
Fat Sheep Town has monsters! Use skills to defeat them. Plugins help warriors survive. Many maps have risks and rewards. Pick an occupation and weapons. Level up weapons. Combine skills, plugins and weapons. Defeat the villain!
Modeled estimate, not a reported figure. How we estimate →
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/day in the week to Aug 3 → 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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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
温馨提示:作者疑似跑路,起初对这个游戏期待满满 就在第一时间入手购买了,游戏操作手感稀烂且不再更新,一般而言,不管多拉夸的游戏我总有那么一两个好友拥有,此刻,只有我这个大冤种
Игра просто имбище, давно не получал такого экспириенса, не понимаю почему она еще не в топе???? Но, вопрос только один, и он же совсем маленький небольшой минусик, почесу игра не работает?
FatSheep Crisis by FatSheep Studio is a compact roguelite action experience that leans heavily into the familiar rhythms of the survivors-style formula while attempting to differentiate itself through modular build systems and layered progression mechanics. At first glance, it presents itself as another fast-paced, top-down combat game where players are thrown into escalating waves of enemies, but beneath that straightforward surface lies a structure built around customization, synergy, and incremental mastery. It doesn’t radically reinvent the genre, but it does enough within its scope to create a satisfying, if somewhat contained, gameplay loop. The core of the experience revolves around surviving increasingly intense enemy waves while steadily improving your character through a combination of skills, upgrades, and equipment. Movement and combat are immediate and responsive, with a focus on positioning and crowd control rather than precision targeting. As enemies begin to fill the screen, the game transitions from manageable skirmishes into dense, high-pressure encounters where spatial awareness becomes critical. This escalation is handled smoothly, giving each run a clear arc—from cautious early-game maneuvering to chaotic late-game survival where your build is pushed to its limits. What gives FatSheep Crisis its sense of depth is its approach to customization. The game introduces a system of skills and “plugins” that