
In this award-winning puzzle adventure game, play as the Traveler on a quest to reunite the Peoples of the Tower. Observe, listen, and decipher ancient languages in a fascinating universe inspired by the Myth of Babel.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Charts
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
No United States chart position — it charts only in the markets below.
Latest in each market: best CN #94, worst KR #100 · 2 markets collected
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): 18.43/day in the week to Sep 4 → 40/day in the week after.
About

Winner of Best Indie Game at the 2024 New York Game Awards and nominated multiple times at other ceremonies including The Game Awards and the BAFTA, Chants of Sennaar is a critically-acclaimed puzzle and adventure game developed by Rundisc.
Divided since the dawn of time, the Peoples of the Tower no longer speak to each other, isolated by fear or mistrust. It is said that one day, a Traveler will find the wisdom to break down the walls and restore the balance. Travel the endless steps of a prodigious labyrinth, uncover the truth and unveil the mysteries of this fascinating universe where ancient languages are both the lock and the key.


Inspired by the myth of Babel, discover an enigmatic and vast tower. As the Traveler, delve into a world full of mysteries, where Peoples have grown distant, unable to communicate with each other anymore. Begin your adventure in a prodigious tower inhabited by five distinct Peoples, observe, listen, and strive to mend the bonds of distrust.


With a smart gameplay system, explore and solve various puzzles to uncover the mysteries of five different interconnected languages. Always guided by your trusty notebook, note each symbol, keep track of your surroundings, engage in conversations with people and unravel the meaning of every glyph. Each step will pave your way to the top of the Tower as each word will restore the link between People.


Dive into an enthralling and colorful world full of secrets. Tumble headlong into a beautiful world inspired by impactful European comics authors where every floor of the Tower possesses its own visual identity, supported by distinctive technological levels, architecture and culture. Embark on a poetic and enchanting journey driven by a soul-stirring, lyrical soundtrack, made by Thomas Brunet.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Xbox, PlayStation, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 34.7Kreviews | 98% | — | $9M |
| $9.99−50% | 2.4Kratings | 92% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1994 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
不明白文字解密还搞这么多无趣潜行的意义。以及身为语言文字为核心的游戏,外加剧情主线消除民族阶级等隔阂呼吁互帮互助团结各种buff叠满的情况下,制作组对语言的表达使用却没有半点严谨可言。这使我在游玩的途中频频出戏,几个文明消除隔阂后交流可以称呼彼此同胞可以是朋友伙伴可以是家人但偏偏是单独的兄弟,制作组自然而然将女性排除在外是故意的还是不小心的?人人平等但不包括女人,这太幽默了。
Great atmosphere, music, puzzling technique. I was amazed by the idea itself, enjoyed it every hour played.
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Reviews, worldwide (the counter carries no country): 800/day in the week to Jul 16 → 40.71/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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Czech, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese +2 more
| $9.99−50% |
| 2.2Kratings |
| 97% |
| — |
| not modelled |
| $19.99 | 106ratings | 92% | — | not modelled |
| $19.99 | — | — | — | not modelled |
| $19.99 | — | 97% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I have added it to my list of favorite games. Everything amazing in this game, from music to puzzles. It is unusual for the game to perfectly combine mechanics with the story, but developers did a good job and succeeded in it. I wish learning languages in real life were also as fun as in this game. From the negative side - sometimes it was too much walking and stealth levels were a little bit annoying, but it is really forgivable compared to how well done the other parts. Just play it ;)
TLDR : A good game that would have been so much better if it focused on what it was doing great, the glyph guessing part. The game is gorgeous, the music is good, the world is intriguing as a alternative Babel tower. The actual glyph guessing is really well made, it feels incredibly rewarding to finally understand a sentence, a sign you didn't get at all. In that aspect, it reminded me of Obra Dinn and Golden Idol, as a detective game that actually promotes doing deductions. The issue is that the pacing is severly hurt by some segments, such as the sneaking sections in the keep. They are not well made, not rewarding, and feel frustrating. Some places lack a bit of orientation clues, or shortcuts to make traversal faster because it's a pretty big place and you're not that fast. But it's still a very nice experience, it's worth a play especially if you like archeology, ethnology or linguistics. I've never played a game that made me feel like i was a researcher like this.
