
To escape from pursuit, as the leader of your sect, guide your disciples to rise again! Engage in farming and hunting, train in martial arts, and forge weapons and armor. Build your sect's base and fortifications from the ground up to survive in this perilous, ambition-filled martial world!
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In this martial arts-themed management simulation game, assume the role of a sect leader. As a member of a declining sect, you must flee with your disciples and survive in a desolate world, striving to rejuvenate your sect.
Navigate challenges posed by food shortages and harsh weather, hunt dangerous beasts, lift the spirits of your disciples, and manually construct all necessary facilities brick by brick. Recruit talents from the wilderness or cities to become your disciples, train their martial skills, and gradually restore your sect's strength, rebuilding your unique sect headquarters.
Forge alliances or sow discord among other sects, stirring up turbulent conflicts in this martial-dominated world. Seize power, defeat century-old formidable sects, conquer the JiangHu, and become the new legend.
Explore vast forests, snowy plains, and deserts where every plant and tree can be collected and processed into resources for crafting and constructing everything necessary for survival. Your ultimate goal is to revive your sect.
Travel through the Central Plains, explore other sects and ancient ruins, and seek clues to legendary martial arts manuals and mythical weapons.
Train exceptional disciples and command them to defend, attack, and compete against other sects. They can bring back rare treasures for you. Or you can appoint them to manage your sect, or even swiftly seize other sects' headquarters and participate in establishing new branch sects.
In the desolate yet vibrant primal landscapes, disciples will be challenged by needs such as hunger, sleep, and entertainment. They must also withstand the ever-changing weather and natural disasters, maintaining morale against the elements to avoid breakdowns.
Disciples not yet trained in martial arts must tread carefully, as even a single beast can leave lifelong scars on their bodies.
However, the body is the foundation of martial arts. As disciples master internal skills and techniques, their health and physical strength enhance their martial capabilities. Some extreme individuals even replace arms or organs with parts of mythical beasts to seek greater power.
The ultimate pursuit of martial arts mastery is the greatest desire for those in the martial world. Each disciple begins their journey by reinforcing their foundation and enduring the arduous process of opening their dantian, before training in coveted internal skills and techniques.
However, mastering martial arts is just the first step; diligent practice forms only the foundation of progress. Advancing on the martial path requires providing disciples with rooms that complement their skills, along with the right elixirs and supportive items for rapid advancement.
Combat is also a crucial aspect of enhancing strength. To truly stand unrivaled in the martial world, one must seek out powerful internal skills for disciples, pair them with appropriate techniques, and equip them with mythical weapons.
Collect resources and study construction, manufacturing, and art to choose a cultivation path that aligns with your sect's development.
Leverage architectural knowledge to build grand halls, lofts, and pavilions, integrating them with disciples' daily life facilities to exhibit your appreciation for Eastern architecture. Ensure thoughtful design of storage spaces to prevent damage to materials under poor conditions and high temperatures. Provide suitable living quarters for disciples to boost their morale.
Of course, don't forget to construct defensive structures such as walls and arrow towers to eliminate greedy bandits and ill-intentioned martial world rogues.
Develop independently in the martial world, or seek reliable allies. By engaging with other factions, you can influence events across the martial landscape, gaining advantages in both offense and defense.
You can dispatch disciples to attack other sects' bases and cities, conquering them openly through the prowess of your skilled disciples amidst the bloody turmoil for power. Alternatively, use strategic diplomacy to safeguard your interests, or manipulate other sects from the shadows, watching the chaos unfold with delight.
Whether you choose to become the dominant force in the martial world, a shrewd diplomat, or a mastermind behind the scenes, the choice is yours.