can significantly alter how a run unfolds. These plugins function as modifiers that enhance abilities, introduce new effects, or reshape the way damage is dealt. Combined with elemental interactions between skills, this creates opportunities for synergy that reward experimentation. Some combinations can dramatically increase efficiency, turning a struggling run into a dominant one, while others encourage more defensive or utility-focused playstyles. This system becomes the primary driver of engagement, as players are constantly encouraged to test different builds and refine their approach. Progression extends beyond individual runs through persistent upgrades and unlockables, providing a steady sense of advancement even when a run ends prematurely. This meta-progression is important in maintaining momentum, as it ensures that time invested always contributes to future success. The game is designed to be approachable, with simple controls and a structure that allows for quick sessions, making it easy to jump in and out without losing progress. However, this accessibility also means that its systems, while enjoyable, do not reach the level of complexity found in more expansive roguelites. The game also incorporates multiple maps, each introducing modifiers that influence enemy strength, rewards, or overall difficulty. These “chaos factors” add a layer of decision-making, as players can choose to take on more challenging scenarios in exchange for better progression opportunities. While this system adds some variety, the environments themselves are relatively limited in visual and mechanical diversity. Over time, stages can begin to feel similar, with the primary differences coming from enemy density and scaling rather than fundamentally new gameplay elements. Visually, FatSheep Crisis adopts a clean and functional style that prioritizes readability. Characters and enemies are easy to distinguish, and effects are clear enough to track even during the most chaotic moments. This clarity is essential for a game built around managing large groups of enemies, but it comes at the cost of visual variety. The environments lack distinct identity, and after several runs, the aesthetic begins to feel repetitive. The