I think this game hits "good," for me, no more, no less. Its aesthetics are wonderful and each language is fun to pick at - I think having several languages does have some benefits as a core design choice because it allows for each step of the learning process to be enjoyed multiple times over. Having said that, it's not really a game about learning languages so much as it is a game about decoding; having free access to English at all times means you don't really spend all that much time actually observing these characters once you've solved them. Level design is often very spacious, and movement is very unexciting, which leads to a somewhat excessive amount of dead air. The stealth sections are, bad! And only tolerable because they are aggressively checkpointed. I'm coming away from this one still fairly positive on it, and most of the time I spent with it was still quite good, but I think it loses steam pretty severely in the last 60-90 minutes, ending with a pretty thoroughly unexciting setpiece moment that fell flat for me narratively. Not the worst way to end it, but probably could have been a lot better.
Got this after seeing a recommendation for if you're searching for a game like Outer Wilds. Heartily recommend to anyone who enjoys exploration and puzzle games. Love the translation mechanics, hate the third language. It is very interesting how various languages were formed, the structure of the letters and the sentences, and their differences. The story is rather simple, and for most of the game you are feeling completely lost as none is given at the start, but it's not bad for a game like this.
整理了一个含地图、全成就获取、解密思路、全笔记和全对话的指南。 https://steamcommunity.com/sharedfiles/filedetails/?id=3789899616 https://steamcommunity.com/sharedfiles/filedetails/?id=3790257004 我只是一个善良的、讨厌潜行的、喜欢rua猫的、分析字词的、伪装大师一般的迷路人士,现已变成马拉松冠军x 第一层是叠叠词,第二层喜音乐。 到了第三层整个感觉就是:封印解除,Let's 倒装! 美ME是。诗人ME是。 正常语序: 豆角炒好了你快吃吧。 脑内: 炒好了豆橛子你快吃吧; 豆橛子你快吃吧炒好了; 你快吃吧豆橛子炒好了; 炒好了吃吧你快豆橛子; 豆橛子快吃吧你炒好了; 快吃吧你炒好了豆橛子; 炒好了豆橛子吃吧你快; 豆橛子吃吧你快炒好了; 豆橛子炒好了吃吧你快; 豆橛子炒好了吃吧快你; 快吃吧你豆橛子炒好了; 豆橛子炒好了快吃吧你; 炒好了你快吃吧豆橛子; 吃吧你快豆橛子炒好了; 炒好了豆橛子吃吧快你。 学者右手臂两道像纹身一样的环形,想到之前看到的那什么:“如果你看到有人有这个纹身,就跑得远远的。” 友:“可怕的语言学家会一个箭步冲过来开始强制对话(嗯” 求知若渴的语言学家是这样的hhh https://steamcommunity.com/sharedfiles/filedetails/?id=3789347031 四层在干饭,饭饭,香香,怪物,想帮但怕怕。 五层在沉迷虚拟现实x 感觉学者蛮眼熟的,后来想起来可能是因为Magicka2里的红袍法师也是类似的形象吧哈哈。 还看到好笑的是有人用战士语言写了COD:召唤天责
趁我还没忘记赶紧把评测写了 ! 观望了很久的游戏,一直躺在我的心愿单里,玩完之后觉得绝对对得起它的价格(之前还在挑挑拣拣呢) 非常喜欢这样的语言类游戏,剧情我比较浅尝,但是很喜欢结局。不愧是巴别塔。非常浪漫主义。 优点是美术风格很有特色而且谜题简单,玩法独一份。 缺点是走路模拟器!偷背身模拟器!路痴模拟器! 不用手柄的时候仿佛我在玩LOL,一直在点点点,还要时刻中键怕遗落,交叉路口生怕错过的我选择怎么走很纠结,另外真的记不住路(⊙﹏⊙)。愚者,我是也。 瑕不掩瑜,长条水管我们走//gogogo 你你 购买 游戏。 你 复数 购买 游戏 谢谢。寒暄//
不是鸡蛋里挑骨头,是我感觉很可惜,在遇到教士遗体的时候、看到三层地下抵抗组织的时候,我对游戏如何讲好这个故事充满期待,不把这仅仅当成一个休闲解谜游戏。 一、先说些技术问题。 作为解谜游戏,加入追逐战是个糟糕的决定。增加紧张感可以理解,但密度过大,反复的死亡读档让人出戏,为什么我们可以不断复活,用同样的把戏愚弄同样的npc,在npc眼中发生了什么呢? 有大量的时间花费在与解谜和故事线完全无关的寻路上,虽然会有提示点,但有些路并不会被提示,找不到路只能乱转。比如。四层的银矿地图,右下角有个电梯的入口,很难发现有路可走,缺少最后三个字符,在这里卡了半小时。 背景音乐单调稀疏,只有二楼战士观星台和三楼剧场表演的旋律让人有印象, 不过想到战士们一起听诗人演奏的音乐,是那个剧场嘲讽奴隶的恶毒音乐,就完全无法感动。美术风格应该有向纪念碑谷取经,但是画面细节比较少。这种音画效果使跑图非常枯燥。 二、“语言学游戏” 就算我们不纠结世界观和故事,只把它当成语言学游戏,巴别塔圣歌也是令人失望的。 在游戏中,我们理解了新的语言时,会出现一个官方准确翻译,替代之前自己的标注,这暗示着,元语言(描述语言的语言)是存在的。而实际上,语言之间不可能准确对译。某种语言被定为类似元语言的东西(如英语),只说明了它掌握了文化领导权。 游戏认证之后的标准汉语/英语翻译,给玩家带来的实际体验是,一旦完成了破译工作,就不再需要注视各民族的文字,只看翻译即可。 在汉语/英语中没有准确对照,只能意会的概念,一个也没有出现。 这样就丢失了语言学本身最独特的吸引力────通晓一门新语言后,可以体会到那些,无法被翻译的细微差异。翻译中丢失和扭曲的东西,终于,凝聚回它原本的样子。 三、故事逻辑和主旨 然后说说评论区都在赞美的,能拿诺贝尔和平奖(这种殖民工具奖)的主旨。 1. 故事逻辑问题 我们期待游戏解释的是,各族分隔如何发生,但完全没有解释 每层都有两个可以和其它楼层视频通话的电梯传送门,附近会有残缺的互译石板,是我们破译新语言的重要钥匙。 炼金层石板破损的只剩下三个词,互译内容为“战士 否定 植物”,但是游戏结局也没提到过战士对植物的看法。 唯一一块拼起内容完整的石板在诗人层,“我们相互找寻,最终寻到”,浮雕是两只手紧紧握住。 如果石板是年久失修破损,为什么传送门电梯还能用?