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如果能把小人的智能化做的像环世界一样的高度,那就是修仙游戏标杆了
从游戏发售开始就在玩,目前玩到了beta测试1.0.53/先说结论,总体来说:现在的版本值得一玩。 一个档的游玩时长大概在39-60小时左右,游戏到做出小鸟搬运机器人之后,就会玩起来比较舒服 关于之前的版本的各种缺点,在测试版里都有明显的修正,比如: ①世界矿储备量不足的问题,现在出了无限矿坑 ②低级建筑也能全选之后一键重建成高级的材质 ③然后优化问题也明显改善了,是明显改善,我一台电脑4060,一台1060,都能流程运行,区别只在读图时间 ④也是差评比较多的。就是弟子工作优先度的AI问题,就我个人目前的游玩体验来说,已经改善了很多,当前的测试档40名弟子,基本能各司其职,会有偶尔两个弟子去做其他的活,但是铭心自问,这算问题么。他这个游戏的工作设置分好几个部分,首先是工作安排0-4的优先度,其次是工作时间,优化的还有指名弟子。统一设置完之后,AI基本都能按设置的走,个别的弟子会去做其他的工作,我会去单独去设置这个弟子,建议是不要把工作设置成0,设置成4就好,这样可以利用最大化 然后说一下测试版的游玩体验,目前的内容,游玩40个小时没有问题,追求各项第一,城市全占,功法全收集的话,游玩时长大概在65-80小时左右 测试版目前遇到的bug: 1:矿坑偶发性无法连接能量网的问题,即使我在它四周都插满了电线桩,拆了重建换位置等操作,都没办法链接,换其他类型的矿坑,同一个位置都能生效,表示我能量网是铺的没问题的【一个档是金矿,一个档是星矿】 (对于遇到这个问题的玩家,可以通过金币去和商人购买金矿,金币来源:前期做2阶的防具可以卖很多钱,后期种茶叶,发酵茶叶几千个就能卖几十万) 2:大世界村庄没办法放弃,即使我有七八个村庄,点放弃都提示我最后一个驻地无法放弃 (还有部分人说村庄驻点的人物无法返回主据点,可以在自己主据点的城市,点加号,把人物加回来) 3:建筑被打破成红色,总会有几个红点没有人维修,必须拆了重新铺,或者读档 (问题不大,工作量较小可以接受,因为破损的大面积弟子会去自己修,只需要微调,等正式版1.1应该能修复) 4:进攻城镇偶发性点了加速会卡死游戏,直接未响应,只能重启游戏 (这是比较头疼的,导致我进攻门派前,都会肌肉记忆的去保存游戏了) 5:被指派过的功能设置,只要被指派的人出去进攻城镇,回家之后,设施都会变成【禁止使用】 (共享选项的不会被影响,指派功能也是最多就是床,建议把练功房和监狱造的距离远一点,因为我个人用指派选项,就是为了不让弟子去监狱碎觉) 6:监狱问题建议:弟子老是去监狱睡觉,建议弄个弟子优先去高级的床睡觉或者专门做个监狱床的类别。 监狱问题2:我见到了会有弟子去给犯人送饭,但是!犯人还没吃呢,就被人收走放仓库去了【导致我目前为止都不知道犯人到底会不会吃】 监狱衍生问题: 对于某些喜欢玩监狱玩法的人,我想只击倒来犯的人,然后给他抓起来折磨,奈何我后期人物伤害都太高了,直接秒,根本没机会抓人,能不能出一个手下留情的选项。 7:总会有莫名其妙的弟子乱入,我明明没有招募这个人,没有任何提示,他就出现在我宗门了,不知道是游戏特性【来投靠的】还是什么 (会超出门派的弟子数量上限,我不知道算不算有益bug。对于不是追求全女或者全男弟子的玩家来说,多人应该是好处吧~大概) 8:大面积替换重建内容的时候,偶发性的会让AI错乱,需要找个人打一架重新加载一下地图,才会恢复正常 还有个人的几个建议: ①能不能有个集结的功能,别人来进攻,可以直接备战状态 ②征召加强一下,别只是能控制去哪,能不能增加具体让他干什么,比如右键工作台直接干活? ③弟子可以自己去仓库穿指定的品阶的衣服么?或许官方是为了保留藏宝阁的功能,因为现在的弟子只有去藏宝阁花钱买装备然后才会自己穿【但是我弟子的月供也太低了,我还不能调整他们的工资,高级衣服他们也买不起啊,并且藏宝阁的物品我也没办法定价】 ④能不能保留自己的建筑蓝图?(至于为什么应该不用我多说了吧?) ⑤不算建议,算吐槽,凭什么一个女僵尸,女鬼那么性感,比我弟子性感多了! ⑥弟子游历带回来的丹药,我不能直接吃,只能上架藏宝阁{我明明很需要这个丹药的,只让我看,不让我吃,我掌门还没点特权了!} 还有几个问题,不过我感觉应该是游戏还没做到那一步,也不是什么恶性bug。所以就先按下不表了 就我目前的这个档的游玩体验,没有遇到特别特别恶性的bug(就那个进攻门派会卡死的bug比较恶心,但是也就偶发,一整天下来,1-3次吧),至于大家都说的AI,目前来说能用,官方也是说了还会继续优化,游玩内容也加了挺多,现在有门派进攻,可以自己控制角色放技能去打。不是纯看电影。因为测试版刚出几天,时间只够我游玩一个档,不能保证说只有这些问题,但是至少我只遇到了这些问题。
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Languages: Traditional Chinese*, English, Simplified Chinese*, German, Spanish - Spain, Russian, Korean, French, Italian, Turkish, Polish, Portuguese - Portugal +1 more
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Hours played at review time, across 478 reviews with recorded playtime.
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从EA就开始关注了,最近更新的宗门大战版本挺好玩的。功法也多了,人物也多了,玩法也多了。越来越好了。 游戏一直在优化问题,蛮好的。希望制作组,快点把一些 bug 修好,还是很期待这个游戏的。争取做到国产游戏第一名!!!
