
Explore a vast cavern of creatures, relics and resources in a mining sandbox adventure for 1-8 players. Mine, build, fight, craft and farm to unravel the mystery of the ancient Core.
Most likely between $22.9M and $64.8M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $19.99 | 93% | approximately $38.1M |
| PlayStation | $19.99 | 88% | — |
| Xbox | $19.99 | 82% | — |
| GOG | $11.99 | 80% | — |
| Epic | $19.99 | 96% |
Reviews
Themes across 1831 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
| Nintendo | $19.99 | — | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
positive critical· bar length = how often the theme comes up
Reviews
The beginning is great but you hit a point where it's like "So.... What now?" Well "What now?" is basically aimless exploration to progress unless you decide to lookup where to go next. For me, this was the Iron Age. I Figured out which biome I needed to explore and harvest resources from and then once again hit "... So what now?" This kind of gameplay works in games like Terraria, or even MineCraft (which both still have a similar problem) because after you've built a little base you ask "So what now?" and the answer is fairly obvious. Dig down. And you know you're on the right track because of all the new and dangerous things you discover. but in this game your already underground, so it's just like "Eh, head a cardinal direction and maybe you'll find the biome YOU NEED to progress. And if you don't, I guess just head the other direction". There's nothing In-Game that hints at or points you in the direction of where you should head to next, other than "Which biome are you getting your teeth knocked out in, just a little less?" I need a bit more to go on than that. Game looks amazing and once you build a nice base in a pretty biome with some skylights it's a great place to chill out but that's where I lost interest. It's called "Core Keeper" but I never once felt like I was "The Keeper of The Core" more so just a guy who built a base kind of close to it and had to go look for stuff to put into the core to escape. Also, when you step on a bug you get this great animation where the bug kind of explodes like you just stomped on it, but when you kill enemy they just flash and *poof* disappear. Stepping on harmless bugs is more satisfying and visceral than slaying actual hostile enemies, and that is super lame.
第一个给差评的游戏,游戏体验非常糟糕,前中期因为各种新东西的加入还比较有新鲜感,玩到后期纯纯一坨bullshit,只想让人快点结束这个游戏。游戏结尾非常粗糙,完全就没有做完,玩到最后结束的时候完全一脸懵。评价是不如泰拉瑞亚的一块脚皮。
esse jogo e simplismente perfeito, as lutas sao muito boas e emocionantes, o jogo e bem balanceado (eu achei pelo menos), as musicas sao tao boas, que parece algo divino, eu quase chorei quando terminei o jogo, a gameplay e muito divertida, tem uma grande variedade de armas e armaduras, tem mecanicas boas, os bosses sao absolute cinema, todas as classes sao muito boas e jogaveis. Recomendo muito
刚玩的时候有种看到泰拉瑞亚后继有人的感觉 打了十几小时后发现只有太拉
Core Keeper é simplesmente fantástico. Ele consegue pegar os melhores elementos de jogos como Terraria, Stardew Valley e Minecraft, misturando tudo em uma experiência subterrânea que te prende por horas sem você perceber. A curva de progressão é extremamente satisfatória: você começa quebrando paredes de terra com as mãos e, em pouco tempo, está automatizando mineração, enfrentando chefes gigantescos e construindo uma base absurdamente bem decorada. O sistema de culinária incentiva a experimentação e o combate é simples, mas punitivo o suficiente para te manter atento. Jogar em cooperativo com os amigos eleva a experiência a outro nível, tornando a divisão de tarefas (um minera, outro planta, outro explora) muito dinâmica e divertida. Se você gosta de jogos de sobrevivência, criação e exploração, essa é uma compra obrigatória.
