
A unique pixel-art backpack management roguelike. Your backpack isn't just storage—it's your combat core. Item placement, adjacency, and trigger mechanics determine your survival in the dungeon. A mental challenge of spatial planning and strategy.
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): 3/day in the week to Aug 28 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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




Genres
Engagement
Reviews
Themes across 504 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun game, it is definitely good and makes you think, but unfortunately it does need bug fixing as a few items are not working such as the poison items not calculating poison multipliers correctly.
Sure to give backpack enthusiasts hours of entertainment. The trigger ball system is new and seems like a negative at first but like most mechanics you can learn to bend it towards increases in power. Music is simple and catchy, doesn't get old quick. Speed can be modified to slow down, increase, or even pause during battle so you can take your time to understand things or speed up to move through a long fight with a predictable outcome. Can't beat the price, honestly. And I personally like the look of the art.
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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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Traditional Chinese, Russian, Japanese, French, German, Spanish - Spain, Portuguese - Brazil, Portuguese - Portugal, Spanish - Latin America, Korean
Hours played at review time, across 504 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
逆天设计1:关底隐藏boss需要凑够4个石头才能开启,4个石头的开启条件分别是累计9999物理伤害、9999魔法伤害、999层BUFF、999层DEBUFF。我tm玩个魔法流我一要买个魔法转物理伤害的物品,二还要费劲买一堆触发后施加DEBUFF的物品,因为怪被秒的太快DEBUFF叠不上去我还要把几个武器卸下来放在背包里防止怪太快被打死。 逆天设计2:隐藏boss有一个逆天词条叫做完全免疫魔法伤害,我魔法流前面完成9999物理伤害后把魔法转物理的物品卖了,费劲巴拉开启隐藏boss后打BOSS完全不掉血,SL后还没有商店不能刷物品补救,直接认输。 这逆天设计是人能设计出来的? 还有这游戏优化不行,玩左脚踩右脚的流派会卡,特别是游侠的10连弓
首先,这游戏是个长局游戏;我本来不想过来写评测,我怕把我的通关心得讲了,制作组就会悄悄暗改BOSS数值;我是DEMO时期就玩的玩家,目前的BOSS数值已经完全够了,我用冒险者彻底通关(注意,打到表-关底-地牢之王还不算),总时长4小时,这4小时我还是分天玩的(因为运营起来了人其实不怎么需要盯,如果有第二个显示器,你把窗口搁那都行);真关底BOSS数值太肉、太粪了,我不会提及任何详细BOSS数值,免得破坏后来看评测的各位玩家体验,但我可以讲我通关的总伤害等数值有多少. 总伤:968 915。其中物伤:599 244。魔伤:145 525。 毒伤:407 972。暴伤:91 612。治疗量/奶量:37 290。 然后我讲一下我施加最多的2个异常数值和我叠的最多状态: 施加:中毒 5643,霜冻,6098. 获得正面buff: 叠甲 328 077。 以上,心得分享完毕,我不希望影响任何人进行自己的构筑,但实在打不过,在目前制作组没暗改的情况下,我有分享了通关构筑截图到游戏社区,可以自行寻找参考。 这甚至都不能算是背包肉鸽的游戏时长了,纯折磨人来着的。不过通关了还是很高兴的,不然我也不会给好评。 但本游戏到底值不值得买....难说。
Nice!
Estratégia com organização, só e meio repetitivo
好玩 很简单 很上头
背包地牢还真是围绕背包来玩,背包不仅仅是一个存贮物品的地方,战斗也离不开背包。玩起来让我感觉回到生化危机2的背包了,格子危机。不过本作背包和生化危机2的背包也是不一样的。上手以后会发现有创新的地方,玩起来很舒服的。
我脑袋要烧了!!!
背包管理作为一个核心玩法,做得挺有意思的,物品的摆放位置会影响物品的效果,如果搭配得当,打出的连锁反应会超级爽!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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