
How many dudes does it take to beat up a gorilla? A thousand toddlers? A horse-sized duck? A GOD? Enter the Dude Ranch and find out in this roguelike dudebuilder where you recruit an army of dudes to fight ridiculous battles.
Most likely between $1.2M and $3.3M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 89% | approximately $1.9M |
| Google Play | $9.99 | 87% | approximately $1.8M |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1457 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
对数值垃圾的兄弟be like: 你不是我们的兄弟,你是路人。什么叫路人,就你既不是我的朋友,也不是我的兄弟,也不是我的敌人。我们不是一路人,我们不是一家人。
一般我是不怎么写评测的,看见友友在玩这款游戏然后又看见打折就入坑了,结果一玩就是两个多小时,感觉很多我胃口: 1.卡通画风,兄弟们都很可爱,有些敌人我看的都想笑。 2.数值不超标,有超多搭配(骰子能不能加多几个,40多个兄弟非酋脸黑真D不到想要的)。 3.优化还行,后期几百人的团战也不卡顿。全程没闪退过。 (不知道拿啥兄弟就拿幽灵吧,强度在线,说错了可别喷我) 我的兄弟无穷无尽,而你的部队随时都在消逝,犹如风中残烛😀 最后有个神评我看笑了:“对于垃圾的兄弟,你不是我们的兄弟,你是路人。什么叫路人,就你既不是我的朋友,也不是我的兄弟,也不是我的敌人。我们不是一路人,我们不是一家人。”🐷🐷
This is a very funny and charming game for the first 10 hours or so but I feel the biggest problem with this game is that there isnt enough meaningful choices you can actually make. As you become more experienced you find that you end up making less choices. My last few runs were basically identical. You pick a group/class of dudes, then buy every relic you can for those specific dudes/classes. Always accept the (not random) quests that award more relics, and always choose the fight that pays more. Ironically for a game that built itself around silly choices, it just doesnt hold that charm. If you played the demo you have a good idea of what you are getting. You are basically paying for an expansion pack of sorts to the demo. You get a few more dudes, amd classes, but the gameplay is the same. In my honest opinion, play the demo, and collect everything you can (saves transfer) If you feel like you can do that for another 40 hours or so then buy it. Dont expect a lot more at that point otherwise.
I think this game is overpriced for what it actually offers. The core idea is solid, but the balancing is so poor that anything meant to make the game harder ends up making it easier. It genuinely feels like I have to refuse every challenge the game throws at me just to keep the difficulty from collapsing, which makes no sense. You’re given options like harder battles, lending items, investing money, or taking on special events, all of which are supposed to add risk. Instead, they snowball your power even faster. After a few runs, I realised you can win simply by clicking the hardest option every time. I barely needed consumables, and item/relic choices hardly matter because by the end of a run you’ve collected almost everything anyway. The only meaningful decision is which characters you pick; after that, the game becomes a glorified AFK experience where you press "next" and choose a reward every 10–20 seconds. The optimal strategy is so trivial it undermines the entire design... 1. Lending items? Just lend both and get two more items. 2. Investing? Always invest the maximum, it’s pure upside. 3. Colosseum? Always do it, it's a free relic, no real downside. That’s the problem.. everything labelled as a "challenge" is actually a reward. There’s no tension, no risk, no meaningful decision making. You pick the hardest option, invest in everything, and you win. When each run requires 105+ rounds, the repetition becomes tedious. After the first 10 rounds, the next 90+ are just idle autopilot. You might use a couple of consumables early if you lack a tank or healer, but past that point the game becomes incredibly shallow. The best way I can describe the experience is this: every run snowballs effortlessly, and snowballing stops being fun when it’s the only thing the game ever lets you do. This game has potential, but it desperately needs mechanics that actually introduce challenge. Instead of one‑off “harder fights” that just give you more rewards, the game could add persistent risks, like debuffs applied to the next area that grant a bonus if you overcome them. Or powerful items that come with real trade offs, such as bosses gaining buffs each time you take one. That would create actual tactical decisions - Will this item help my weak early game team survive long enough to outscale the debuff later? - Does the synergy this relic offers outweigh the penalties it introduces? Right now, every choice boils down to "Yes" > Next > "Yes" > Next. The game needs systems that force you to think, not just click the biggest reward every time.
平衡太差了,这游戏输出和奶的差别太大了,你拿五个奶能过但是五个输出就不行,基本上3奶俩肉都能随便打,所有的输出全是蛆
Lovely game. Been playing the demo for a while and I love it. Some of the art maybe needs to be updated or polished a bit, especially during transition screens, but that's about it. Highly recommended.
Да как бы... Первые пару часов хихикаешь с этих названий и творящегося абсурда, а потом понимаешь, что тут какой-то глубины нет. Забавно, но на один раз максимум.
rogue自动对战游戏,招募各种兄弟搭配遗物组建军团,兄弟种类丰富,荒诞画风轻松解压。 战斗全程自动,长期游玩容易出现构筑套路固化,怪物后期数值太高,兄弟数值跟不上,疯狂丢道具也扛不住怪物秒杀。 每局游玩时间较长,游戏后期重复度较高,兄弟种类平衡度较差。 总结还是一款值得尝试的创意佳作。
the game is fun for an autobattler, but ultimatively i would not recommend it to others. It looks good, UI nice, have every accessability feature under the sun, which is all great. its very time consuming, you will die frustratingly at one of the last waves. so many items and perks to choose from, while at the end all you look for is a team that doesnt die and synergises with each others. which takes looong (in terms of gathering the knowledge and pulling it off each time). The "roguelite" unlocks you get after a death have barely any impact (after 10 hours i have exactly 5 free rerolls and 2 free revives and +25 starting cash - you get like 200 cash each round) each run takes long. you have a speed toggle for slo-mo 0,25x, 1x, and 1,5x. each run has 105 rounds. you want to speed up because you know the run takes so long, but then you cant react with consumables like health potions because your dudes die in a snap. but you also dont want to play at 0.25x because it would drag an already long run even further, but would let you react better. kinda weird balancing here imo. i had fun for 10 hours, had fun in Tier 1 difficulty, but everything after that just feels unrewarding and extremely challenging. i would give it a neutral rating, but as i said in the beginning, i would not recommend it.
游戏分为三个难度,解锁的新人物必须打通一级难度才能在二级难度使用,打通二级难度才能在三难度使用。 二、三级难度的对局无法解锁新人物。 三个难度的局外成长各自独立。 整体游玩节奏很差,像我前面打通一二级难度,到三级难度发现人物阵容吃力,想要更换新人物打第三难度,还要继续打一、二难度解锁人物的高难度资格,其次就是所有人物只能打一难度慢慢解锁。 我的玩兴瞬间一扫而空,如果我想玩下去,就必须重复通关枯燥的一级难度。 那还是放弃吧。 真是叫人奇怪,为什么就不能让玩家酣畅淋漓的去玩呢?一个单机游戏,也在乎游玩时长吗?很典型的网游思维啊。 思来想去,只有制作组是傻逼这一种结论。