audio design follows a similar pattern—adequate and unobtrusive, but not particularly memorable or impactful. Where the game begins to lose momentum is in its long-term depth. While the early and mid-game progression can be engaging, the overall content pool is somewhat limited. Enemy types, environmental variation, and gameplay modifiers do not expand significantly over time, which can lead to a sense of repetition during extended play sessions. Difficulty scaling tends to rely on increasing numbers and damage output rather than introducing new mechanics or challenges, making later stages feel more like endurance tests than strategic evolutions. Despite these limitations, FatSheep Crisis succeeds in delivering a focused and enjoyable experience that understands its own scale. It does not attempt to compete with larger, more complex titles in the genre, instead offering a streamlined version of the roguelite formula that emphasizes quick runs and build experimentation. The satisfaction of discovering effective synergies and pushing through increasingly difficult waves remains consistently engaging, particularly for players who enjoy refining strategies over multiple attempts. In the end, FatSheep Crisis is a solid, well-executed entry in the action roguelite space that prioritizes accessibility and replayable loops over depth and innovation. It offers enough variety to remain entertaining within its intended scope, even if it struggles to maintain long-term engagement. For players looking for a lightweight, system-driven experience that can be enjoyed in short bursts, it delivers exactly what it promises without overreaching. Rating: 7/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Spanish - Spain, Russian, Turkish, Japanese, Polish, Thai, Traditional Chinese, Portuguese - Brazil +3 more
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
一款幸存者类游戏,采用俯视角自动攻击,玩家仅需走位躲敌人、捡经验、选升级,操作门槛极低。 单局流程清晰:选职业→进图刷怪→随机技能 / 插件 / 武器升级→对抗 BOSS→通关解锁插件点数。 核心乐趣来自五元素反应(火 / 水 / 雷 / 冰 / 土)与插件、武器的组合,不同元素触碰可增伤、控场、减益敌人,搭配插件能把输出或生存拉满,成型后清屏快感强烈。 地图加入混乱因子机制:高混乱 = 怪物更强、密度更大,但经验与金币收益更高,鼓励玩家在风险与效率间做选择,避免纯躺平割草。 武器随品质提升会强化技能,职业自带专属攻击方式,让每局开局有区分度,不至于完全同质化。 游戏的主要问题在于比较肝,每个角色、没把武器都需要单独花费金钱解锁、升级,彼此之间不互通、而且也没有重置返还花费的设定,导致前期扣扣嗖嗖的不敢升级提升,又或者对单一角色升级后又不想尝试其他角色。甚至这游戏还有大量成就需要不同等级的武器击杀来完成,纯纯的只是为了拉长游戏时长,而并没有足够的深度来支撑。 不过作为一个原价不到20,打完折也就1杯柠檬水价格的游戏来说,还是值得尝试体验一下的。