TLDR - If the idea of Murim + Rimworld sounds appealing to you, you'll enjoy this - sometimes. Eastern Era benefits from having a monopoly on the genre. There are a lot of three kingdom games, monkey king games, and RPGS. But very few sandbox Murim games. Having said that, there are some critical points that as a Rimworld clone it fails to hit. And I will be referencing Rimworld, hopefully fairly. Lets start with the good. Pros - Developer attention, these folks are on top of it. They push out bug fixes and content every week. And it hasn't really slowed with the exception of them crunching down on their 1.1 release. They certainly deserve praise for this, very pearl-abyss esq on top of things. - High graphical fidelity for a rimworld clone. When a city/sect comes together it looks absolutely stunning. - Combat feels like they dropped in a cultivation sim into the rimworld genre, flashy and fun. Cons - and boy are these some big ones - Pawn / Character variety . As of the time of writing this review, there are no unique models. This worked in rimworld because you couldn't see any detail. But here you can, it's grating looking at a beautifully drawn or rendered character page just to look at the exact same character model across all of the disciples. This severely hurts replay ability. As you don't get attached to a new set of unique disciples. It's the same, each time. No matter what. Same appearance, same names, etc. This is supposed to be fixed in the 1.1 update. We'll see. - Storage priority doesn't always work, This is something that worked in the first version of Rimworld. And you felt it, organizing felt good when things went where they are supposed to go. There is a priority system in Eastern Era, but it doesn't work consistently. Needs to be improved. - Work assignments and Hauling - Grouping these since even though the angry steam reviewer has the memory of a goldfish - these didn't work consistently in the original Rimworld as well. Hopefully the developers iron this out over time, allowing pawns/heros to pick up multiple items when hauling and work assignments working as intended more consistently. The work assignments do however function 90% of the time, which is good enough. - Lack of finer needs control - again, in comparison to rimworld. While you can designate the broad categories for foods/needs consumption for pawns/heros in this game, you cannot individually select for instance specific meals / foods. This can lead to some frustration when crafting as your disciples will eat whatever the heck they want - interfering with a recipe or quest as it goes To reiterate, there's a lot to see here. And hopefully the developers continue to pour their blood sweet and tears into the game. It will suffer forever from a horrendous launch, but games have come back from worse. With a little more polish on some core gameplay functionality - particularly the pawn variety. It will be a fantastic game. My hours are a bit inflated since I often leave my PC on while I'm out and about. But I've got at least 100 honest hours out of this! Worth every penny considering the gameplay I got out of it.
