
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 213 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
ui稍微优化下呗,现在的界面还是太混乱了点,我建议是整个老年人模式,把字体、ui框这些都整大一些
之所以这么多差评,估计就是刚玩的人,舍不得优化陪自己前期的会员吧。笑死,玩到最后把自己给优化了。编号越大,基础属性越多,亲密度技能越变态,尤其是3个DZ,一个狂暴战。
조작이 어렵지 않아서 초보자가 부담 없이 하기 좋아요. 캐릭터들이 다양하고 그래픽도 아기자기해서 추억 속의 rpg 게임을 하는 느낌이에요.
Media

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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $220.2K | 6.9K | 96% | $1.99 | |
| $220.3K | 835 | 56% | $14.99 | |
| $220.3K | 763 | 83% | $11.99 | |
| $220.1K | 1.7K | 93% | $9.99 | |
| $220.1K | 3K | 95% | $4.19 | |
| $220.4K | 3.3K | 54% | $2.59 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $646 | 4 | 75% | $4.99 | |
| $809.8K | 1K | 85% | $19.99 | |
| $168.4K | 180 | 68% | $12.49 | |
| $25K | 76 | 89% | $7.99 | |
| $3.8K | 5 | 80% | $19.99 | |
| $893 | 8 | 75% | $3.99 |
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 213 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
아니 시간 순삭임!! 잠깐 했는데 3시간 녹음 뭐임...?? 방치형 좋아하시고 도트 좋아하시면 무조건 하셈요!!!! 진짜 야르임닷..
同类型的竞品不太多。挺爱这类游戏的。 游戏时间一整天了。认真写下玩后感,差评不是觉得不好玩,是希望开发者能注意到游戏的不足。 队伍的人数和难度问题: 普通地下城队伍人数,能否统一修改为5人本。不要一会3人一会5人一会儿12人一会儿15人。很麻烦,很割裂。 团本人数,建议加入魔兽世界一样的动态难度。比如10-25人。10人以上,每多一个人,BOSS增加多少血量多少伤害。这是很简单的调整。或者就直接给副本设置为普通 英雄 史诗难度。给予不同档次的掉落和不同的难度。这样同一个团本的利用率也高了起来。 城建系统 感觉目前城建系统和副本的关联不太大。。好多材料都是副本掉落。主城的大部分资源都是基础资源,后期基本无用。而且各项生活专精十分鸡肋,除了提供一点数值,并没有任何的正反馈,专精也没个等级成长,赋予不同能力和作为生产制造解锁或是前置。而且城建区域十分的小,为了凑房屋来满足人口需求。倒逼玩家放弃美观考虑。如果后期有模板最佳规划,那么大家造出的城市都是一样的丑。 人口问题 人口和房屋绑定不是不行。。但是一个房子就只住一个人。让我提升战力的同时,必须放弃前期培养的会员,这对于养成获得感来说是个巨大的削弱。100多个固定角色可以有不可或缺的能力(比如专精生活技能)。但也可以增加少量有条件的随机角色来帮助战斗,比如通关后的主角进入下一周目,但主角进去后至少给几个玩家专属的好感度专属技能供玩家选择吧,比如挂机加速,收获提高,爆率提高等等(不影响战斗强度的BUFF,作为不叠加的唯一效果来奖励)。这样通关一次,就可以变强一分。这样就可以设计多周目游戏成长了。 酒馆系统 这个酒馆系统,真的不适合放置游戏。一会儿一个问题,一会儿一个问题。没有多大的正反馈,不管又全是负反馈。 技能系统和职业专精 技能的丰富度上,这个还有深化的空间。目前好多技能都很鸡肋,并没有什么用。还有角色至少要让人能选择专精啊,防骑惩戒骑奶骑,熊猫咕树,狂暴防战武器。每个职业都提供专精选择啊!技能都做了。不做专精来改变职责么,不同职责给出不同的增益,比如切T就防御15%血量40%。切输出就暴击5%伤害5%(举例) 想说的就这么多了,其实看看WOW的系统就好了。 多出DLC。多出内容。祝好!
전사야 그만죽어 성기사야 너 왜 힐탱인데 전열을 안잡아 전투보내고 집안일하고 전투보내고 집안일하고 전투보내고 집안일하다보면 시간이 사라짐 할일이 계속 생겨서 바빠서 좋음 광물같은건 처음 캘때부터 안팔리게 잠금해두세요
약 1년을 기다린 게임! 현생으로 인해 평가만 읽다가 오늘 맥주 한 캔을 열고 착석! 그리고 접속하는 순간... 오늘 치열하게 살았던 이를 위로 해주는 것 같은 배경 음악과 게임 내 캐릭터들의 대사를 하나 하나 읽다 보니 입가에 그저 흐뭇한 미소와 함께 1시간 30분이 어떻게 지나갔는지도 모를 정도로 재미있었습니다. 특히 퀘스트 진행 중에 약초학 동료를 초대하라 그래서 목록을 봤는데... 띠용! 때마침 "상추"가 있더군요? 오호라... 이녀석!! 이름부터 믿음이 갑니다. 하지만, 제가 레벨이 낮은 탓에 상추의 농사 속도는 왕년에 스타로 다져진 제 클릭 속도를 따라잡지 못했습니다. 쫘식, 내가 이겼다 이겼쓰! 라는 생각을 하던 중 갑자기 상추가 이런 말을 하더군요. "힘내자요ㅎㅎ!" 그 순간 저도 모르게 눈물이 한방울 또르륵 흘러내렸습니다. 그러고 옆에서 많은 캐릭터들이 진짜 재밌는 말을 많이해서 이거 참 웃다가 울다가 내일 아침에는 빵뎅이에 뿔이 나있을지도 모르겠습니다 젠장! 잡설이 길었지만, 사실 하고 싶은 말은 국내 개발사고 아직은 약간의 부족함은 있을 수 있겠지만 국밥 한 그릇 가격에 이만한 게임이 있었는가? 싶습니다. 물론 기대가 컸던 만큼 만족스럽지 못한 부분도 있겠지요. 하지만 개발자 분들이 하나 하나 응대해주시고 실제로 패치까지 1일 2회 진행하시는 걸 보니, 저는 믿어보고 싶어졌습니다. 비판 보다는 응원을 하기로 말이죠. 우리 그런 말 있잖아요? 칭찬은 고래도 춤추게 한다구요. 그리하여 마치 개발자 연대기는 익을수록 맛있어지는 극상의 게임이라 생각됩니다. 끝으로 개발자 여러분, 상추가 저에게 했던 말 똑같이 해드립니다. !!!!!!!!!!!!!!"힘내자요 ㅎㅎ"!!!!!!!!!!!!!!