如果石板是关系破裂人为打碎,游戏后续为什么对此没有任何解释? 游戏中电梯需要激活以后才能使用,电梯一激活,各族就试图沟通,但相互听不懂,必须等我们来帮助翻译。 但问题随之而来,这些电梯门都在容易找到的地方,为什么多年来没人激活,直到主角碰一下才能激活呢?而且,电梯还有视频通话,比划比划就能沟通,各族文明都比较发达,怎么可能此前从未尝试过翻译交流呢? 四楼总体很善良,没发现阶级分化,不太排外,发现爬上来的主角,还说可以提供帮助。 后续剧情还显示,其他人一直想把变成树妖的研究员变回来,就像尝试开精灵门一样执着。这里出现另一个逻辑问题 三号实验室的路牌被涂掉了,门口还有人写了树妖怕火的提示,说明有人知道了实验室事故,还知道树妖和三号实验室有关。既然察觉到异样,炼金师关心同伴又有科学精神,没人进过实验室说不过去。 但实验室里显眼的写了成功的钥匙配方,如果有人进去调查过,钥匙配方早该公之于众了,何必苦苦继续研究? 如果没人调查过,怎么知道树妖产自三号实验室,还在门口警示呢? 除非打补丁说,其它人怕变怪物风险,所以不敢尝试黑板配方,但这又不符合本层为科学献身的基调。 树妖是研究员出意外变的,而且被门闸挡住以后,就不会出场。树妖自始至终只有一只,后来要转化的树妖也只有一只,那么,在树妖出现之前,也就是铜矿没封禁的时候,三层的人其实能顺利抵达四楼,诗人嘲笑想爬升的人,说她们会被树妖得到,是一个新写的剧本。我们能捡到变树妖研究员的帽子,也说明实验事故发生在不久以前。那之前三层和四层有什么理由分隔? 无论怎么解释这些人交流有多大的困难,都要面临另外一个问题:为什么我们这么轻松?不管是破译语言还是爬楼,都在很短的时间里完成了。而且除诗人外,每个族群都有向上爬的意愿。 如果让我们接受主角就是偶然降临的,全能的救世主,那也行。但五楼又给我们惊喜。 五楼没有任何语言解谜元素,只有原始连连看拼拼乐,总体有一种摆烂感在叙事位置上,五楼本来应该解释各族断绝联系的始末,但竟然只有一个自己无行动能力的悬浮老头,给出一个自相矛盾的故事:你是人造人,我们造了塔,欢迎大家住,没想到语言分隔让各族不联系了,所以我们自我放逐,就要灭绝了,快救救我们,救救高塔。 这样一来,所有的游戏流程都是命中注定,工具履行工具的职责罢了。 如果救世主失败了,也许真的没机会了。可人造人失败了,再迭代2.0, 3.0即可,没有任何代价。那么,失败结局里主角失落的样子也就毫无道理。 悬浮老头制造我们的时候是清醒的,他有动力、有能力,为啥不自己去做这些事? 坏结局里悬浮老头会恐吓说,高塔会因紫门没开而毁灭,但其实没有,只是继续维持现状。如果解释说,悬浮老头只有最后一次机会斗倒变形金刚 logoAI,这也说不通, 悬浮老头自始至终没提过变形金刚ai的事情,只让我们去翻译和开门,好像他不觉得变形金刚很重要。另外,如果变形金刚logo如此强势,它完全可以中途阻止主角,但它什么也没做。它还在各处留了一堆可以关闭自己的按钮。 另外,真结局需要开各层被锁上的紫门,发现每个紫门都是五楼驻各层大使馆,里面是沉迷VR的隐士语言学家,把电断了以后,他们直接就能和其它层沟通。隐士外交官一定是在沉迷VR之前,也就是各族隔断之前学会的语言,那其它族群为什么没有多语言者?外语翻译是被隐士垄断的吗? 既然分隔之前就在各层建立了紫门大使馆,共和时期,隐士本可以把紫门建筑所用的技术传给其它其它民族,至少可以把建造工具就地借给他们用,但并没有。在相对技术落后的楼层出现格格不入的高科技紫门,显得一二三四层只是五楼隐士的东方主义游乐场。(楼下的人在真结局飞快接受新技术,如缆车和植物药水,可见并不是他们古板保守,而就是隐士没分享技术) 2.主旨 一楼到三楼,尤其三楼,陈列很多阶级矛盾。但是后面这都被轻飘飘的大和解掩盖了。 一楼: 帮孩子找钥匙,孩子说“通过这扇门,你我就自由了!” 修士居所(“神未死”建筑)门口有位乞丐,我们还会给予其一个金币 通过比大小翻牌游戏发现有神、教士、信徒、凡人的等级排序 自始至终修道院大门都是不敞开的,想进修道院只能钻狗洞 在炼金术士帮忙之前,植物园植物只有教士来才能治好,说明教士有某种技术垄断或魔法。 以上说明,一楼也有明显阶级分化。 