是制作人真实的开发经历,但作为一款游戏商品来说,玩家也许并不需要体验到如此痛苦的部分,因为他们真的跟游戏开发没什么关系。此外,作为一款模拟经营游戏来说,本作最大的问题大概是数值不够平衡,再加上各种事件、每天的日程清单太满,玩游戏简直不是在放松,而是在坐牢,虽然本身这类游戏就很肝,《游戏开发的二三事》带给玩家的坐牢体验也是稳坐类型TOP。有时候,过于真实也是一种罪过,还是不能忽略了「游戏」这个概念呀。 [code]双语评测,认准我们: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]双语评测[/url] Make Chinese and English speaker feel at home: [url=https://store.steampowered.com/curator/35263058-Bilingual-Curator/]Bilingual Curator[/url][/code]
一周目小韩,二周目小番茄,应该是有蕾娜剧情的,不过已经懒得打了 剧情总的来说还凑合,缺点就是不连贯,只要好感到了就能触发,会显得有点时间错乱 游戏里bug挺多的,就比如自带成就的花费30w,商店的东西都清空了硬是连消费10w的成就都没解锁 多周目有四档继承,第三年可以回家的时候每次给20w(毕竟一个月只能回一次) 制作游戏我的建议是多多益善,前期自己做完游戏直接发售就行,等有钱了就雇员工,自己只负责干高级外包(毕竟自己做游戏没有员工快,哪怕属性1w+,制作游戏也只有100....就很离谱) 制作游戏直接选最下面几个,初始都是+12,模组推荐:天赋树、单人、多人、boss、二次元原画、动作音效、环境音、声优联动、工会、精美界面。按顺序选就行,这些都是增加游戏人数和收入的项目 能制作4星游戏之后就可以卖高端手办了,弄500个报纸宣传然后卖高端就行,收入蒸蒸日上
+ 画面比《游戏发展国》高清 - 引导阶段就有 BUG,引导不进入下一步但游戏又没限制操作;第一次卡 BUG 导致金钱不会减少也不会增加,买东西不扣钱,打工不加钱;第二次卡 BUG 导致无法拖动场景玩游戏机恢复心情 - 不能跳过对话 - 任务显示的"周数"比实际多 1,如果显示还有 2 周到期,实际上这周完就失败了 - 食物会过期,罐装饮料居然也会过期 - 和游戏玩法无关的自我表达太多 不确定是否我的理解有误,熬过第一个月(实际上是 3 周)主要靠打工收入交房租,能接外包了也不要急着接,初期收入完全比不上打工
这款游戏剧情过于幼稚
垃圾,大家别买
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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| $0 | 489 | 71% | Free |
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| $76.5K | 1.3K | 63% | $3.99 | |
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| $76.5K | 186 | 72% | $12.99 | |
| $76.5K | 307 | 92% | $8.99 | |
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| $76.4K | 203 | 65% | $19.99 |