양 상자 업그레이드 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 플레이할 클래스와 무기를 고르고 시작합니다. 최초 클래스는 무료로 얻을 수 있으며, 이후로는 골드를 소모하여 활성화할 수 있죠. 클래스마다 지정된 무기만 장착 가능하며, 상위 등급의 무기는 동일하게 골드를 소모하여 획득할 수 있습니다. 전투가 시작되면 사방에서 몬스터들이 등장합니다. 자동으로 무기를 사용하여 이들을 처치하는대, 스페이스바를 꾹 눌러서 차징으로 공격을 강화할 수 있습니다. 적을 처치하면서 골드와 경험치를 얻을 수 있고, 경험치로 레벨이 오르면 포인트가 상승하게 됩니다. 포인트는 기본적으로 능력을 획득하는대에 사용됩니다. 다양한 공격/보조/속성의 스킬들을 획득하거나 보유한 스킬을 강화할 수 있죠. 5레벨에 도달한 스킬이 3종이 되면 그 중에 하나를 각성시킬 수 있습니다. 각성은 스킬 1종만 가능하기에 중요한 스킬을 우선 올리고 이를 각성시키면 좋죠. 선택할 스킬이 없다면 리롤을 할 수도 있고, 모든 스킬을 최고 레벨로 올려서 선택할게 없다면 골드를 획득할 수도 있습니다. 또한, 포인트를 모아서 랜덤한 스킬이 아닌 특정 레벨의 스킬을 확정적으로 선택해 획득할 수도 있죠. 외에도 독특하게 맵에서 양이 돌아다닙니다. 적들을 1000마리 처치할때마다 티켓을 얻을 수 있고 이를 소모하여 업그레이드 상자를 구매할 수 있죠. 공격력이나 체력도 있고 레벨을 올려주는 경우 등 다양하게 존재합니다. 일정한 간격으로 보스들도 등장하며 이를 처치하면 자석 효과로 맵의 모든 골드와 경험치를 얻을 수도 있죠. 요구하는 시간을 버텨내면 모든 적이 사라지고 최종 보스가 등장합니다. 뭐, 당연히 못잡았고 사망하여 게임이 종료되면 획득한 골드를 정산받게 됩니다. 앞서 언급했던 클래스와 무기 구매 외에도 특정 클래스의 체력이나 공격력 등을 강화시킬 수도 있죠. 업적들도 존재하며 이를 수행해서 골드 등의 보상을 획득할 수도 있습니다. [아쉬운 점] -보스 처치 보상이 좀 아쉬움 -스킬 조합이 좀 애매모호한 느낌
《肥羊危机》:稳中带新的有趣肉鸽 众所周知,《吸血鬼幸存者》的成功带来一波肉鸽无双流的热潮,数之不尽的游戏纷纷接踵而来,然而其中能够真正沿着这条路走下去并且拥有自身特色的游戏并不算多,绝大多数都只不过是拙劣的模仿跟风者而已,但幸运的是,今天要给大家介绍的《肥羊危机》绝不在此列当中。 《肥羊危机》是一款幸存者类型的游戏,但是它的自身比起其他类似的游戏来说,有着非常多的新意,在原本的基础上,拓展了大量独属于自己的创意,简单来说,就是让这个类型,朝着RPG的方向大幅转化,最重要的是,依然保持了其耐玩的特性以及爽快的感觉。 首先必须要提的一点,那就是《肥羊危机》最具特色之处——其独特的元素反应机制,举个例子,当玩家操控着角色释放出各类属性的技能后,会根据该技能属性给敌人打上一个对应的标记,然后当其他元素的技能在这个标记消失之前落到这个敌人身上时,会出现例如融化、蒸发、过载、冻结和感电等各类综合效果,这就意味着从游戏的根本思路出现了转变,不再是一味地堆叠伤害就能平推下去无双到底的,而是需要玩家从头开始构建自己的技能组合来让这个元素组合的机制能够发挥更强大的效果,不管是追求控制,输出还是削弱也好,都让游戏的玩法从本质上开始有了新的突破。 在游戏的时候,玩家一共最多可以获取5个技能,通常来说每个技能可以升级到5级,但是如果有三个相同属性的技能都堆到5级时,可以选择其中之一升级到六级,技能的每一次升级都不是简单的伤害提升,同时还会伴有冷却的缩短以及投射物的增多等情况,因此技能的升级是一项优先度比较高的事,除了在升级时出现的随机选项里面玩家能够选择技能和升级技能之外,玩家还可以通过积累足够的技能点数来升级技能,只不过定向选择升级技能所需要消耗的技能点数在前期来说是十分稀缺的,后期加完技能后倒是可以随意升级,因为当技能从5级到6级的时候所需要的是30点技能点数,也就意味着需要升三十级,这也是为什么我说当其他技能加完之后再考虑定向突破6级技能。 游戏在局外的成长要素远比局内重要得多,因为角色进入单局游戏后的伤害是固定的,这就意味着不管技能怎么加成,元素叠加机制怎么组合都有一个上限,或许这个上限很高如果你组合得够好的话,但是面对潮水般用来的敌人时候玩家是无法生存下去的,面临的只有一个败亡的结局。因此玩家进入游戏时候手中的武器(即决定基础伤害的道具)尤其重要,玩家可以通过在游戏内积累金币然后一步步解锁不同的武器,后期的武器还会对技能带来足够的成长性,使得难度大幅度降低,这也使得游戏进一步变肝了,因为武器还能够进行强化,这就意味着,为了让角色活得更久,那么武器的伤害就要进一步提升,为了让提升武器的伤害(强化),那么就得在游戏中存活得更久,虽然这一机制保障了玩家的游玩时长,但是也在一定程度上让玩家疲于肝命。 