
Japan's adored Doraemon meets Story of Seasons in this new, fresh take on farming, now on Steam! The setting is Natura, and the theme is creating bonds. While doing so, enjoy the heartwarming interactions through each character in the story!
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.
Every market we collect.
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): 0.14/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 801 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Wife’s been pretty depressed lately so I bought her this to play while I’m gone at work. Every time I come home she’s excitedly telling me about the game. I love seeing her this excited, would definitely recommend this game for casual gamers
常常害怕由于自己过于有用而导致大雄人设崩塌。
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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, Korean, Simplified Chinese, Spanish - Latin America, Traditional Chinese, Thai, Japanese
Hours played at review time, across 801 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
我玩一半不想玩了,为什么?因为我每天早上就去下矿,但是有一天我悟了:大雄真的会每天早上放着无所事事的睡觉不做,去下矿吗? 想到这我就不想玩了。
[h1][b]哆啦A梦:大雄的牧场物语[/b][/h1] [b]胖虎没有打过人,静香没有洗过澡[/b] 给个好评,纯粹是因为我玩完了,整个体验来说还行,权当是一部剧场版。 不过大部分人是玩不完的,[url=https://steamcommunity.com/stats/965230/achievements/]通关率才2.8%[/url] 不是死在新手教程、就是断在后续主线了吧,哈哈哈哈哈哈哈哈哈哈 (*≧▽≦) 三个月前,我也是玩了1个半小时,发个动态说,[b]“这才是真正的情怀、粉丝向游戏,各方面不如星露谷物语,快跑!”[/b],有个好友回复到,“感觉不如星露谷…种地” [h1]玩不下去的缘由[/h1] [b]教程过完就没心思玩了[/b] 即便是从来没玩过种田游戏的人也不至于要这么手把手地教学吧。用锄头挖坑不是理所当然的吗,撒完种子要浇水不是理所当然的吗。该细说的地方不细说,比如草莓这种多季植物,成熟一次之后的多次成熟是多少天,一共能熟多少次,不提,要你自己琢磨。而什么水壶的刻度线空了就表示没水了,要去池塘打水,这样的废话侃侃而来。而且教程非常长,少说半小时,能跳过的地方吧,我相信不少人也跟我一样,就算啥都清楚也怕会遗漏重要信息,所以也选择不跳过。 [b]音效单一[/b] 你去挖个矿,就会听着大雄一直“诶,诶,诶”同一个语气词;捡个东西,不论拾取的是杂草还是木材,都像是被人敲了一棒子的,“咚”地一声。 [b]开荒艰难[/b] 这斧头、锤子升级了跟没升一样,只是让你有资格砍更硬的树,铜斧头砍6下,金斧头也是砍6下。 背包小得令人发指,工具随身带一带,只有3个格子能装杂物了,路上遇到昆虫、林野见到蘑菇都不能乱收集,只能看着,更是没有位置给NPC们带礼物。 [b]操作别扭[/b] 这游戏完全没有PC适应性。鼠标根本派不上一点用场,只能左键确定右键取消。比如摆置家具的时候,只能靠大雄四面朝向,非常难安排,不像有的游戏,鼠标确定摆放位置,再QE来旋转物件,然后安置。