
Start with a Viking harbor at your command—buy low, sell high, and turn a tidy profit! Identify unknown treasures and strike it rich overnight! Rebuild the blacksmith's forge, enchant mighty artifacts, hire fierce raiders, and make every Viking your loyal customer!
Modeled estimate, not a reported figure. How we estimate →
About
You inherit a harbor and a humble trading post.
Each day, you purchase plunder from returning raiders—
axes, swords, shields, armor, runestones, mythical relics…
Customers arrive with specific requests:
Mandatory [Weapon] tags, preferred traits like [Fire] or [Sturdy] ,
and dreaded [Cursed] attributes they despise!
Select items from your inventory with precision—the more preferences you fulfill, the fatter your profit!
Earn coins to rebuild the Blacksmith for repairs and dismantling, construct the Shaman's Hut for enchantment and identification,
establish Lumber Camps and Mines for self-sufficient resources,
and even hire Raider Fleets to set sail for ~~plunder~~ treasure hunting!
Gradually unlock the item compendium, collect mythical relics,
and make every last Viking your loyal customer!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
有个小问题,鼠标移动的时候背景会跟着晃动,玩起来的时候感觉有点晕,其他倒还好
开局就是强买强卖,说好教我做生意,结果40块卖我一把坏武器。玩家将接手一个破败的港口,通过从归航的维京人海盗手中收购各种战利品,再转手卖给有特定需求的顾客来赚取差价。 每位顾客都带着自己的偏好上门,你需要精准匹配物品的类型,要武器什么武器其实都能卖,还需要注意属性,可以查看人物手册,看喜欢什么样的词条方便卖出高价,收东西的时候还要避开诅咒等负面词条,基本上都不喜欢,卖出去的价格明显低于估价这种赔本买卖就不要做了。哪怕手上没有合适的商品,根据客人的喜爱词条,可以花费体力进行推销,在抬价的时候一直点稀有词条劝说,收购的时候有红色负面词条虽然可以砍价,但卖不出去呀。个人是不推荐买坏的物品修好再卖的,毕竟个个狮子大开口,修复成功率还不高,成本能买正常物品的两个了。 赚到钱后,玩家就可以从一间小铺逐步扩张新建筑,比如铁匠铺能修复和拆解旧装备,巫师小屋可为物品附魔或鉴定未知品,伐木场和矿洞则帮你实现资源自给自足,甚至还能雇佣海盗替你出海寻宝,不断拓展商业版图。所以装备类虽然赚钱特别多,但基本上不需要刻意收购,都可以自己白嫖资源造,符文石只需要拿便宜但是有好词条的东西献祭就行。便宜的东西词条再好也卖不出天价,把利用符文石把稀有词条转移到贵的东西上面,才是赚大钱的手段。 游戏现阶段就是玩久了重复度有点高,特别是随机事件很奇怪。死亡商人和埋尸人每次上门都会自我介绍一编,卖的都是遗物很古怪就是了。应该有一些顺序的故事也没发生,开局想要第一把武器出海的菜鸟旧武器就是不要,硬生生送死,少了个客户。毒药我都交了好几瓶,蒙面人放毒我顺手拿走,有时候给守卫有时候再卖给蒙面人,也没后续。 以目前的内容量来看,性价比肯定超值了,个人建议动画效果可以加快一点,感觉客户走来走去可以省略掉。 [quote]欢迎关注『 [url=https://store.steampowered.com/curator/45525570/] 桃你欢心 [/url]』 [b] 桃影扶风评百戏,落墨如歌写人间[/b][/quote]
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Languages: English, Simplified Chinese, Traditional Chinese
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Viking Vending takes an unconventional approach to Norse-inspired gaming by replacing the familiar themes of warfare and conquest with the challenges of operating a thriving trading business. Developed and published by FatFishGame, the game casts players as the owner of a humble harbor shop that serves Vikings returning from their adventures. Instead of leading raids or commanding armies, the objective is to build a successful commercial empire by buying, improving, and selling valuable equipment and mystical artifacts. This distinctive premise immediately gives the game its own personality, offering a refreshing blend of management simulation, trading strategy, and light fantasy elements. At the center of the experience is an engaging economic loop that rewards careful planning rather than fast reflexes. Raiders regularly bring back weapons, armor, relics, and magical treasures that can be purchased for resale. However, simply placing every item on display