
Randomly generated Magic Tower dungeons A strategy-based fixed-value Roguelike RPG
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): 0.14/day in the week to Aug 31 → 0.14/day in the week after.
Reviews, worldwide (the counter carries no country): 1.14/day in the week to Jul 21 → 3/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Genres
Engagement
Reviews
Themes across 68 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
0氪数值太低了,要么肝要么氪。
什么垃圾玩意,买了游戏和DLC进游戏都玩不了,装备一个装备游戏直接提示游戏出错,新手游玩教程也是走出直接崩溃提示出错,好不容易试几次正式进游戏结果每次走到传送阵就直接游戏崩溃,一个怪都没打,浪费我一个多小时一直在关闭游戏打开游戏,脑子有病吧?得亏我没去吃饭,要是去吃个饭回来超过两小时我特么都没法退款了,没有比这更垃圾的游戏,根本无法正常玩
是我非常喜欢的轻度肉鸽游戏,已经玩了很久了,并且说实话只买了本体没有氪别的金,目前也是全角色解锁,感觉作者能想出这么多不同的技能搭配的角色也是很牛了,这款游戏配置要求也不高,是我上班时候休闲的最佳选择。ps:谢谢作者大大的这款游戏,不然真不知道上班的时候干嘛了
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Hours played at review time, across 68 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
玩了一段时间了,越玩越上头,玩法好上手,越到后面越有意思,画面做的不错,不挑电脑配置
魔塔与肉鸽的地牢,比想象中的有意思多了
LAJI
魔塔地牢, developed and published by Zeros, is a strategy-heavy dungeon crawler that draws from the classic “Magic Tower” formula while layering in roguelike elements to modernize its structure. Instead of relying on reflex-based combat or fast-paced action, the game is built almost entirely around numbers, planning, and foresight. Every encounter, item pickup, and route decision feeds into a larger calculation, turning the experience into something closer to a tactical puzzle than a traditional RPG. The defining mechanic is its deterministic combat system. Battles are resolved through fixed values—attack, defense, health—meaning players can predict the outcome of every encounter before committing. This creates a gameplay loop centered on optimization, where success depends on choosing the right fights at the right time and minimizing unnecessary losses. Unlike many roguelikes that lean on randomness or improvisation, 魔塔地牢 asks players to think several steps ahead, often forcing them to weigh long-term consequences against short-term gains. A single miscalculation early on can ripple through the rest of a run, making each decision feel meaningful and, at times, unforgiving. What distinguishes the game from its traditional roots is the introduction of procedural generation and build variety. Dungeon layouts, enemy distributions, and rewards shift between runs, preventing the experience from becoming purely about memorization. At the same time, players have access to multiple characters and progression paths, each offering different strengths and strategic possibilities. Equipment, skills, and upgrades can be combined in ways that significantly alter how a run unfolds, encouraging experimentation and replayability. This blend of fixed mechanics and variable structure creates an interesting tension—while individual encounters are predictable, the overall journey is not. The depth of these systems is one of the game’s greatest strengths, but it also contributes to its steep learning curve. The game offers limited guidance, expecting players to learn its mechanics through experience rather than explicit instruction. For those unfamiliar with the Magic Tower style, this can feel overwhelming, as the importance of resource management and route planning is not immediately obvious. The interface, while functional, presents a large amount of information that players must constantly interpret, which can be intimidating at first. However, for players willing to invest the time, the systems gradually reveal a satisfying level of complexity. Visually, 魔塔地牢 embraces a retro pixel-art style that prioritizes clarity over detail. The environments are simple and repetitive, serving primarily as a backdrop for the game’s mechanical focus. While the presentation lacks visual variety, it effectively communicates essential information, which is crucial for a game built around careful calculation. The audio design is similarly understated, providing background music and effects that support the experience without drawing attention away from the gameplay. One of the more noticeable limitations is accessibility, particularly for players who do not understand Chinese. With limited localization, navigating menus, understanding abilities, and interpreting certain mechanics can become a challenge, potentially restricting the game’s reach. Additionally, while the procedural elements add variety, the overall structure remains consistent enough that repetition can set in over extended sessions. The core appeal lies in mastering the systems rather than discovering new content, which may not appeal to all players. In the end, 魔塔地牢 offers a deeply strategic experience that rewards patience, careful planning, and a willingness to learn from failure. It takes a niche genre and expands it with modern roguelike elements, creating something that feels both familiar and distinct. While its complexity, language barriers, and repetitive structure may limit its accessibility, it stands out as a compelling title for players who enjoy methodical, systems-driven gameplay and the satisfaction of solving intricate strategic challenges. Rating: 6/10
很不错的魔塔游戏,立绘好看,技能装备多样,还有局外成长属性,死了一次从头再来,我一定会变得越来越强。
魔塔加上肉鸽玩法,每局地图装备随机,讲究数值规划,快慢模式适配不同游玩时长
单机也搞逼氪。一个爬塔,技能要100r,dlc没内容,单纯强化角色100r。没有这些玩起来和吃屎一样
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $532 | 3 | 67% | $5.99 | |
| — | 0 | — | — | |
| — | 5 | 100% | — | |
| — | 0 | — | — | |
| — | 0 | — | — | |
| — | 0 | — | — |
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| $10.7K | 128 | 91% | $4.79 | |
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| $10.7K | 231 | 98% | $2.99 | |
| $10.7K | 53 | 98% | $11.99 |