再比如,物品切换只能靠Q/E左右翻,效率极低。 不仅是键位安排,这游戏手感也非常僵硬,一步一步,非常死板的感觉。举例来说,星露谷物语,角色可以一边跑着,一边按互动键,以至于可以咻地一下装满一排腌菜桶,收获一排酿酒桶。大雄给鸡窝添粮,只能一走一停,不然无法互动到。还不能骑马的时候打开菜单看NPC在何处。 [b]故事难触发[/b] 这游戏想触发故事情节,好感度和触发地点缺一不可。然而它还有个很整蛊的内置设定,就是同一个故事线不会连续两天触发,意思是,条件都满足了你也必须隔一天再来。而且触发要求不止是地点,还有时间,比如下午三点,或是中午十点在某个地方。这就使得就算把NPC好感刷上去了,也零零散散触发不了主线,你根本不知道该什么时候去什么地方。我第二年没事干了都在推主线,印象中一整个夏天就到处碰运气,没什么进度。这也是为什么主线通关率只有2.8%了。 [h1]能玩下去的动力[/h1] [b]我向自己申请了一笔,150万三年期的零息贷款。[/b] 买了最大的背包,升级了体力上限。游戏一下子就变得容易起来了,但也并非削弱游戏性,而是相对没有那么束手束脚。 比如想升级镐子,同样也得先去挖矿,升级过铜镐之后铁匠铺才可以购买铜矿,升级铁镐之后才能买铁矿。有钱买种子了,也还是得花时间和体力种。有能力买礼物了,每个人也只能一天送一次礼。有钱在医院买体力药水,但也只是一天卖一瓶。 总得来说,启动资金确实事半功倍又不失乐趣,而且我本打算三年之内还清了就脱坑了,结果第一年秋就还清了贷款,化为正资产。[spoiler]100块买地瓜,100块买油,带回家炸一下,能卖370的炸薯条就成了,餐饮业真是暴利[/spoiler] [b]体验是越来越好,可是有多少人能体会到。[/b] 后期,任意门,寻人棒、人力动力工具组,做各种事情效率大福提升。 通关之后更是给了个四次元备用口袋,让玩家在任何地方就能从自己的杂物箱、冰箱、收纳箱掏出/放置物品。完全不用顾虑背包格子不够。 [h1]题外话[/h1] 我不理解,为什么哆啦A梦和大雄的初始好感度和刚认识的镇子里路人一样是0,希望制作组解释一下。 牧场小姑娘坑人不浅,说动物不能放在外面过夜,否则会生病。我有一次忘记把它们带回牛棚,第二天发现饲料一点没少才领悟到,大概是相当于少吃一顿,所以多次会生病吧。 终于有一天,我嫌每天喂牛太麻烦,把其中一头牛流放在外。结果这家伙,不仅让我每天可以少添加一份饲料,它自己在外头还老开心,好感度缓缓上升,在外头呆了2个月都没有生病。我的马和狗反而因为好感度拉满之后没怎么理它们而病了。狗还好,马硬是一天一瓶药喝了16天才治好,但那头风餐露宿的牛牛还是十分健在。 总得来说,气氛很欢快。主旋律就像一部正经的剧场版,不过没什么战斗没什么反派,角色的行为性格都和哆啦A梦世界观很契合。 有生之年希望能有一部关于“哆啦A梦七小子”的游戏,小时候还蛮喜欢看那个系列漫画的。 P.S. 什么,又没有出木衫?出木衫是谁?
为什么不能和胖虎结婚???
我本以为这是个休闲游戏,没想到比我现实中工作还忙,每天从早忙到晚机械化劳动,这根本不是大雄! + 底层玩法经过长期积累非常完善,也很丰富。 + 村民之间的剧情设计的不错,有一些还是挺有意思的。相比之下主角团就是工具人。 + 建设自己农场,规划布局,成型后很有成就感。 - 与哆啦A梦的IP结合的不太好,我不是牧场物语老玩家却是哆啦粉,感觉游戏内哆啦元素有点敷衍。哆啦A梦初始好感居然是0。大部分哆啦道具用处不大。 - 教程冗长,上手给你一小时的教程,成功治好了我的失眠。之后的教程也是事无巨细。 - 初期缺乏强引导或者说是阶段性目标,和正向反馈。当了半年的矿工,到秋天拿到种子机以后才能慢慢步入正轨。 - 游戏节奏过慢且枯燥,不太适合在PC上玩。在解锁一些哆啦道具后能提升一定的新鲜感,但好景不长,后期还是重返机械化劳动模式,每天干一样的事情。在NS上还说得过去,可以随拿随玩,但在坐在电脑前上花大量时间肝这个感觉有点蠢。 - 大雄的喊声过于洗脑,大雄你能不能别叫了。 本作其实还挺好玩的,同时缺点也很明显,且更适合在NS等移动平台上游玩。我是冲着哆啦A梦IP去购买的,但通关后感觉很失望,不值这个价。 本想在每天疲劳的工作后休闲下,没想到比工作还累。大雄6点起床24点睡觉,比社畜还社畜;还要天天送礼来改善人际关系,好感度不够就不能推进剧情,还要记住每个人的爱好,反观我记不住现实中某些朋友喜欢什么我都不知道;游戏中NPC还有休息日,而大雄几乎全年无休,一个人撑起一个镇的GDP。 我默默的关掉游戏,感叹道,大雄都比我勤奋,我还有什么理由拿着手柄虚耗时光呢,还是多花点时间工作和交际吧!
