
Build, quest, and conquer across an infinite procedurally generated world. Play alone or with friends as you establish a settlement and explore deep dungeons, fight monsters and bosses, mine rare ores, craft magical equipment, recruit specialists for your colony, and more!
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 8.57/day in the week to Sep 13 → 7.57/day in the week after.
About



Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Updates
Engagement
Reviews
Themes across 1325 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
When I bought the game, I was hesitant about whether the game I had purchased would have entertaining content or not. Also, the screenshots I saw online didn’t really look interesting to me. So I sat down and started playing, and my opinion of the game completely changed from what I had initially thought of it. It’s truly a worthwhile game, and it gave me a really interesting experience.
Terraria and stardew valley have a baby dont worry its doesnt get along with its sister: core keeper
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Reviews, worldwide (the counter carries no country): 6.71/day in the week to Jul 30 → 94/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,419 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Portuguese - Brazil, German, Simplified Chinese, Czech, Japanese, Spanish - Spain, Spanish - Latin America, Traditional Chinese, French, Hungarian +10 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 1.3K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Every thing good boss fight fun
I usually play Terraria( vanilla & modded), however, I have been playing this game a lot lately. Very good game. The settlers and how they operate are great, makes me wish all games had a similar mechanic. Definitely worth the download. Takes a bit to get going but then it progresses at a nice rate. Also glad to see that the developer is releasing updates with new content.
垃圾游戏,妈的90%的BOSS一个个有多动症,跑来跑去。跑就算了,问题是全程跑都不停的,还自带击退。而且绝大部分BOSS不是远程就是AOE,唯一的近战还是撞击。居然还有人吹BOSS设计好??? 我和朋友一起玩的,我特么的一个战士基本都是在吃瘪,而他用召唤轻轻松松。 游戏本身是没有职业系统的,靠的是武器和装备的搭配。武器分为近战武器、远程武器、魔法武器和召唤武器四大类,装备有头、身、腿三个部位,多数情况下,身和腿是公用的,区别只有头,头靠提供近战伤害、远程伤害这类词缀来区分。套装特效多数也只有头才有,特效有些也是类似加近战伤害。近战头的护甲稍微高一点点。套装品质从铜、铁、金类似的矿产慢慢提高,不仅基础护甲提升,词缀的数量也渐渐增加,词缀的数值范围也增加。但问题也在这里,按照目前的1.3版本,基本上所有的职业都要用宝石套,因为无论是用近战、远程、魔法还是召唤的头盔,算上身和腿,总体的词缀加成实在是太高了,唯一能有点竞争力的就是法师的奥术套。前面说了有些头盔还有特效,问题是特效是和套装绑定的,有些特效看起来不错的,但是绑定的套装等级太低了(护甲和词缀收益低),就导致你不得不放弃这些特效,最后绝大多数还是会选择宝石套,宝石套给什么特效就用什么特效,或者不用。前面说多数情况下,身和腿是共用的,头是唯一区别,那少数情况是什么,就是近战、远程、魔法和召唤有自己独特的套装,比如前面的奥术套,它的身和腿就是只有魔法相关的词缀,类似的套装还有神射手套等。本来这应该可以让不同的玩法有更多的配装,但是制作组不知道是考虑采矿、杀敌这类玩法,让矿产统一一点还是怎样,本来低难度下的变化还挺多的,但是在高难度下就几乎彻底废除了。 