教士独自死亡在地道,遗体还很新鲜(大雾)(矿坑那层,死掉的人会变成骨头,推定世界观里遗体和布料也会腐败,教士不是白骨形状,是教士衣物外观) 一开始我猜测教士是信仰崩塌自尽,但仔细一看教士的灯碎在距离遗体较远的走廊,更像是匆忙逃亡时先丢失了灯,在黑暗中意外失足。教士为什么跑 ? 二楼: 壁画显示战士来到高塔之前就是全副武装的战士。 战士可以制造音律大钟用来集合,音效也很美,等同奏乐。战士对音乐的需求其实已经可以自我满足,那为何只有鲁特琴才算音乐。崇拜神选之人的设计,让战士民族无力/没有天分追求喜爱的音乐,只能期盼有闲阶级────诗人民族的施舍。 三楼: 地下工作的人身型都是女人(文字破译之前,我一直称呼她们为女工) 在这个女性占比超过半数的文明里,出现的唯一关系词竟然是“兄弟”(“母亲”“父亲”之类家庭成员都没有,却把兄弟作为称赞和感谢的表达,在四层之前还可以解释为制作组没有在性别视角仔细考虑,兄弟一词是无意选用的,可是四层却出现了中性的“同胞”一词,说明制作组词汇量没有很匮乏,那三楼的兄弟就显得像是有意强调的) 地上看起来自动的扇子,是地下的奴隶用手摇驱动的 奴隶和诗人共用一套文字系统,风车磨坊的地下标识被涂掉了,覆盖上大大的粉红色“自由”字样,海报画的是挣脱锁链。 诗人语言里,人称代词和不同人种都有伸到横线之下的弯钩,唯独”愚人“没有, 战士也会被描述为愚人,但战士也有“战士”这个名字,名字也有钩。 从来没把奴隶当人。 黄圈是诗人 战士 你 我 凡人,红圈是“愚者idiot” 通过猴子小剧场发现,可以通过装扮区分阶层,彩色面具条纹衣服是上层,深蓝衣服统一蓝面具是下层。 “诗人喜欢美,战士喜欢剑,所以战士很愚蠢。”诗人们不停强调的“美”,是奴隶和战士无法享有的东西。 剧场里表演很恶毒,讲述穿着一半为诗人一半为奴隶的“愚诗人”,想要往上爬,却被怪物吃掉,诗人把这当成喜剧,一起哈哈大笑。 还有打奴隶游戏 打地鼠,打奴隶加分,打奴隶主扣分 诗人是塔里唯一不想晋升的民族,他们嘲笑想往上爬的人,也许,本来想表现的是他们在美之中陶醉,不屑世俗的爬升。但最后呈现的效果是一种反派嘴脸,“哈哈你爬吧,不给我们当奴隶,便能过上好日子么?” 正当我们以为奴隶要起义的时候,出现了传送电梯视频对话,一楼对三楼的底层人说:“修院自由,来修院”。于是奴隶们没有受到任何阻拦,全部移民到一楼了(原汉化翻译是“修院「已」自由”,但信徒文的原文没有过去完成时相关的表述,是翻译组润色加入的) 那挣脱锁链的海报怎么回事,一楼明显的阶级分化是怎么回事?仿佛奴隶之所以为奴隶,只是井底之蛙的甘愿────“你们可以润啊?有谁拦着了?” 再一想,从教士纸条能看出,很迫切去“上面”找“神”。他独自前往,但留下了棱镜钥匙和纸条等待别人发现,他没有垄断向上爬的信息,他只是一位虔诚简单的信徒,而不是神秘莫测的统治者。这样一来,一楼的森严等级规定完全无法解释。 另外奴隶走后,三楼出现了扫地诗人,渡口工具屋里也有一个诗人困惑的看着手里工具不知道怎么用,仿佛切换阶级就像角色扮演一样容易 自己扫地的诗人 五楼: 出现变形金刚logo机械降神扮演反派,它停电后世界大同,连奴隶都和奴隶主一块站着开心讲话。天哪原来五个核心价值是同一个东西,就是五方的彼此联系本身。 仔细想想这些核心价值: 一层的“神”如此空洞,和信徒没有任何交互,以至于需要镌刻“神未死”来防止信仰崩塌。 二层的“天责”关乎敌我划分,共同体圣战,怎么会和世界大同扯上关系?另外,说到底,一个军国主义政体怎么能在始终没有敌人的情况下维系?既然只要两个门卫就能拦住所有不洁之人,为什么要训练一支全副武装的大军? 三层的”美“自带对乡巴佬和体力劳动者的嫌弃,嫌弃到何种程度:游戏如此吝啬配音,竟然还是在这设计了嘲笑和轻蔑”愚人“的音效。同时,没有任何一个奴隶npc可以讲话,”自由“这个词在三层仅仅存在于地下室,等级上低于”美”,在民族大联合之后也从未出现过。奴隶们的自由,要么来自“润”,要么来自救世主恩赐。 四层的转化也内在包含进化优劣等级制,树妖不好,人中等,变成精灵才好。存在巨链。 五层仅仅罗列了主创对当代虚无主义网瘾少年的鄙夷。“放逐”为什么能成为一个价值,一个追求?放逐是游戏中隔绝的起因,但放逐本身却没有任何解释。本来应该在此处探讨,人如何从虚拟世界中回归,建立新的现实联系,但游戏却告诉我们:网线拔了就好,他还要谢谢咱呢! 游戏中试图用电子游戏元素自我指涉,可是最终也没讨论第四面墙的存在。