is rarely the best strategy. Some equipment can be repaired to increase its worth, while mysterious relics require identification before their true value becomes clear. Enchantments add another layer of depth by allowing ordinary items to become far more attractive to customers. These interconnected systems encourage players to weigh risks against potential rewards, making every purchase feel like an investment instead of a routine transaction. The customer system introduces another welcome layer of strategy. Visitors are not satisfied with random merchandise, as they often arrive searching for equipment with particular characteristics. A warrior might require a specific type of weapon, prefer enchanted gear, or refuse anything carrying a curse. Successfully matching these requests leads to higher earnings and happier customers, while offering unsuitable products can reduce profits. This mechanic transforms every sale into a small puzzle, encouraging players to maintain a diverse inventory and think ahead about which goods will satisfy future demand. Beyond the storefront, Viking Vending expands into settlement management by allowing players to develop their island over time. Profits earned through trading can be invested in new buildings that unlock additional gameplay opportunities. The blacksmith provides the ability to repair damaged equipment and dismantle unwanted items for useful materials, while the shaman's hut opens magical crafting and artifact identification. Resource-producing structures such as lumber camps and mines help create a more stable economy, and recruiting raiding crews ensures a steady supply of fresh loot. Rather than feeling like isolated features, these systems work together to create a satisfying sense of progression as the once-small harbor gradually evolves into a bustling Viking marketplace. Collecting rare relics and filling out the game's catalog offers an additional long-term incentive for players who enjoy completionist objectives. Discovering previously unseen artifacts, learning their properties, and expanding the collection provides motivation beyond simply increasing wealth. Combined with the steady unlocking of buildings, crafting options, and trading opportunities, this progression system helps maintain a rewarding pace throughout the game. The fantasy-inspired items also contribute to the atmosphere, blending Norse mythology with magical elements in a way that complements the game's lighter tone. The visual presentation embraces a colorful and approachable art style that matches the relaxed nature of the gameplay. Although inspired by Viking culture, the world avoids excessive realism or grim aesthetics in favor of an inviting setting filled with detailed equipment, lively customers, and charming environments. The first-person perspective enhances immersion by placing players directly behind the counter, allowing them to organize merchandise and interact with shoppers from the viewpoint of a genuine merchant. The combination of stylized graphics and accessible management mechanics creates an experience that feels welcoming to newcomers while still offering meaningful depth for fans of business simulators. Viking