
A game within a game. In this entirely new kind of simulation RPG, become a guild master, develop your town, recruit guild members, and conquer dungeons. Every decision you make becomes your own chronicle.
Modeled estimate, not a reported figure. How we estimate →
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 #29, worst UA #95 · 8 markets collected
About
Welcome! You’ve just met the developer who was pulled into their own game.
Become a guild master, grow your village, hire guild members, and clear dungeons.
With glass-hearted guild members who quit the game after dying in a dungeon, what kind of chronicle will you write?
Everything in the game depends on your choices as the guild master. You can focus on crafting, engage in battles, or nurture your village. Or you could simply spend the day watching your lively guild members chatter away. Your choices will become the history of this world.
Demolish burned buildings, construct new ones, tend your farm, craft goods, and decorate your village. Guild members stay busy growing herbs, brewing potions, and fishing in the village. The items you create can be sold at the auction house for profit. And what will you do with the gold you earn? The growth of the village is in your hands.
Guild members with various personalities collect ores, brew potions, and cook according to their abilities. They also join the battles! If you’ve ever played an online game, you’ve probably met these unique and colorful guild members. Invite them to your guild.
To return the developer to the real world, you must grow the village. Try battles with various party compositions. During simultaneous battles, party members will level up and earn equipment and gold.
Be careful! What’s scarier than bugs is the fragile mentality of a guild member who quits the game after a defeat! If you make your guild members and equipment strong enough in lower dungeons, it will greatly help protect their mentality from increasingly stronger monsters. If you lose a battle, analyze the battle log to find improvements and try again!
The Auction House is where you buy and sell the items you need. If you need something immediately, you can pay a high price to get it, or if you have time, you might grab an item someone urgently listed for less than half the price. Your choice will greatly affect how quickly you accumulate wealth. Wise trading is the shortcut to rapid growth. Sell items to visitors, from hundreds to thousands, and earn profits.
The Codex is divided into Alchemy, Cooking, Blacksmithing, and Enchanting, depending on the guild members’ professions. Farming, Mining, and Fishing are also included. The higher the level, the more valuable the crafted items become, and the faster you can acquire resources.