如果五楼网瘾少年靠vr逃避,主角被电击之后进入幻境,那正在游玩巴别塔圣歌的玩家呢?完全回避了这个问题,在这之后,我无法再选择性忽略上述的逻辑漏洞。 这五者怎么可能是同一个“多元大同”的意思? 并且,这是假定所有民族都只有一个核心价值,三楼选了“美”,就没有“自由”的余地。这是标准的一神教特征,实际历史上绝大多数民族包括游戏原型巴比伦都是多神教信仰,一神教是后来被犹太基督信仰推广开,才成为普遍认识中的宗教形式。 这是西方殖民者视角对世界大同的幻想──── 首先,发现每个民族都有一个唯一价值体系, 然后,不同民族间的唯一神圣价值竟然是同一个东西! 最后,大家一起和和美美包饺子 进一步说,难道只要语言互通, 只要大家的价值体系是同一个东西,隔阂就能解决吗? 既然一开始能够互通交流,一定是经过了隔阂,才语言不通。可是游戏却把因果颠倒:语言不通导致隔阂。如果语言相通就能世界和平,在大语言模型高效翻译的时代,现实世界中仍在继续的所有战争,又算是什么呢? 游戏想要抨击极端民族主义之下语言文化不通带来的隔离,但是民族主义从来就基于实际物质利益。 只是当下的民族国家会把物质利益之争包装为文化战争,制作组在游戏中把这种包装照单全收,并且唯一的文化战争仅仅是“你们不爱音乐,我们爱,所以拒斥你们”。 因为没有任何经济生产细节,所以隔膜刻画非常空洞。 上层对下层好像只是隔离,索要崇拜(自己还看不见),但没有进行实际剥削。 下层对上层的崇拜也没有理由。隔绝期间,上层没有带给下层任何东西。尤其是军国主义者怎么可能因为想听音乐(还没听到)就乖乖膜拜神选之人。 (类似于《双城之战》对阶级矛盾的理解是,1.上城发财不带下城,2.上城还往下城排放废水。 ) 隔绝消除后,一二三四层至少有互帮互助的设定,第五层则和其它民族毫无联系, 一二三四层语言不通对五层的隐士们完全没影响,好像是房东把家施舍给陌生人住就成了永恒恩主。明明顶层自己不想和下面联系,而下面四层已经相互聊起来,这时,上塔顶却会是失败动只有顶层和其它层恢复联系,才可能有“真结局”,就很,一切都等待着恩主拍板才能圆满结束。 最终的互帮互助,考虑到各层不对等的能力,也像是“比较优势”“自由贸易对所有人都有好处”的神话。 在五楼遇见隐者老头,他讲的故事,没有给我们关心的问题任何解答。因为信任众人的高分评价,我坚信不疑,老头一定在骗了我,他的话都是漏洞,他大概才是幕后黑手。所以,当老头在塔顶大门警示“你还没做完我说的事,现在上塔顶一切都毁了”的时候,我还是毅然决然爬上塔顶。没想到在一个失落神情动画后,直接进入了名单放映。 故事真的只是老头说的这样。 只好回去串联紫门,打所谓的“真”结局。当塔顶的灰绿色一扫而空,变成日出景色时, 我也真心的期待着,也许故事没讲好,但还有个尚且能接受的圆满结局。等待我的却是: 奴隶和奴隶主对着”美“共同赞叹 好吧,奴隶们的“自由”在字形上就不可能被这六面体涵盖。曾经奴隶每天服侍的诗人,他们念叨的美成为了代表图腾,覆盖在奴隶的遭遇上,最后奴隶也对着压迫自己的”美“赞叹。 至此我的期待完全摔碎,这破碎还有声音────我留下一段评论。
第一章尤其优秀,一切都在摸索过程中,所以正反馈特别多,跑酷方面胆小又手残所以不喜欢quq除此之外都很好玩
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $81.4K | 229 | 71% | $24.99 | |
| $68.7K | 242 | 99% | $19.99 | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| $0 | 10 | 30% | Free | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $9M | 6.9K | 89% | $49.99 | |
| $9M | 12.9K | 94% | $19.99 | |
| $8.9M | 11.2K | 87% | $34.99 | |
| $8.9M | 38.7K | 95% | $12.99 | |
| $9M | 7.1K | 86% | $49.99 | |
| $8.9M | 4.8K | 69% | $26.99 |