보통 기준 초반 ~ 중반까지 육성 단계가 나쁘지 않음 메인 퀘스트가 따로 있어서 방향을 잡을 수 있는게 좋은 느낌인데... 중반 ~ 후반 등 중반부터 성장하는 느낌이 더디고 던전 조합을 제대로 못 찾았을 경우 키우지 않은 20 레벨 이하 애들을 다시 조합해서 올려야 하는데 고렙 캐릭터 + 저렙 캐릭터 2명을 데려가기 위해서는 또 특성을 찍어야 하는데 너무나도 많은 시간이 듬...
整了半天终于打到第一个团本,从三人小队一路膨胀成加强连,压力有点大。
玩了47小时了,实在是有些功能受不了了必须得吐槽了 第一:农地,农地需要有生活职业天赋、等级我能理解,需要位移过去操作我也能理解,需要没在副本里我也能理解,但是实际玩下来,挂机的时候几乎不会重新种下去,养了六个种地的要不然要下副本没空要不然有空但是光收获不种下去,人都走过去收获了就不能顺便把种子种下去吗?还有这个随机种植,定完数量了不会按照需求比例种而是随机种吗?有些种子的颜色跟土地颜色一模一样根本看不清楚到底种没种,手动操作还要精确的指到作物上才能操作,土地多了更是手动操作操作不过来会员也跟不上节奏。 第二:物资,所有的物资只能向上追溯不能看到能拿来做什么,有时候材料需要的时候被用掉了也不知道是用在哪里了,锁定了之后似乎公会会员能拿走,谁什么原因拿走了也查不到,有些物品莫名其妙的就不见了。 第三:地图面积:前期需要压制发展不给区域能理解,到了后期为什么不能给大一点呢?甚至无法铺够房屋放需要的会员,只能选择部分会员。会员一定要有自己的房子才能加入公会?就不能搞一个公寓?说句难听的他们又不是真的要住,就不能有一个公寓,住个人房给额外奖励?公会里移动也没有优化,有路不走非得从农地走过去,矿非要开在地图最北边非要拉长行动路线,有时候会员要从房子里走去工作的地方,不仔细挨个看根本分不清谁是什么天赋的不能根据天赋调整住房位置。 第四:装备,会员的装备无法客制化,会员想用什么装备全凭心情,手持54级装备的时候副本获得60级装备也不会装备,副本过后还有队友没有装备的时候,有装备的队友还会抢没装备的队友的装备。有会员亲密度奖励要求穿戴法杖,但是他拿到同等级法杖都不穿? 第五:礼物,礼物系统只看数量不看质量,十个价值几千的材料给的亲密度和一个价值几十万的道具给的亲密度是一样的?那我干嘛要送他礼物?还不如给他一个人丢1级本里挂机几个小时? 第六:亲密度奖励,这亲密度奖励是什么很隐私的东西吗?就不能提前告诉我?一定要我跟他是普通朋友才告诉我?也就是说我努力刷几个小时好感度,一看他属性也不好、亲密度奖励也不好,就白刷了?然后踢走一个培养了几个小时的角色刷下一个?这不纯浪费资源浪费时间?奖励的内容更是奇葩,一个治疗德鲁伊的天赋是如果不带治疗技能加法强??? 第七:战力,战力纯假的没有任何参考价值,再高的战力该打不了还是打不了,同队伍只换T的情况下低分T不会死高分T反而会死,推荐战力更是没什么用,看着好看只能说,团本甚至一开始有推荐现在改成??? 第八:技能,技能数值纯脚填的吗?法师技能伤害95%、猎人技能伤害600%、刺客技能200%、德鲁伊输出技能150%?要做特化不如做群怪专精或者单体专精吧?一个本打下来一个法师打不过一个坦克? 第九:补给,补给需求量大能理解,补给不足了不说清楚直接进本导致补给不足团灭?自动打本这样就算了是材料计算失误,重新进本也不提示?我四分之一的地都是田地手动操作,这种产量都不够两个五人队满治疗药魔力药下本,这是不是数值问题? 第十:制作,制作的装备不能主动给会员,那就是只能卖?那锁定有啥用? 第十一:村庄特性,这特性到最后都无法全部解锁,非要有倾向性吗?都到大后期了还不能全部解锁。 第十二:货币,赚钱速度巨慢根本不往上涨,加上开销平均只维持在几千万上亿都难。 第十三:我不懂一个单机游戏为什么非要搞玩家pvp?虽然没玩但是想想挺离谱的,确实我可以不玩这个玩法,但从游玩体验上感觉里面的很多数据都是为了pvp而准备的,卡运营卡装备卡资源……我只是想开心的玩玩单机怎么还要跟人比来比去的?
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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Where this game's players are, estimated from review languages.
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