如果游戏仅仅就武器需要升级就好了,在游戏的局外,玩家还可以升级角色的基础属性值,每个角色的八九种属性各有十个等级可以提升,虽然消耗的资源比起强化和解锁的资源来说要少很多,但是架不住量多啊,七八个角色,每个角色八九种属性,每个属性有十阶可以提升,这样累积起来依然是一个非常大的工程,虽然说确实也很有趣就是了,总之在肝的内容这一块,《肥羊危机》给玩家带来的感觉是痛并快乐着。 总体而言,《肥羊危机》在众多的肉鸽无双游戏中走出了自己的风格和特色,侧重点放在了元素叠加爆破的机制和局外角色属性提升之上,让游戏变得极其耐玩,只不过玩家需要肝更多的时间才能体验到更完整的游戏内容,对于喜欢肉鸽游戏的玩家来说,确实是一个不错的选择,何况游戏本身的售价也完全OK,相当地超值划算。喜欢这类型游戏的玩家可以无脑入了。 [h1] [quote] [table] [tr] [th] 欢迎加入 [url=steampowered.com/curator/41787395] 百度贴吧攻略团 [/url] [/th] [/tr] [tr] [th] 玩游戏,写攻略,轻松获得现金奖励 [/tr] [tr] [th][b] 素质击剑[/b] | [b]白嫖游戏[/b] | [b]开黑吹水[/b] | [b]犹豫败北[/b] [/th] [/tr] [/table] [/quote] [/h1]
생각보다 너무 지루함 재미없음
太效率了,昨天提的问题,今早就发现全部优化了。 可以窗口化了,玩着舒服了很多。 很快乐~
《肥羊危机》是一款在吸血鬼幸存者游戏成功之后出现的一股潮流中崭露头角的游戏。在这个潮流中,许多开发者纷纷模仿并创造出属于自己的创新点。正如人们常说的,“一千个人眼里有一千个哈姆雷特”,而在这个游戏开发领域,一千个开发者却有数万种想法。《肥羊危机》作为其中之一,将肉鸽和割草元素融合在一起,打造了一款独特的休闲类吸血鬼游戏,通过角色属性成长、获取更强大的武器和挑战模式来让玩家变得更加强大。 [h1] 你也玩元素反应? [/h1] 尽管《肥羊危机》被归类为类吸血鬼游戏,但它的核心特色之一却是元素反应机制。通过使用火、冰、水、雷等元素的组合,玩家可以触发不同的反应效果,例如融化、蒸发、过载、冻结和感电。这一机制为战斗增加了一定的策略性,玩家需要合理选择和搭配技能,以最大化伤害输出或控制敌人。与其他游戏中的元素反应系统类似,这种机制给玩家带来了一种熟悉的感觉,同时也为游戏的战斗系统注入了新的元素。 [h1] 屈指可数的游戏职业 [/h1] 另一个值得注意的特色是游戏中的英雄职业选择。目前,游戏中的职业选择相对有限,《肥羊危机》提供了几个职业选项,包括毁灭者、圣徒、魔法师、盗贼和狂战士等。每个职业都有不同的初始武器和英雄技能。玩家可以通过击杀敌人来为英雄技能充能,并释放强力技能来辅助战斗。每个职业选择都会带来不同的战斗风格和策略,这为游戏的可玩性增添了一定的深度。 [h1] 众多技能,但是需要精挑细选 [/h1] 游戏的主要问题在于缺乏搭配和平衡性。相比其他类吸血鬼幸存者游戏,制作组在游戏中减少了搭配的机会,将大部分精力放在了死后成长上。然而,这种设计导致了游戏内的爽感和每局游戏的惊喜感不足,同时也造成了技能设计上的不平衡。游戏中的技能数量虽然不算少,但实际体验下来它们之间的差异性并不大,缺乏给玩家带来惊喜的元素。每局游戏只能选择五个技能,并且每次更换新技能都需要重新从一级开始升级,这种限制和重练技能的代价过高阻碍了游戏的随机性和乐趣。 技能平衡性也是游戏的一个问题。有些技能在满级后仍然难以应对后期怪物的挑战,而其他一些技能在一级状态下就异常强大。这种明显的技能差异导致了选择的局限性,游戏的随机性在玩家眼中变得肤浅。 此外,游戏中的人物解锁金币过多,技能缺乏详细的参数设计,而且过度依赖局外成长和携带的两个技能,这些都对游戏的整体体验产生了负面影响。 《肥羊危机》在尝试创新的同时也存在一些问题。虽然游戏具备一定的乐趣和吸引力,但缺乏搭配性和平衡性是其最大的短板。技能的差异不够明显,限制性的选择和重练机制限制了游戏的随机性。此外,游戏中的一些设计选择,如过多的人物解锁金币和缺乏详细的技能参数设计,也降低了整体的游戏体验。 [h1] [quote] [table] [tr] [th] 欢迎加入 [url=steampowered.com/curator/41787395] 百度贴吧攻略团 [/url] [/th] [/tr] [tr] [th] 玩游戏,写攻略,轻松获得现金奖励 🎁 [/th] [/tr] [tr] [th][b] 素质击剑[/b] | [b]白嫖游戏[/b] | [b]开黑吹水[/b] | [b]犹豫败北[/b] [/th] [/tr] [/table] [/quote] [/h1] 然而,游戏也有一些积极的方面,如祈愿系统的创新和不同职业的攻击方式差异。这些元素为游戏增添了一些策略性和变化。 为了进一步提升《肥羊危机》的吸引力和可玩性,以下是一些建议和改进点: 1,增加搭配性和平衡性:引入更多的技能组合和搭配机会,让玩家在战斗中有更多的策略选择。确保技能之间的差异明显,使每个技能在不同阶段都有一定的价值和用途。平衡技能的威力和效果,确保玩家的选择更具多样性和决策的重要性。 2,扩展技能系统:增加更多的技能选项,并确保它们在使用和升级过程中带来足够的乐趣和惊喜。考虑引入一些特殊技能或限时技能,以增加游戏的战略性和紧张感。 3,优化技能升级机制:重新评估技能升级的代价和限制,以提高游戏的随机性和乐趣。考虑引入更灵活的技能升级方式,例如部分保留已学技能的经验或提供更快速的升级进程,以便玩家更频繁地尝试不同的技能组合。 《肥羊危机》是一款值得一玩的休闲游戏,但其在搭配性、平衡性和乐趣方面仍有一些不足之处。如果制作组能够在后续更新中解决这些问题,提升技能的差异性和游戏的整体平衡性,那么这款游戏有望进一步提升其吸引力和可玩性。