没有静香洗澡,这不是我童年的哆啦A梦
[h1]《DORAEMON STORY OF SEASONS》:温馨而惬意的大雄的牧场物语开始啦[/h1] 你说你也是牧场物语?是的,《哆啦A梦》便进行着这番尝试,没有类似动画般从百宝袋掏出种田套装一条龙服务,这次是围绕大雄那农场主的生活,新的角色下还有那熟悉的小哆啦、静香等小伙伴来相伴,一场意外之下来到了那巨树环绕的万物镇,自古开局种田忙,玩家就要由此开始啦! 如牧场物语一样,玩家需要通过自家门前的农田开始耕地,熟悉的芜青开局下玩家便是要日复一日的耕作,这里也没有过多额外项,只需要利用锄头耕地,种子播撒而后浇水施肥等待收获即可,但这也要注意作物周期和季节,都不能少!而在这期间玩家要做的事情可就多了,毕竟一天时间有限,该睡觉时就睡觉,不过游戏支持自由存档非常不错,睡觉存档是真难受。而耕作之后玩家如果已经开始牧场之旅,就可以照料动物收获副产品,当然更多还是在镇上到处闲逛,利用手中的工具斧头伐木、锤子挖矿、鱼竿钓鱼或者捕虫网捉虫等等来获得各种资源,以便于出售,不得不说这成就是一个体贴,首次操作多数都附送一个叮提醒,而出货是由小哆啦定时来负责hhh。 而在闲逛过程,那人来人往不能少,大家的作息也是随时间而变化,且多数店铺开业也是有着时间限制,这里没有24小时帕鲁,玩家更多的就是去各种店铺里面进行资源交换,种子购买、家具添置、规模及各种设施扩展,主打一个从农田开始的经营养成之旅。基本上随着玩家资源获取下尤其是铜、铁、银等矿石搭配木材,能够把各种基础工具进行升级,如上述提到的各种农具,毕竟一开始破破烂烂的只能一个一个来,而后可以蓄力大范围属实得劲又省时间。同时人际交往上主打一个送礼和委托,基本上玩家要建立羁绊就要完成他们的各种需求,多数是跑腿和物品提供,每个人都有自己独立的好感养成,解锁专属剧情与特殊事件,当然没有牧场物语那番深入,更多还是感受与动画中一样的好友情吧,新人物们也多是如此。 整体而言,游戏更多还是IP系列的类型尝试,牧场物语玩法下更多是牧场主享受和童年回忆,羁绊之下是大雄的惬意生活和成长,不得不说确实有点内味道了,但是画面略显感人,粉丝回馈还是相当不错的~ [h1][quote=] [table] [tr] [th] 欢迎关注 [b][u][i]U_U鉴赏家培养计划[/i][/u][/b][/th] [/tr] [tr] [th] 关注U_U鉴赏家,开启精彩游戏之旅。 [/th] [/tr] [/table] [/quote][/h1]
哆啦A梦,一部伴我成长的漫画角色,也是漫画书名、动画剧名。它除了常规的漫画集(45卷)以及TV剧(熟悉的有100多集,后来翻新制作的似乎上千集)以外,还衍生出了许许多多有趣又精彩的冒险故事集。其中可分成: 《哆啦A梦超长篇故事集》,漫画有24卷,每一卷都是一个长篇故事,对应的电影版则是更新到了2004年。到了2007年,东宝重置了第一部故事并在之后每年都在5月份出一部电影,但不再收录到漫画中。《哆啦A梦历险记》与《哆啦A梦S'历险记特别篇》共18卷,讲述七小子的故事。做了几集TV版剧集。 本作《哆啦A梦:牧场物语》就像是一篇超长篇故事一般的全新冒险! [quote][table][tr][th][b] 评测出自: [u]网易 UU 鉴赏家培训计划[/u][/b][/th][/tr] [tr][th][b]感谢由 [u]网易 UU 鉴赏家培训计划[/u] 提供游戏[/b][/th][/tr] [tr][th][b][i] 加速 云存 领游戏,满足 热爱游戏梦![/i][/b][/th][/tr][/table][/quote] 《哆啦A梦:牧场物语》简直就是双·喜·狂·厨~~~哆啦A梦的喜爱者们以及种田玩家,双喜临门,就此合二为一了。我老早就想跟随着哆啦A梦一起穿越时空,去冒险。又早也想见识神奇的四维空间口袋能带出怎么样的宝贝让种田的体验不一样,这个念头还是在那次年糕吃不够开始的。 万代确实是动漫二创的专业户,就是能赚喜爱者们的情怀钱,即便游戏做的差强人意。就说《哆啦A梦:牧场物语》吧,我很喜欢但也有吐槽的地方。 首先要承认的是,它是一部成熟且完美的种田游戏,每天都可以忙个没完,很充足的体量;画面特别有油画质感,配上经典日式中世纪背景,特别有冒险的味道。但是,它太过于专注游戏玩法本身,而忘了主题是什么,比如说大雄是个懒鬼却每天勤奋干活;静香爱美却大汗淋漓后一次洗澡镜头都没有;胖虎不打人了,小夫更娇气没有一丝冒险精神了。所以,只是借用IP外壳的种田游戏。 其次是售价问题,一直觉得200多买一个游戏不太值当,目前一套珍藏版的漫画也就这个价,那可不只有一个故事呀。但这就是万代日厂很常规的定价,太能挣粉丝的钱了,所以这一次迎来了4折,才来入库。 再就是流程冗长以及键鼠操作不便的情况。作为一个冒险故事,它有事情发生的起因、背景世界、服饰、游玩的内容以及环保的教育意义。而玩家也确实能够代入到大雄的视角,去了解这个世界,参与到这个世界里来,好好游玩种田。可是操作不说明,这个体验就多少差了些。 当然,前面也说了,这些内容只是差强人意,瑕不掩瑜。只要价格合适我还是很愿意入库的,它的续作我也在等着更高折扣期,还会再买。
[h1]Yes, it is grindy.[/h1] At the time I am writing this review, I’ve only been a little over 10 hours in and already plucking my hair out over why I am so frustrated with this game. Googling “why does Doraemon Story of Seasons feel grindy af?” only leads me to comments saying “you should have known better, this is a HM game, they are made to *last long*” and I think this is where it clicked for me. “Made to last long”… is that how you make a game last long, though? Maybe 20 years back when memory was scarce, grinding was a way to make a game last long, but today there are endless opportunities. My main concern is the game’s imbalance. [b]Friendship[/b] You want the player to take two to three in-game years to befriend a villager to max (10) hearts? That is fine and there are ways to do that, but don’t make the player run up to the villagers every day, giving them 5 points for a greeting, 25 points for a follow-up talk and 60 points for the present they love best (25 points for a good present, 10 points for any present they don’t hate and -10 points for the one single item they hate; in this HM game, it is quite hard to lose friendship again which shows a little kindness from the devs). 