
卡牌与RPG结合的无尽地牢探险之旅!最早融合Roguelike与卡牌的游戏之一。多达14种职业,真人配音+纸娃娃系统,完善的卡牌设计,各类魔物与随机事件等你体验!
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.
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.
About

Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
我去 我是看了慈善包才知道 有一个锁区的和这个一模都一样 这玩意是国区特供版(没有阉割 还白给了2DLC) 打鸡感很棒 不对 打击感很棒 一定要在第一层贪完全部房间才可以走 第二层开始难度爆炸 而且怪超J8强 经常见面一套先手 十几连击+神抽 打的我动都没有动 人就当场去世了 不愧是魔物 轻易就做到了一般怪物做不到的事 还有名字叫"魔物讨伐团" 人他喵的每次就只有一个 说好的人多势众 面对怪物不用讲江湖道义 大家并肩上呢?
魔物讨伐团, known internationally as Monster Slayers, is a strategy-focused roguelike that blends deck-building mechanics with RPG progression in a way that feels thoughtful, demanding, and highly replayable. At its core, the game is about preparation and adaptation: every run challenges players to assemble a functional deck, choose upgrades wisely, and respond intelligently to unpredictable encounters. Rather than emphasizing flashy presentation or fast-paced action, it focuses on systems, synergy, and long-term decision-making, making it particularly appealing to players who enjoy careful planning and incremental mastery. The structure of the game revolves around repeated runs through a branching map filled with combat encounters, random events, merchants, and bosses. Each run begins with the selection of a character class, and this choice has a profound impact on how the entire experience unfolds. There is a wide range of classes available, each with a distinct identity, card pool, and tactical philosophy. Some lean toward direct damage and aggression, while others emphasize status effects, summoning, survivability, or resource manipulation. Because these classes play so differently, switching characters meaningfully reshapes the experience rather than simply changing numbers or animations. Combat is entirely card-based and turn-driven, with each card representing attacks, defenses, buffs, debuffs, or special abilities. Success depends less on raw power and more on how well cards interact with one another. Building a cohesive deck is crucial, as bloated or unfocused decks can quickly become liabilities. Enemies often have resistances, special traits, or attack patterns that force players to rethink their approach, making adaptability a constant requirement. Boss fights in particular test how well the player understands their deck’s strengths and limitations, often punishing careless or overly greedy strategies. What gives the game lasting appeal is its roguelike structure combined with meta-progression. Maps, encounters, and rewards are partially randomized, ensuring that no two runs feel identical. Even failed attempts contribute to long-term progress by unlocking new classes, cards, and upgrades, which gradually expands the game’s strategic depth. This system helps soften the frustration of defeat while still preserving the tension and stakes of each run. Over time, players gain not just stronger options, but a deeper understanding of the game’s mechanics and synergies. Visually, the game opts for a clean and readable 2D style that prioritizes clarity over spectacle. Character portraits, enemy designs, and card art are expressive without being overly ornate, allowing players to quickly process information during combat. The interface is functional and information-dense, presenting health values, resistances, buffs, and card effects in a way that supports strategic thinking. While it may lack the polish or visual flair of larger-budget deck-builders, it compensates with usability and consistency. The game is not without rough edges. Tutorials and early explanations can feel sparse, which may overwhelm players new to the genre or unfamiliar with card-based roguelikes. Balance can occasionally feel uneven, with certain class combinations or card synergies clearly outperforming others. However, for many players, discovering these imbalances and learning how to exploit or counter them becomes part of the fun, reinforcing the game’s experimental nature. Overall, 魔物讨伐团 stands as a strong example of a system-driven indie game that succeeds through depth rather than presentation. It rewards patience, experimentation, and strategic foresight, offering dozens of hours of replayable content for players willing to engage with its mechanics. While it may not be the most accessible or visually striking title in its genre, its layered design and class diversity make it a satisfying and enduring experience for fans of roguelikes and deck-building RPGs. Rating: 6/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
傻逼设计 所有武器装备要回城才能装备
国货?可以先鼓励性好评。 202401,steam,steam掉卡抵扣,daily indie game,indie gala,fanatical,hxxxx,t a o宝,支付宝红包,杉果,它处自定义包入的本体约6元。爱人如己,目前就这,看以后追评。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
老游戏了,但是还挺好玩的
垃圾游戏,屎一样的平衡性
为什么武僧的天赋不能开?我骑士都过关了?听说是BUG,也不修补一下?
游戏总体不错,可是尼玛的装备库实在太小了,更要命的是因为仓库满了,带着极品装备的野蛮人死亡,居然好装备全消失了,非常影响体验,我插,如果制作组不改进,这差评永远不改!!!
辅助的副职业能力冷却回合数居然不是一场战斗的回合数 而是一场战斗算一个回合数 这点十分鸡肋 我看了下评论区 玩家的反馈都没有一条得到开发者回复和解决的 建议大家以后不要买这个开发公司的游戏 太坑人了 属于ea转正后就没有任何更新了
1 职业平衡太差,法师永动机,有手就行 2 通关存档都不存,通关直接开限模式,中间也不能退出,拼的是耐力不是脑子 3 排行榜都不能想看就看 4 重复度太高,感觉每关都一样
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $1.1M | 1.7K | 75% | $22.99 | |
| $48.3K | 69 | 83% | $19.99 | |
| $16.6K | 37 | 92% | $14.99 | |
| $5.6K | 60 | 75% | $4.99 | |
| — | 0 | — | — | |
| — | 0 | — | — |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $96.7K | 229 | 92% | $19.99 | |
| $96.7K | 1.4K | 79% | $4.99 | |
| $96.7K | 210 | 89% | $12.99 | |
| $96.7K | 241 | 86% | $12.99 | |
| $96.6K | 172 | 34% | $24.99 | |
| $96.5K | 244 | 72% | $14.99 |