
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 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 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
很有创意,背包里的摆放位置决定输出节奏,职业玩法多,后期数值有点失衡,玩着挺爽
这游戏简直绝了,便宜好玩,作者的脑洞也大,转到那个格子那个格子的装备就开火带给我一种别的游戏所没有的体验
像素地牢风格,武器装备量还是差了点,不同的组合加不同的职业组合出好多有趣的玩法,期待出个创意工坊和倍速解放双手,爽快游玩。
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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
[h1][b]不仅需要管理包中物,更需要管理背包本身的“库存肉鸽自走棋”[/b][/h1] [hr][/hr] 如果说《背包乱斗》是在定额背包中定时触发囊中物的喧闹巴扎,那么本作更像是将行囊本身纳入局中策略的差序自走棋——玩家既需要考虑背包的周长(触发小球的行边效率),也需要考虑背包武器的触边规划(将功能性物件穿插放在中建,尽量让其与武器联动,武器尽量靠边,触发绿色箭头进行自走攻击)。 剥离传统的异步PVP,玩家只需要回归简单的PVE爬塔,完成步步为营的战斗,以及战斗间完成更为丰富且强力的背包构筑。游戏难度会在中局骤升。 [h2][b]包体构筑:从“静态堆砌”到“动态流动”[/b][/h2] 《背包地牢》虽然同样强调大巴扎式的相邻与合成这一理念,但脱胎于此,形成了自己的一套核心玩法,是因为,包体上的触发球,将会不断循边游走,触达武器之处进行触发,周游一圈也会触发部分特定物件,如果将功能物件按照位置与武器进行联动,会带来更加卓著的提升,在这意义上,背包越大故而可以充斥更多的武器,但是武器如果单体能力不强,很可能因为包体过大,触发效率变低,最终伤害转化极低,在玩家攻破怪物之前,就已走向失败。 而且触发点路线也可以玩家自调,将触发点放在强力武器出,开局即打出更佳高额的伤害,然后循着玩家设计的动线回路进行自走棋伤害(这一步就有点类似大巴扎的指针触发了,只是大巴扎的体量也就那么大,而本作的背包将会不断扩容,而且不规则的动线也会影响触发球的游走效率),编排背包本身,就让游戏的每一次战备可能会大改背包设计。 至于合成,则是比较常见的游戏设计,在商店购买能够合成的多种武器,武器便会升级为新品,一般会附带更多元素伤害,因此节省的背包空间可以放置更多纯化BD的饰品、道具,从而让触发的轨迹更能按照思路更快出伤。 [h2][b]PVE肉鸽爬塔:遗物、消耗品加持的地牢冒险[/b][/h2] 在异步pvp的玩法中,进场会因为roll出随机对手,如果ta比较天胡,束手无策的玩家会让刚有起色的一局BD突然死亡,在本作中,三档难度多种职业的调节,让每一关相对来说可以稳定成型,而且加入了传统的遗物边栏,让纯净的构筑更快成型,比如说损失一定血量获得增益的狂战士流派等,低难度比肌肉一般都能过,而且每一次战败得到的局外货币都能让角色的下次出击更佳强力。 有时候遇到商店,不妨多囤些消耗品,在战斗内外及时的抛到敌人或者自己的脸上,让本来命悬一线的对局最终在玩家的即时决策中存活下来。 十余人民币不过一杯奶茶钱,在这个高性价比的库存管理自走棋肉鸽中,能够获得相当良好的策略体验,一个就是传统的“收纳”,通过将各种强力武器整合布局,打出化学反应;另一个就是“制包”,将空间管理放到设计边缘动线的程度,在大而强力或者小刀快速割肉的两端之间,找到合适的BD以及其最佳适度点。 [quote]欢迎关注 [url=https://store.steampowered.com/curator/45531068/]黑白测评[/url] [hr]黑夜显真 白昼辨伪
This one is a banger, great music, beautiful sprites and many different mechanics. Really well amde but a little laggy if your pc is chopped. It's kinda cool I unlocked true ending in my 1st run.
yup
Ignore the AI haters. This game has so much depth. If you set aside the art, the game's content is freaking good.
꿀잼
玩法挺有新意的,把背包直接当做战斗核心,肉鸽随机性也做得可以,玩着很上头。
背包管理搭配挺让人沉迷的,可以搞出各种不同的组合,加上有趣的地牢探险,游戏的体验不错
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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