Will you be able to return the developer to the real world? We look forward to your story.
Engagement
Reviews
Themes across 178 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
还是太吃“魔兽”这个词了,暴雪一个发布会给我打回现实,让我的魔兽梦又觉醒了,迫切需要个代餐,这款游戏虽然不是魔兽,但那种组建团队、下本、培养成员的感觉确实有股那味了
1、组队掉落不能共享,如果掉落的装备不是本职业的直接就清空了,也没有仓库也不会流通到市场。 2、高等级不能和低等级组队会直接没有经验,何意为?我想练一个角色还得再拉两个一级的角色练,而且我的主力队还不能练级,不然这个角色永远有等级差? 3、不是能不能把自动化做好一点,什么都要手动操作,地下城打一次就得手动再进,而且还是每个队伍都得手动操作,设置一个连续打功能很难么? 4、能不能把生产性角色和战斗性角色分开,我不想明明是生产性角色还得去给他下本练级。
노가다가 너무심함... rpg느낌이 가득하고 조합짜서 던전공략하는건 좋은데 뭐가 좋은지 조합짜기가 처음에야 재밌지 반복노가다임 비슷한 스팩에 비슷한 레벨 캐릭이 스킬에 따라 전투력이 확달라지는데 아직 다른 후기나 추천, 가이드같은게 없으니 재화만 엄청소모됨 파밍재화수급도 노가다임 전채적으로 플레이타임을 줄여야할 필요성이 느껴짐 20시간정도 재밌겐했음 어떻게하면 끝까지 깰지도 알겠는데 손이 안감
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, Russian, Japanese, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Polish +1 more
Hours played at review time, across 178 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
作者自己玩过吗,这游戏连别的游戏单拎出来的流水线都赢不了,首先冒险者工会为啥逼着我样样精通,否则就卡我任务线;我就不能发展点特色产业靠着市场呗;建筑物价格指数上升完全莫名其妙;新招募的必须下本历练,但是又严格惩罚老带新,怕我速通退款吗,恶心人你得有个度啊
别被宣传画面骗了,这游戏并非模拟经营游戏,而是纯主线通马桶游戏 1.算上道路和农地游戏内一共只有15种建筑 2.游戏内的未知的建筑、材料和部分副本是消耗材料解锁的 3.随着同类型的建筑物增加,建造新建筑的价格也会膨胀 4.村庄等级是靠你解锁的物品数量提升的
既没有运营公会的体验,也没有养成队伍的成就感,角色甚至需要按照要求解锁。纯沉迷于自己的作品,忘了这是个商业作品。 所有材料都是挂机那种增量解锁,问题是你设计的并不像个挂机游戏。并且一直不断的有NPC和兼职来消耗你的材料。不解决又挣不到几个钱。但是采集效率鼠标和NPC几乎无差别,只是稍微快了一点点。种植甚至是随机种子。 下本就一队3个人,说白了只能战法牧铁三角。但是4小时玩家一般就解锁了大概4个奶妈(因为公会等级卡各种玩意儿,相比种地的力工,你实际上经常满足不了解锁奶妈的条件,并且解锁条件已知,解锁角色未知,你不知道解锁了谁,很可能努力半天解锁了一个输出。),只能有4队角色计12个人刷本,其他角色只能干瞪眼。而且所有人装备都不能调整,换句话说那么多角色,其实都是摆设。而且装备不能调整,蓝法杖5AP,但是蓝魔杖+蓝书有9AP,为什么我不能选更好的?并且所谓的防御型战士并不是拉怪的,只是耐打,根本稳定不了仇恨。职业的技能也是固定的,全是萝卜岗,你要干什么就只有指定角色。而且刷本不是周回,还要手动周回,连手游都知道这要做个便利键。 建筑的解锁里你要不要看看酒馆的解锁条件,最低级的本就有需要酒馆解锁的消息,意义是什么? 地块解锁甚至在4次还是5次之后从第五次的1W之后直接跳到了50W,顺带要不要看看你那个排行榜上面第一名的金币数字? 只能说烂的透透的了。
개선되어야 하는 부분이 좀 많이 보이지만 익숙해지면 충분히 재밌는 게임인 듯
1.전략이 있는가? x 2.단순자동게임을 수동적으로 만든형태인가?o 3.자동 스크롤 게임과 가까운 수동적 노가다 무쓸모 게임인가? o 4.어떤 뽕맛을 주는가? x 5.그저 기계적으로 단순하게 시간 말려죽이기게임인가? o 6.아주 괴랄하게, 귀찮게 조건들을 단순시간죽이기,노가다로 성장하는가?o 7.성장하면 던전을 공략하는 맛이나, 깨는 맛, 또는 어떤 뽕맛이 있는가? x 일체 없다 8.당신은 속았는가?? 그렇다. 9.2026 9,16 현재 이게임의 가치를 얼마로 적정가격을 평가 하겠는가? 3500원.
就是无聊。 经营没经营的样子,小人没有消耗,物资点点就出,金币挂机就有,设施各玩各的。 战斗没战斗的样子,配队是固定的,准备是敷衍的,副本是自动的,体验是没有的。 养成没养成的样子,技能自己会练,装备自己能配,物资自己能产,心情自己会回。 建设没建设的样子,道路只有石路,房屋只有单间,草木只是贴图,装饰,,,它甚至没有装饰。 真的,一点玩下去的动力都没有。
放置ゲーです。 カイロソフトをかなり放置寄りにした感じのゲーム。 ゲーム性はほぼありません。建物を建ててパーティ編成してダンジョンに送り込む。ほぼこれだけです。 ネトフリでも観ながら隣で起動させておくとかならまぁアリかとは思います。
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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