当我在STEAM上刚激活《肥羊危机》时,库里弹出的绿色封面搭配上红色的方块字体一下带我回到了2003年,天啊,这不是传说中的艺术字吗?这部作品在我库里的出格程度就像是在卢浮宫摆上一幅由Powerpoint2003拼接而成的四个彩色大字——肥 羊 危 机。 [h1] [quote] [table] [tr] [th] 欢迎加入 [url=steampowered.com/curator/41787395] 百度贴吧攻略团 [/url] [/th] [/tr] [tr] [th] 玩游戏,写攻略,轻松获得现金奖励 🎁 [/th] [/tr] [tr] [th][b] 素质击剑[/b] | [b]白嫖游戏[/b] | [b]开黑吹水[/b] | [b]犹豫败北[/b] [/th] [/tr] [/table] [/quote] [/h1] 土,应该是《肥羊危机》唯一的问题,仅从游戏的封面看我们很难得知这是一款什么样的游戏,是neta《生化危机》制作的俯视角3D僵尸塔防?还是由RPGMaker制作的一个小体量RPG?亦或是一款模拟经营种田类游戏? 全都不是,《肥羊危机》选了去年国内外最火的两个游戏作为游戏的取材对象——《恶魔幸存者》和《羊了个羊》。 [h1]羊与幸存者[/h1] 《肥羊危机》是一款正统的幸存者类游戏,你可以在《肥羊危机》中找到所有经典幸存者类游戏的要素,永久成长的属性、进入关卡前提前获取的饰品位以及消耗金币强化的初始武器装备等等,幸存者游戏的部分不论是角色立绘还是战斗场景都非常的精致,关卡的难度也不算高,但游戏内数值增长带来的爽快程度却很高,稍微不注意,几个小时就过去了。与大多数幸存者类游戏一样,《肥羊危机》在一开始就没有考虑过平衡性,游戏性就是在特定条件下的数值膨胀与膨胀后对敌人进行碾压的快感,换言之,就是一款爽游。不过,与大多数幸存者游戏不同的是,在《肥羊危机》中,你可以把幸存者类游戏原本自动释放的技能改为手动释放,游戏的操作性相较其他幸存者游戏要强很多。 那么,羊呢?《肥羊危机》,作为游戏标题的动物要素的羊,在本作中起到一个什么作用呢?答案———羊是用来玩的! 在略显粗糙的标题界面上,如果你点选了CRISIS这串英文字母,会弹出一个对话框询问你是否要把所有肥羊杀掉换钱?(动保震怒,为什么不留羊薅羊毛?)点击确定的话则会获取0金币,同时刷新一批新的肥羊。 肥羊显然不是这么玩的,在对开始界面中的肥羊粗略的点击后我们可以发现,这些肥羊其实就是一些bug合集,有的羊能拖动,有的羊点击后会褪色,而褪色的羊接触其他羊时,甚至会出现大鱼吃小鱼变大的操作,这些羊偶尔还能在菜单文字上层行走,整个菜单界面就非常的生草,点击几次之后甚至能够凑齐五彩神羊召唤不知名物。 这些肥羊彩蛋不只是彩蛋,在幸存者游戏部分也涉及到一些装备的获取,开发者制作的这种反差感瞬间清楚了我对UI设计的不满。 [h1]原来你也有高等元素论[/h1] 当然,要数游戏内的彩蛋,当然少不了某厂生产的二十四平行宇宙销量登顶的3A开放世界大作,游戏内的普通攻击与技能被赋予了特殊的属性,不同的属性会产生相当“奇妙”的元素反应,进而造成更多伤害,或者限制住敌人的行动。 当然,为了致敬那个名字都不能说的游戏,开发者还搞了一套抽卡系统,每击杀1000敌人(为什么不是1600?差评!)可以换取一次抽卡机会,抽卡会获取随机的属性提升,让战斗变得更加轻松。 同时,每击杀333敌人还可以获取一颗充能槽,充能槽满后按R键可以释放强大的必杀攻击,偶尔还可以在技能列表中刷新出通过F键释放的闪现技能,看来制作人还是某国内大型5V5公平竞技游戏的爱好者。 而鸡你太美这个插件,直接把开发者的小黑子本性暴露出来了,谁允许你黑我们家鸽鸽的?这个制作人的水准实在是太棒太棒啦。 [h1]总结[/h1] 可以说,《肥羊危机》是适合乐子人的度假胜地,如果你正在寻找一个能够勾起你吐槽兴趣的杀时间大作,那《肥羊危机》绝对是一个相当不错的选择,游戏在Steam商店仅售18元,在一种国产游戏中都是相当良心的定价了,而最近甚至还搞起了促销活动,到6月20号之前,游戏居然还有一个-15%的折扣,折扣后游戏售价居然只有15.3元,上线后开发者仍然在进行着作品的更新,在经历多个版本的平衡性迭代后,游戏游玩的舒适程度只会越来越高,《肥羊危机》还是款未来可期的良心作品,当然,游戏200M不到的体量与超低的配置需求能够让绝大多数的电子计算机都能够成功运行起这款游戏,不排除日后甚至发行手机版的可能,总之,放心买就对了,《肥羊危机》无疑对得起它的售价。
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