说说问题吧,你们的更新是真的有点怪,越更新BUG越多,但是游戏不受欢迎这个可能是最低的问题。 实际上你们的问题在山门与幻境中就很明确了,不知道怎么构筑局内养成路线,不是那种纯粹的耗时间,而是更具有巧妙性的逻辑自我演化。 举个例子,游戏内的各种DEBUFF为什么不做成规则类的逻辑,而这方面最好的范例就是太吾。眩晕可以和机打头部以及真气阻滞又或者毒害挂钩,封招可以和部位伤害或者点穴挂钩(也就是毁伤、永久性残疾和临时性禁用),烧伤会带来持续性的疼痛妨碍乃至缺氧(例如会出现招式失败的风险,失败不会进入CD,但是会短暂的进入一个公共CD),毒害可以分多种毒,配合上行为和状态会带来额外的损害,比如锐器割伤和贯通伤会导致流血,同时这种开放性创伤会诱发蛇毒毒发,金石之毒则是受到钝器击打就会毒发,甚至还可以设计相应的击飞或位移诱发的毒素,甚至是特定的动作会引起的毒发,而毒发直接影响到脏腑经脉,则是另一套伤害逻辑。相关的还有蛊毒的培养乃至尸体的应用。 另外人物培养方面为什么不考虑参考觅长生的炼药机制,还有装备打造可以给一套进阶的玩法(投入材料和特定的天材地宝,用数学模型方式来构筑装备特效)。 现阶段,这个游戏太基础了,基本可以看做是丐版中的丐版修仙模拟器,还有那套星能技术路径,放在武侠游戏里面十分突兀,这套东西完全可以整合进动物饲养里面,比如加入河狸,训练后可以帮忙伐木以及木材的粗放式加工,田野的基础维护则可以交给特殊的牛马鹿设施(水车灌溉系统),牛的草料转化为劳动力最高,马匹则是饲料消耗大但是效率更高,鹿可以产出一些药材(实际上牛也可以),甚至还可以设计一些动物使用的功法。狼和老虎可以自动化狩猎,而所有的动物都可以负责搬运东西。 更复杂的,温控型的道具完全可以做成减少特定区域的温度变化区间,还有你们那个奇怪的建筑物大小居然和房子的等级挂钩,还有房顶导致只能建设火柴盒小屋,无论是造景还是地形适配都很基础,简单来说,现版本如果不做翻天覆地的大改,实际上是完全不符合定价的。 综合下来我给出不推荐的评估。等改好了我自然会把评论改过来。
玩了770个小时,决定认真写一个评测。首先作一个说明,每个人在游戏中寻找的乐趣不同,我的观点仅仅只是基于我的立场对于一款游戏的期望。 一、关于整个游戏的底层逻辑。很多武侠游戏注重的是打斗效果,3D画面的精致程度,而本款游戏却是以经营为基础,以建设宗门为主干,然后以资源优势打造强大的宗门,这一点很符合我对于真实武林的认知。不要觉得武侠就只是打打杀杀,历史真正能留名的武林门派,绝大多数都是经营出来的,而不是打出来的。比如说整个武林公认的泰山北斗“少林寺”,少林因为救助过秦王李世民,所以在大唐建国后,得到了寺庙产业免税的朝廷赏赐。这让少林成为了整个大唐最大的地主,甚至在唐太宗后期,少林寺一度比大唐国库更富有,使得朝廷不得不严格收紧僧人度牒的发放(当和尚从来不是想当就当的,朝廷对整个佛门,有严格的人数限制,一间寺庙能有多少注册僧人取决于该寺庙分配到几张度牒)。之所以提这么一句,是因为看到很多观点,觉得经营风格和武林不太搭,那我只能说,看小说得来的认知,真的挺幼稚。至于将来的版本,是以侧重经营赚取钱财以支持打下来的据点建设,还是精进打斗效果,侧重打架,这得看官方的发展方向。只能说目前这游戏对我来说,可玩度不错。 二、关于画面和建模。对一款经营游戏来说,建筑的建模很不错,有中国风的审美,也给了玩家很大的搭配自由度。