Vending succeeds by taking familiar management concepts and presenting them through a creative Viking trading theme that feels both fresh and engaging. The combination of resource management, customer requests, crafting, town expansion, and collectible treasures creates a gameplay loop with plenty of variety and long-term appeal. While the game's lasting success will depend on the depth of its economy and the balance of its progression systems, its foundation shows considerable promise for players who enjoy simulation games centered on strategy and steady growth rather than action. It stands out as an inventive addition to the genre and offers a pleasant alternative to more traditional Viking adventures. Rating: 8/10
喜欢玩模拟经营的还是比较推荐购入的,但是流程比较短,差不多四五个小时就能把所有内容都解锁完,只剩下买卖,建议打折入。 另外制作组能不能把仓库做大点!!!差不多中后期仓库完全不够用,每天都要靠吃/分解/丢来被迫扩容,囤囤鼠落泪了! 对了,强烈建议把摄像头移动调到0,不然容易晕。
喜欢模拟经营的可以试试,现实里当不了,而在游戏里可以直接成为奸商收购破烂再翻新转手赚钱,不过游戏体量还是有些偏小,期待后续的更新
我是来实现肥鱼愿望的
[h1]简介[/h1] 啥都收啥都卖,《维京杂货铺》卖东西不如收东西好玩。作为一款以模拟杂货铺为主的经营游戏,玩家主要是在维京海边的小镇经营自己的杂货铺,毕竟是继承来的铺子,虽然还只是破房子一间,但经过不断的收货卖货,在用来扩建自己的铺子。 [h1]玩法[/h1] 模拟全面的杂货铺的游戏,可以了解杂货铺的运作和日常。毕竟是维京,杂货铺的货源基本上全是来自劫掠来的各种商品、武器之类的,玩家要做的就是收这些货,收货的时候也可以议价,不过好东西议价引起卖家的不满。收上东西后就可以去卖,卖东西则是要看顾客的需求,比如想要吃的想要武器之类的,如果给错东西也会引起顾客的不满,直接不表示不会掏任何的钱。同时还有不少的杂货铺配套设施、但相应的操作也上来了。不得不吐槽一下,有些设施完全不知道是干什么的。 除了做买卖,还可以到小镇上逛逛,不过这里的操作是切换到小镇地图上,选择不同的选项去不同的的确和不同的人对话,对话有选项,小镇的地图设计的很大,要素也很多,杂货铺赚钱了后,还可以对小镇进行开发,解锁更多的功能。 [h1]特色[/h1] 游戏的整体画面采用了明亮的漫画渲染风格,但角色的设计却非常像“我的世界”中的方块人,不过角色的边缘要圆润不少,不过比较难崩的是,小镇中的角色相似的情况太多了,经常就是换个,看着刚刚买完面包又回来继续买东西的npc,总有种哭笑不得的感觉。而且现阶段游戏的问题也挺多的,最让人不爽的就是只是简单的交易,但频繁重复的操作让人恼火,在收售货物的时候来回切换非常的麻烦。 [h1]总结[/h1] 《维京杂货铺》是一款主打轻松的模拟经营游戏,不在强迫玩家高强度的沉浸游戏,有趣的议价系统是关系到能否赚到钱的要点。到了经营中期杂货铺的配套设施起来后,交互操作也成指数级的上升。无论是收货还是售货,都排满了人,有时候还会因此看错,造成损失。有钱了还是尽快把小镇的快发和杂货铺的设施都提上行程,才能更好的把杂货铺发展起来。如果是玩模拟经营的话,本作可能差了点意思,但本作的讨价还价倒是很有趣。喜欢这种有点偏科的模拟经营游戏,可以试试本作。 [quote] [b][u]❀自由撰写真实的游戏评测❀[/u][/b] [b]❀欢迎关注→❀[url=https://store.steampowered.com/curator/44119519]自由评测[/url]❀←鉴赏家❀ ❀欢迎加入→❀[url=https://steamcommunity.com/groups/Liberty_Curator]自由评测[/url]❀←鉴赏组❀[/b] [/quote]
在多数维京题材依旧停留在砍杀的动作游戏时《维京杂货铺》则把把维京题材从刀光剑影里拽了出来,换成一间海边杂货铺里的讨价还价。你守着祖辈留下的码头铺面,把出海归来的船队捎回的兵器遗物低价收进库,再高价递给登门讨货的邻居。当个无奸不商的倒爷,这种反差玩起来意外地上头。 本作最吸引玩家的地方在砍价,每件货都贴着标签,破损和诅咒是压价的把柄,火焰、坚固这类好词条才是抬价的底气。上门的客人常揣着清楚的购物单,认准某类兵器、偏爱带属性的货色,对沾了诅咒的物件躲得远远的。摸清他们的心思再加价出手,比随手兜售赚得厚实得多。鉴定陌生物件时那种开出宝贝的欢喜,让买卖带来的游玩乐趣很难衰减。 杂货铺的玩法在后期也被拓展开来,铁匠铺里把旧兵刃修整如新,巫师小屋负责给器物附魔辨真,随手就能让积压的破烂身价翻倍。攒够本钱还能派支队伍出门跑货,把进货的主动权攥回自己手里。岛上天天冒出新鲜事,帮人解困、出海探险都给经营添了点不一样的玩法内容。港口长船的北欧气息清爽透亮,配上几段安安静静的小调,晚上几个小时还是很惬意的。图鉴随手就能填满,开头钱包紧巴巴、后来数钱数到手软的成长曲线见仁见智。 不过游戏玩到后半程,那股新鲜劲儿慢慢散去,买卖的套路渐渐显出单调,收进卖出要在界面间反复横跳,镇民的长相又过于雷同,仓房偏小也常逼人做取舍,看久了难免发腻。等设施齐全,每天的操作就成了固定轮回,缺一条能把人留住的主线内容,想进行更深度的游玩也只能推倒重来,各种UI的设计不周和BUG仍有改进空间。 综合来看,本作底子扎实、性价比不错,是款适合碎片时间消磨的休闲小品。喜欢倒卖经营又不在意重复度的玩家值得一试,想求内容厚度与长久黏性的不妨等后续更新。 [quote] 高玩研究所,为高玩而生。 [url=https://store.steampowered.com/curator/45487028/]点击这里关注高玩研究所~[/url] 一起努力成为高玩吧! [/quote]
honestly really happy i dont have to walk around, and the game is very relaxing and enjoyable. I would definantly hope for future dlc!
一觉醒来,我在维京时代当“倒爷”——居然没被维京人打劫? 游戏主要玩法就是低买高卖,从各种渠道低价收购各种战利品,然后转手卖给有需求的维京顾客赚取差价。赚取的金币可用于投资店铺,建造各种设施,还可以雇佣船队出海搜刮,直接跳过中间商,一手拿货了属于是。
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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