
Control the world, not the hero. Spin the slots and beat the odds in this RPG adventure!
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): 0.22/day in the week to Aug 4 → 0/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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Incredibly innovative yet so simple! [i]RP7[/i] takes the now well trodden complexities and difficulties of a roguelike and spins it into an original take that is both casual and hectic fun for everyone. I highly recommend playing with friends too, splitting up the 7-tiles so each person is responsible for their set.
Rogue游戏中灵感来源自老虎机的游戏倒是不算太过稀奇,但《七键骑士 RP7》不仅上来用RP7这个谐音梗引出了本作与7相关的各种要素,更是在玩法上贯彻了老虎机+7的原则。 作为代表了好运与幸运的7,本作在操作上倘若使用鼠标来点着实是有些应接不暇,所以便需要将双手放置在正确的打字方位上的七个按键中(上移下移一排无所谓),随着每次按下一个对应的按键,游戏中的七个键位中被选定的那个将会进行一次老虎机式的摇动,可能是一格护盾,或者是一瓶药剂,又或者是强度不一的小怪,偶尔还会蹦出一个宝箱。 在本作中,每格的摇动次数是无限的,但却通过一个玩法机制将游戏流程给跑了起来。 玩家所操控的只是屏幕上的地格,而角色始终在七个场地中折返跑,于是本身与角色强度无关的一个机制成为了本作中一个难得的增益:移动速度的快慢。 不仅是手,也给脑子放个假。移动速度越慢,越能够根据当前状态摇出适合的物品,倘若你状态全满,那自然不需要血量与护盾,适当杀一些适宜强度的怪积攒金币才是正道,那么倘若移速过快反应不过来,便十分容易连续撞上几个强度离谱的怪物葬送掉全局的体验。 [quote] 关注[url=https://store.steampowered.com/curator/44791929/]游戏好声音[/url],认真品味好游戏,倾听游戏好声音。 [/quote]
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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: English, Japanese, Korean, Simplified Chinese, Traditional Chinese, German
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
評価としては★3.0/5くらいです。総評として数時間遊ぶには良いですが、何時間ものめりこんでプレイするようなギミックの豊富さは少なくとも1~2時間は感じられないので、疲れとなかなか現れない新規性に耐えながら、ゴールの見えないダンジョンを進んでいくことになります。 ただし、ゲーム自体の新規性が高いことや、これからの改善次第で神ゲーといえる領域に入る期待値を込めて評価は★3.0としておきます。 またアップデートの噂を聞いたら戻ってきたいと思います。 まず、ゲーム設定としてタイルをスロット化して時間制限を設けるというのは非常に新しく刺激的な体験でした。 難易度こそ高いものの、その難易度がスピードによって調整できるという設定もならではです。 しかし、まずプレイヤー側の認知負荷が大きすぎます。これもデメリットですが、永遠にゴールの見えないダンジョンを高い認知負荷のまま進み続けるので圧倒的に疲れます。また、新しいギミックも控えめなので基本的には同じ作業をするだけですが、高い認知負荷に見合わない楽しさだと言えます。 そして極めつけは、スロットを拘束してくるエネミーの存在です。スロットを変えるという新しい操作がウリのはずが、意外に高頻度に出てくるスロットの拘束ギミックがさらに強い認知負荷と選択を奪われるストレスを与えてきます。
An actually unique roguelite. The main mechanic is well done, and there's a ton of variety in builds you can do. While spinning the slots while your character is moving might seem stressful at first, you can basically pick the game speed and play at your own pace. I like the fastest option, no pain no gain. There's also a high skill ceiling with the game, you get better at spinning the slots to find an ideal outcome as you play. It's the sort of a easy-to-use hard-to-master type of thing. I can see someone being insanely good at it if they play a long time. There's also some "secret" ways to interact with this system, it's fun discovering and using them. The enemy, boss, and item variety are pretty good. In particular, I find the item sacrifice and upgrade mechanics a welcome touch. After each area, you must sacrifice one item, so you need to plan for that. Upgrading items can go on multiple paths (Type A or Type B), so while holding onto something may not work well for your build in the beginning, it certainly can later. If you're looking for an actually unique roguelite, this one is probably for yew.
[h1]簡介[/h1] 核心玩法是在一列由七個拉霸組成的檯面上行進,玩家需要不斷轉動各欄位來確保自動前進的角色能安全通過,直到章節最後面對Boss。 敵人的設計則有針對「轉動拉霸」做出對應,如:須轉動數次才能消除的蚯蚓、會封鎖拉霸的鎖鏈怪、吐墨汁阻擋格子的烏賊法師...等,類型相當多樣;而每個章節的Boss也都有各自獨特的機制系統,可以明顯感受到在敵人設計上下足了苦心。 [h1]玩法新穎,但沒有想像中有趣[/h1] 不論是玩法本身或是鍵盤/搖桿的操作都是獨樹一格的體驗。 不過可惜的是,「轉動拉霸」本就是不斷的隨機事件,玩家並不能確定每次轉動的結果,也就造成了整體其實沒什麼技術性操作,成就感就減少了許多。 [h1]新角色 新機制,更有樂趣[/h1] 我自己玩下來,後續開到的角色「牛騎士」玩法機制才比較有策略感──他只能在檯面兩端用有限的次數轉動格子,而未使用的轉動次數則可以累積。 除了要安排適當敵人賺錢外,還要考慮保留一定轉動次數給Boss戰,策略執行順利後的成就感便高出不少。也是讓我從「負評」轉為還尚可的「好評」關鍵。
ゲームとは呼び難いなにか。おすすめしない。 良い結果になるまで悪い結果をリロールし続けてダメージコントロールするだけ。作業的で面白くない。 戦術性や選択性は乏しく、ローグライクらしい楽しさの殆どを備えていないように感じる。ストーリーもなくモチベは続かない。 操作性やチュートリアルがちょっと不親切だったり、翻訳も手抜きで雑。 先にギミックを思いついて、どう楽しさに昇華するかという核心のゲームデザイン工程をすっ飛ばして、それを単にゲームっぽく駆動させてみただけという印象。
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 |
|---|---|---|---|---|
| $14.3K | 39 | 100% | $14.99 | |
| $0 | 0 | 67% | $9.99 | |
| — | 0 | — | — | |
| $1.5M | 3K | 89% | $11.99 | |
| $1.3M | 2.6K | 77% | $19.99 | |
| $807.5K | 2.1K | 93% | $18.99 |
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $21.4K | 87 | 87% | $9.99 | |
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| $21.4K | 89 | 83% | $19.99 | |
| $21.4K | 172 | 62% | $4.99 | |
| $21.4K | 172 | 62% | $4.99 | |
| $21.4K | 145 | 92% | $3.49 |