但有一点不得不吐槽,那就是游戏地图里的地势变化。之所以会玩那么多小时,有很大一部分原因,是因为规划好了一个大庭院,然后某一块土地的地势变化让规划无法实施,于是只得重新规划或重新找合适的地块。我理解真实的土地确实不可能全部平平整整,而且地基抬高的功能,也可以解决一定的问题。但对于中式对称美学来说,一边高一边低,实在让强迫症人士很难受。关键是土地上原本有繁茂的树木,把树砍光之前,只能粗略的判断某块地是否平整。我个人有个建议,能否给弟子一个地图绘制的任务,让弟子去测绘划定区域,然后画出标明地势起伏的地图,这对于喜欢规划、设计庭院建筑的掌门,会有很大的帮助。对于人物建模和打斗部分,我不作评价,攻城什么的,我本来就是选的自动,实力够了,都是碾压。个人认为想玩依赖操作的格斗游戏,可选的很多,没必要在一款经营类游戏里,刻意追求格斗效果。另外还想建议官方能优化一下画面,这个优化不是指让画面更精致,而是让游戏能在更低配的显卡下也能流畅运行,毕竟现在是硬件价格疯涨的时代,很多人都还是想着旧电脑能现撑一两年。 三、关于BUG。这个游戏的确还有很多BUG有待解决,但以我多年玩游戏的经验,其中相当一部分其实算不上是BUG,而是逻辑冲突,而这些逻辑冲突,玩家是可以自己解决的。比如说,游戏中的小人会卡死的问题,游戏中比如床、柜子、生产设施,在建造时都可以看到一个或多个蓝色箭头,这说明使用该设施是有路径的。在建造时,游戏是允许A设施和B设施的路径相重叠的,比如说床的一边空一格放一个柜子,上床的路径和柜子取物的路径是允许重叠的。但实际上却会发生问题,比如一个小人取完物品要走出来,而另一个小人刚好要上床,于是两个小人就相互卡住了。这种卡死,在画面上你可能只看到一个小人卡在那儿不动了,实际上是游戏系统为另一个小人设计的路线把这个小人卡在那儿了。这种就属于自己可以解决的问题,我在游戏后期建筑都往大了造,设施之间都留好独占的进出路径,就再也没有出现过这种卡死的现象。还有,比如某个建造或种植或砍伐任务,始终没有小人去做,其实这是因为任务太多,小人内置的任务排队满了。解决方式也很简单,点一次征召再取消征召,如果那个没人做的任务刚好是这个小人优先级里排第一的任务,他就立马会去做。说白了取消征召就是刷新一下他的任务排队列表,他就会重新按优先级再排一个。 零零碎碎写了不少,对这个游戏,我还是比较喜欢的,但也必须指出,需要改进的地方还不少。总之希望这款游戏能不断的进步,让我能玩得更久。
就冲这更新频率,值得给个好评!
山门与幻境你们更新完了吗!?去年买的结果断更一年,这次又买了宗门起源,修了4个多月,全是bug,现在又跑去搞新游戏了!!都是好题材,每一个游戏都很有趣,就是制作组从来都不做人!!一出新游戏不管原来的做到哪里,马上断更。
你们也看到了 我虽然才玩了9个小时 但我提的意见制作组是真的改 游戏有很大提升空间 弟子修炼 建筑建造 都是可以消磨时间的 唯一不足是任务略微没有代入感 其他都还不错 玩了就知道了 实在不喜欢2小时内体验一下也不错
好玩,未来可期
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Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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