评价一下这个游戏大概就是,战斗手感和种地钓鱼手感特别好,但是优点可能只有这些了。 作为一款职业分明沙盒游戏在它身上明显能看到《泰拉瑞亚》的影子,但是相比较之下,职业平衡做的非常垃圾。我本人玩的战士成长曲线平滑,各个时期都有不同的装备而且拥有独一无二的双神器待遇。相比之下召唤师的最强武器甚至是在刚出新手村后第三个大地形的装备,后面有三个大地形居然完全0提升。而且召唤师没有神器可以用[憨笑]到了后期甚至是队友4个人不同职业打的输出能勉强追上战士一个人的,可能还追不上[骷髅] 游戏内容还挺多的,我们几个人在线就猛猛推进度仍然玩了将近50小时,游戏总内容非常多,boss 数量甚至超过了原版《泰拉瑞亚》,但是无脑换皮堆料很严重,比如说丛林,海洋,沙漠的三蛇boss包括最后新伏特地形的虚空蛇,他们的建模居然就是完全的换色也就算了,技能居然也是复读机。高级蛇会召唤低级蛇的虚影,丛林蛇没有,海洋蛇召唤丛林蛇,沙漠蛇召唤海洋和丛林,以此类推,虚空蛇有3个虚影[憨笑]我看不到任何的创新,感觉就是为了堆料而强行堆,增加玩家流程时长而且虚影感觉代码就是无敌的前一个boss 技能完全一样,我能一眼看出作者在偷懒。装备升级需要吃掉海量的矿物,但是数值提升非常微小完全就是故意拖慢玩家游戏进度[惊恐] 作为一款小众游戏,本游戏的指引非常的少,甚至没有中文维基百科(至少我玩的时候没有),许多游戏内容都得靠玩家自己硬推 游戏工业化内容很多而且非常完善,值得夸奖 总结游戏的内容和制作完全对不起本身的价格,或者说不适合联机游玩
Overall, this is a fun and addictive game, whether you play solo or in co-op. The visuals and soundtrack for each biome are impeccable, and they complement each other beautifully. I found myself vibing to The Passage's soundtrack because it blended so well with the dark and spooky atmosphere. I loved the QoL features in the inventory system. Being able to stash away most of your items after returning from your adventures with the press of a single button is awesome. The option to discard items from your backpack anywhere with a simple toggle was also a great addition. I'm not really sure how I feel about the pouches, though. On one hand, they were a nice way to keep certain categories of items organized (plus, more inventory slots are always welcome). On the other hand, I found it pretty obnoxious having to scroll down every time I wanted to grab blocks or ores. As for the Summoner class, whenever it's available in games like this, it's usually my go-to, and that's exactly what I did here. Around 90% of my playthrough was as a Summoner, but it was honestly painful to play. There was barely any variety in summon weapons, and the mana cost to summon minions was far too high. The limited lifespan of minions was also a bit frustrating, though I think it would have been perfectly fine if summoning them required less mana. After switching to a Mage build and investing in the talent tree, the game suddenly felt like a breeze. Overall, I don't think the Summoner class is worth playing in its current state. The aspect that genuinely made me tweak out was how strong the regular enemies were, both before and after unlocking the small and large health potions. Their damage was no joke, it often felt unfair to get killed in just two or three hits.
[h2] 100% Achievement Review #03 [/h2] ● Estimated difficulty: 5/10 ● Approximate amount of time to 100%: 90 hours ● Online achievements: none ● Number of missable achievements: none ● Difficulty based achievements: none ● Minimum playthroughs: 1 ● DLC required: no ● Glitched achievements: none [b] Notes [/b] Core Keeper is a fun game on its own and while mechanically simpler than other games in the same genre provides a really nice experience of discovery. The journey to 100% however is a massive grind, you need every single skill maxed out, which means either you play for an insanely long time or create farms to get this done with faster. Even with those farms however these skills take a long time to level and are a pain in the ass. Moreover certain achievements basically require you to use a guide like for example The Heart of the Cards achievements which some of them have very specific ways of obtaining them. All in all I would recommend simply playing through the game only focusing on achievements after as there are no missables.
見下ろし視点2Dのサンドボックスゲームです、見た目マイクラですが割とちゃんとゲームに進行順が設定されてるタイプのゲームです Terrariaがわかる人はアレの見下ろしバージョンみたいなプレイ感で伝わると思います ドット絵ベースの世界に光の表現が美しく、ブロックを壊して広げるしかない閉塞感の空間に光が映えます これを意外とたくさんある武器みたいな楽しいオモチャを振りながら開拓していくゲームです 自動化系の施設やそういうのもあって拠点のカスタマイズも味わえます 要素は多いですが、要素が必ずしも必須ではないのが絶妙なポイントで 牧畜とか自動化とか農業とかそういうのはたくさんあるのですが、別にやらなくてもなんとかなるし やりこむとゲームバランスを壊せます たくさんオモチャがありながら使い込むかどうかは自由というバランスがこのゲームのよくできてる点です この特徴のおかげでこのタイプのゲームの最初の1作目としてかなり勧めやすい作品になっています シンプルに気になる方にお勧めです これは逆にかなり作りとしては保守的ということでもあるので、すでにこのジャンルの経験が複数ある方は既視感を覚える方が多いと思います
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