
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 2,400 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 503 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
залипательное что то
便宜好玩 很難得的一款遊戲 !
Достаточно интересный рогалик с комбинацией предметов и менеджмента инвентаря за демократичные 200 деревянных (по скидке взял за 160). Большой выбор предметов, которые легки в осовении (требуется умение "Читать буковы", чтобы разобраться в нюансах, но много чего неизведанного, подпитывает интерес к игре. С четвертой попытки дошел до финального босса, не осилил, но интерес к игре не потерял. Рекомендую к приобретению, лайк за отп**дить короля подземелий кирпичом и скрафтить крысу из "Рататуя"...
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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 503 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Нет звука на стимдеке
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.
Nice!
Someone made a better Backpack Hero? It's 3x cheaper? But it's made with AI... BASED.
[h1]《背包地牢》简评[/h1] 背包管理系列肉鸽构筑游戏中非常不错的一款,战斗机制有其新颖之处、背包策略有其特殊之处、构筑成型有其爽快之处、耐玩程度有其上头之处、游戏定价有其实在之处。不过,游戏也并非全是优点,其在某些装备的平衡性方面,还是做的有那么些许不到位,有的装备普普通通、有的装备略显鸡肋、有的装备屌炸逆天。只是综合来看,本作的性价比确实是杠杠滴,挺好蛮奈斯。 背包地牢,背包管理+地牢探索,但是本质还是关于背包管理这一方面。此类肉鸽战斗游戏,重点策略内容在于角色养成的构筑体系,构筑体系的核心则是以背包中的各种装备,如何搭配装备、如何摆放装备、如何融合装备、如何挑选背包、如何取舍遗物,都是很经典的肉鸽构筑策略机制,熟悉背包管理、肉鸽构筑的玩家,上手还是很快的。 而本作的特色机制,或者说和其它背包管理类型的游戏不同之处,就在于其独特的“触发球”机制。即玩家背包中诸如武器之类的物品想要触发,并不是随时触发攻击的。背包的边缘会有一个“触发球”,其会沿着(组合)背包的边缘路线绕圈圈重复移动,当“触发球”移动到这些装备的触发区域,才会触发其效果。因此,本作除了上述的一些经典构筑策略之外,如何摆放各个背包的位置,让“触发球”有一个合适的走位,一样非常的重要。 其次,游戏的难度嘛,下限挺低的但是上限也可以挺高的。下限低,那是由于上文提及的装备不平衡,有些装备实在是超模,自然就让挑战难度下降了不少。至于上限也挺高,其实还是在于游戏的构筑成型体系,“触发球”、背包以及耐力(消耗),构筑的好,那就是链式反应带来的“永动机”效果,构筑不好,反而是各种便秘拉不出来屎一般难受。 最后,策略游戏嘛,尤其是肉鸽类型的,很多时候就是玩的体系构筑,所以核心构筑的装备数值超模,也是会有些影响玩家游戏体验的,只是本人并不反感,毕竟这种超模准备也代表着容错率低,哪怕咱一错再错,也是有机会可以爽上一把的。 [quote] 我的游戏真的有那么好玩吗? 关注[url=https://store.steampowered.com/curator/34823631/]“我的游戏不可能那么好玩!”鉴赏家[/url],这是你从未体验过的船新版本~ [/quote]
⠀
nice ai neuroslop
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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