10 hearts require 10,000 points. You do the math. HM devs, if you want people to connect with the villagers and have them walk up to them and talk with them every day, give them some dialogue! Don’t have them tell me to scoot every day because they are “too busy to talk”, “the weather is so-so” and “the season is blah-blah”. If the devs are at a loss as to what I would like to see instead, go check out the “Rune Factory” series. Every villager has unique dialogue for every single day, there are tons of events making you connect with the villagers. You want to walk up to them every day and talk to them, not to raise some points, but just to see what’s up in the village that day. [b]Balance[/b] When you start this game, you will be right where you started for the first 10 hours, there is no sense of progression even if you google stuff and play this with an aim in mind. [b]Story progression[/b] The game starts some cutscenes seemingly at random. To trigger most cutscenes you need to increase your friendship level with the villagers, for some to progress you need to collect an item and give it to them later. Some of those items are out of your current season, and even though they are early triggered cutscenes, they already prompt you to put a pin in that (side-)story line. To make matters worse, the game does not keep record of what you were supposed to collect and to whom you are supposed give the item. Your only option is to revisit the cutscene at the mayor’s office, instead of listing it with the other quests. I was initially very confused over the “Quest”s category, until I grinded my way up to a few level 3 friendships. Those ‘friends’ I made, but knew little about, then started giving me generic quests like “give me [item], I give you [another random item]”. I was not able to find out anywhere if fulfilling a quest improves relationships, so unless you like the item they give you (like “butter”), is it worth going through the trouble? There is also a time limit on those quests, while the ones that have no time limit and progress the story are not recorded anywhere. You mostly run around aimlessly, not knowing your current quest and having new ones triggered at random. It almost seems like the game does not care about that — just focus on farming instead and live each day to the fullest! And I’ve tried doing that. [b]Farming[/b] You want to make farming last long without it getting boring or repetitive? The beautiful crop animations whenever you’re watering your crops are a great start! However, for some reason the player character seems to water the crop itself and not the field. With e.g. wheat, which regrows when harvested, you can end up watering a crop 3 times a day: first to make it grow to ripe; after harvesting it, the soil is dry, so you water again; and at the end of each day you can water your crops once more. Even when it rains and you harvest the crop, the field is dry. Which means you’re standing there in the rain, watering your fields. Devs, there are multiple options to make farming interesting! For starters, offer a more extensive selection of different crops, flowers and trees the player wants to explore. With Stardew Valley, players were profiting off the great modding community that gave us