武器方面,魔法武器是多样性是最多的,有近程也有远程,有单体也有群体,有施加伤害也有回复生命,有指哪打哪也有自动追踪。特别是自动追踪,瞄个大概就很轻松了,主要专注于躲避敌人技能。召唤武器的部分召唤物可以穿墙,并且自动追击敌人,还有部分召唤武器是引导型,指哪打哪。有些召唤物可以单体,有些可以群体,多个召唤物还可以对同一个敌人攻击。除了蝙蝠军团BOSS稍微需要点时间,其他都很轻松。而且自动追踪的召唤物在召唤之后真的可以什么都不管,玩家还可以一边采矿,探图效率极高。远程武器只有个别武器可以追踪,但伤害不一定高,其他武器就是指哪打哪,基本上没有群伤效果。远程武器的特性是弹射子弹,但是弹射的子弹没有追踪效果,纯靠运气。近战武器最垃圾,主要分为斩击、刺击和投掷类,斩击是近距离扇形攻击,刺击只有矛,投掷类只有回旋镖。攻击方式有蓄力和瞬时,不可选,蓄力必须蓄满才释放,伤害高;瞬时的攻速快但是伤害低。近战武器的韧性获取通常比另外三个要高一些,但是数值与攻速负和攻击范围负相关。 韧性获取是除了防具上护甲以外唯二的防御手段。被攻击时先扣韧性再扣血,攻击敌人时会根据韧性获取获得韧性。人物初期没有韧性上限时无法获得韧性,被扣血只能吃药。扣韧性的时候应该是把护甲算进去的,相同的韧性获取下,护甲高的生存力更强。因为韧性获取是按照命中次数算的,因此相同韧性获取和攻速的情况下,攻速收益更大,因为攻速高了输出也更多。 装备系统里还有饰品,提供额外的收益,基本上和装备的词缀或特效差不多。有些低级的饰品可以合成高级的,比如一个韧性上限+20的饰品A与一个韧性获取+20的饰品B可以合成一个韧性上限+50加韧性获取+50的饰品C,但是C与A不能同时装备,C与B也不能同时装备,但是A和B可以同时装备。这些饰品有些是与玩法绑定的,比如魔法回复速度,有些则是通用的比如暴击率+10%、召唤物+1。但是通用的饰品比较多,像近战就没有专属的饰品。饰品里有一种独特的饰品,可以按(住)空格键施展特效,比如盾牌可以减伤、奔跑鞋可以一直跑,这两个是需要持续消耗耐力的,松开空格键才回复耐力,回复速度应该等于消耗速度。你没有听错,他妈的使用盾牌没有被打也要消耗耐力,被打了不用额外消耗耐力。这就导致了他妈的如果算上网络延迟,我要提前使用盾牌,消耗额外的耐力去减伤。如果算不准,本来消耗完耐力刚好减伤完的,就会吃到全额伤害。我真没见过哪个游戏用盾牌这么傻逼的。奔跑鞋升级后还可以冲刺,就是快速往前冲一段,这个是有冷却时间但是不消耗耐力。此外,还有一个饰品是可以闪现,和冲刺差不多,但是冷却时间更长,闪现距离也更长。不过有些装备是可以增加冲刺距离和减少冲刺冷却时间的。对比之下你就会发现,奔跑鞋是这种饰品里的TOP1。你问我为什么近战不用盾,我后面讲。 武器、护甲和饰品都可以附魔,使用附魔卷轴或者找法师NPC花钱附魔都可以。附魔是增加一个词缀,无论词缀类型是什么,点数是一样的。附魔出来的结果有护甲、伤害、攻速、暴击率等等。问题是,有些词缀的收益太低了,而且有些词缀的收益不确定。比如护甲,基础附魔结果是4,战士宝石套强化10级的总护甲值大概是290。一条强化附魔结果护甲值8,收益才2.7%。但是我如果选择攻速或者伤害,就有4%了。前面说到加攻速同时可以加韧性获取,那我选择攻速的时候同时拥有攻击和防御的收益。暴击率就更扯淡了,暴击伤害只字不提,无论是教学还是面板,暴击伤害就是不写。那我怎么算出暴击率的收益是多少,和伤害、攻速相比的收益哪个大??? 介绍完这些基础,各职业的特性你应该有个大致的判断了。下面说说我作为近战和朋友召唤师的游玩体验对比。 我们玩到了目前1.3版本的最终BOSS晋升巫师。我近战初期位移差,全程没有任何拉怪和控怪技能或特效(只有一个饰品写被命中的敌人会减速但是没感觉有减速,反正BOSS一点不减速),一开始我还用盾牌,因为战士标配盾牌是绝大多数游戏里的设置。但是我探图要跑嘛,就换成了奔跑鞋。为什么不用闪现,因为闪现饰品获得比较完,冷却时间又长。到了打BOSS我就换盾牌,但是我就发现BOSS动来动去,我必须追着打,虽然被打比较痛,有盾牌会好很多,但是我输出的机会真的太少了,干脆就不用盾牌。至于怎么防御,当然靠韧性获取了。就这么一直打,打到了晋升巫师。所有的BOSS就像我开篇所说,多动症非常严重。我又是近战,只能用动力鞋追着打。但是动力鞋也不是万能的,就算跑距离再长、回复耐力再快,你也得跑。我朋友召唤几乎都不用动,召唤物追着打就好。而且我韧性获取已经堆很高了,贴脸还是站不住,有时候又要拉开距离用剑气补攻击。近战武器里唯一一把好用的剑是毒液剑,可以发射剑气,造成近战50%的伤害,但是相比同级别的近战武器伤害低、韧性获取低。问题是我都剑气了,为什么不干脆去玩远程、法师或者召唤???而且别人还是全额的武器伤害。所以战士体验非常差,后来我换了魔法,体验瞬间上了不知道几个层次。
解决了泰拉的npc互动太少和星露谷自由度太低的问题
to fake że małpa była pierwsza na ksienzycu. pierwsze byloy moje nasienie! super gra, kur*a !.
Pograłem kilka godzin w ramach darmowego weekendu. Wciągająca! Podobna do Don't Starve Together. Bardzo dobrze się bawiłem!
This game is great. It's like a stardew/terraria type game. Always getting cool new updates.
雰囲気は面白そうだが、 ・割と英語だ。 ・牛や羊を何頭も殺しているが、得られる肉が少ない。 ・すぐ落ちる。デスクトップ画面になってしまい、オートセーブだがけっこう前に戻るときもある。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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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