
Anchor is a form of creative writing of textual interaction of origin, using the function of dice, in which a random number of prepared options determine the development of the story (the dice have a will of their own).
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
Genres
Stats
Languages: English, Simplified Chinese, Traditional Chinese, Japanese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
希望越来越好。虽然我玩不懂
能不能改善一下上传问题 永远都上传不上创意工坊
我很喜欢这类玩法,可惜自己的创意不足,希望有一天社群能发展壮大,让我体验到更多有趣的剧本
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
很不错的
[h1]Before I played Anchor Club, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
☀️
[h1]#tinygamereviews[/h1] [code]could be a neat collaborative writing/roleplaying tool, but barely does anything more than a run-of-the-mill word processor nowadays[/code] [list] [*][b][u]Overall Score[/u][/b]: 1/5 [/list] [hr][/hr] [h1][b]Curator: [url=https://store.steampowered.com/curator/42137521/]Nostalginauts[/url][/b][/h1]
This is less of a game and more of a collaborative fantasy writing/multiplayer RPG... the idea is that you join chat rooms (with nobody, nobody uses this) and collaboratively create stories with some elements of the text chosen by dice rolls. Now, at this point it's a great idea to ask the question, "Is that what we expect from a PC game in 2026?" and the answer is going to be "No." And that is why this failed. That and the monetisation... you have to pay money to use emojis. Paywalling is toxic, but developers have their greed to inflict on everyone. So, "Anchor Club" is a dead multiplayer game. Why did it fail? It's video game autopsy time! [i]Almost every multiplayer exclusive game on Steam fails.[/i] Developers often assume just because they published their game, it's going to "go viral". I'm guessing this is a case of the developers making this game in complete isolation without even bothering to look at what other multiplayer games on Steam already offer. The market for multiplayer games is crowded and the player base is limited. This game never reached "critical mass", didn't "go viral", and didn't offer anything to differentiate itself enough. Even with no upfront cost, it failed to appeal to gamers for several reasons. There is little to no solo content here. The developer thought other players could replace actual storytelling and level design. That was a bad bet to make, and yeah, the developer lost. Hard. Without a player base or meaningful solo content (storytelling, narrative, you know, what makes games like GTA famous), the game has nothing to offer. Other players are not a substitute for doing the job of a developer and creating meaningful game content. For gameplay purposes, because the user interface for this game is mostly just 2D static text/images... it might as well be a web page. It's functionally no different from a browser game. And we all know, Steam isn't here to compete with Chrome and Firefox. If the game can be done in a web browser, it's just not rich or compelling enough to appeal to serious gamers on PC. The graphics aren't great, browser tier static pages and that's it. That's understandably a turn off for a lot of gamers, and it's a big contributor to the failure of the game to attract gamers despite having no up-front cost. Gaming is a primarily visual medium, and if developers want to succeed, they must understand that it's not an area for compromise. You deserve better than compromises. Let's look at the price and what kind of value this actually offers gamers. You're expected to pay up $2 USD to unlock content through DLC purchases. The game should not be considered completely unlocked until you empty your wallet for the developer. This is misleading and predatory pricing on a product falsely marketed as "free". In terms of public reception, the "free" price tag didn't help. This peaked at a handful of players and then immediately cratered. With a peak count of less than 50 gamers (out of over 130 million gamers and over 40 million daily logons), it’s safe to say the PC gaming community has collectively decided to ignore this, probably because of the reasons supplied in this review. All other issues aside (any of which would disqualify this from being worth your time), this is a game that relies on other players for it to be viable, and because there's not enough players, it's not viable. I can't recommend anyone downloads this, it's basically dead.
вау какой отличный китайский язык все понял
非常好骰子娘,使我安科旋转
Players by region
Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.4K | 48 | 88% | $2.99 | |
| $1.2K | 15 | 87% | $3.99 | |
| $446 | 8 | 88% | $2.99 | |
| $0 | 6 | 67% | Free | |
| — | 0 | — | — | |
| $0 | 228 | 97% | Free |