even more crops. Without such a community supporting this game (there is not even one for simple cheats), the devs need to provide those crops themselves. Another way is to make the crop level system more interesting. In Doraemon Story of Seasons, you add fertiliser to the crop every day, which means you “interact” with your crop 2-4 times a day. Devs, go check out “Rune Factory”. There it is all about the soil beneath the crop which you have to take care of. It’s quite a complex system making it more engaging than having you add fertiliser to a crop every day. In Doraemon, later in the game (autumn) you can apparently unlock a seed maker (8k money, 100 stone, 100 copper, 125 iron, 25 silver), which means you only fertilise one crop till the end, put it in there, get a better seed and then repeat. The system is fine but why does it have to come in so late and be so expensive? Just like decoration for your farm, even just flooring, is so expensive pushing decoration into the late game experience but why does everything have to be a late game thing? They leave nothing of the cool stuff to the early game experience. There is only talking to villagers, foraging the map, fishing small fish, 3 animals (chicken, sheep, cow) and farming 5 crops to the early game. I have been playing these types of games from my childhood and kept away from HM since the first one (which I loved as a silly child, even though it was grindy af but weren’t all games grindy back in the day?) so I thought all comments on this game being “too grindy” were just made by people who aren’t into this type of game. I should apologise now, you all were right! You can rejoice for I have paid my price for not having listened to all of you, this game is expensive and I have not gotten the enjoyment out of it I was hoping for, only frustration. Playing a game you are supposed to love brings a special form of frustration: “Is it ME who is wrong?” “I thought I am the target audience, I am supposed to be like all the people in the comment section that say they like this game, why do I *hate* it even more now?!” I am here to tell you, it’s the game, not you. Yes, it is grindy! The game wants to lengthen the game play artificially, and not with actual content. It wants you to talk to villagers for 2-3 years but not deliver the dialogue. You want to make a long game? Then [list] [*]let me have meaningful connections to the villagers, [*]give me 100 different crops (and not 35 across all seasons), [*]let me decorate the farm early on, [*]give me some cool and interesting gadgets right away! Let me go crazy with them. They aren’t game breaking. [/list] Let me experiment and build a farm the way I like it without having to grind my way to it. I want fun! With a mindset of “games are a coping mechanism through escapism”, I can have grinding for money “at home”, so let me leave “real life” in [i]real life[/i], and let me have a good time in the game. I hate to take apart a game like this but they have been making this game series for how long? I don’t see any huge improvements from their very first Harvest Moon game. Do they even play their own games? Maybe they do and they just enjoy it this way, after all there are people who enjoy this game, but that sure isn’t me.
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