
Surmount is a simulation game which is involved with moderate strategy on the subject of E-sports. You'll play as a college student who choose to return back to the league and win the competition as a coach. Those members can not only be your teammate, but also close friends or lovers.
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 Jul 22 → 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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Engagement
Reviews
Themes across 54 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
制作组的第一次尝试,要说缺点那自然是挺多,从文案还是游戏体验都能找到缺点: 1过于匮乏的资源需要玩家精打细算。而精打细算中又用随机这个不可控变数来控制游戏时长,属性加成随机,外出人物出现随机,游戏人物出现随机,就连比赛地图第一场都是随机,这些通通可以SL,但是无疑大大拉长无意义的游戏时间。 3外出遇到人打招呼和送礼物只能选其这是一个很失败的操作,打招呼能够听到角色不同对话,这是人设重要部分也是游戏体验一部分,两者只能选其一会使得好感度不够导致进不了告白,非常的尴尬。 4某些游戏行动冲突,比如在神谕游戏里提升了属性但是时间过去了导致没法升级,非要下一次才能升级很糟心。比如上课就没法点外卖等,如果上课改成中午可以行动但是只能行动不消耗时间的行动这样就很好。 5好感度文案也是很失败的一点,很多好感剧情真的是没头没尾,没头指的是突然出现在某个地方,男女主也没邀请对方就突然“机械降神”。没尾指的是好感剧情结束是突然就结束的,男主女主和周围人好歹给点反应和收尾的心理描写,什么都没有剧情完了就完了,体验太差。而且更要命的是由于文案限制,本来一段就放完的完整好感剧情会因为好感度砍成两半,怎么看怎么怪。 然而就算这么多诸如此类的缺点,制作组做了可以18人的攻略游戏,我又怎么会怪你们,有尝试是好的,希望协律01不要出现以上缺点,做的更好
好玩
和买时的期待有点差异。。。
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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**languages with full audio support
Hours played at review time, across 54 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
角色多,覺得還不錯 不過覺得電競的選材可以更好一點
还不错, 不过比赛中如果领先过高能一击必杀就好了
65/100 还行吧
玩法尚可,只是要刷数值的地方比较多,需要SL大法。 剧情上我玩的几条个人线还不错,可惜结局太敷衍了,几句话就完了,日后谈也只有几个人。 立绘和CG挺好看的,但基本上每个人只有几张,还不如减少可攻略对象数量。 总的来说,瑕疵很多,但抵不住它好玩。
题材新颖,立绘cg精美,这是优势。 配音时有时无,表白不给cg,纯剧情党过日常坐牢,这是劣势。 总体能玩。
花费21小时通关这个游戏,达成了电子竞技没有爱情成就,特意来写评测。 对胜利的渴望,训练的枯燥和苦痛,家人的不理解,队友的并肩而行,电子竞技是如此纯粹。 夺冠以后,具体的比赛细节不记得了,反而是那些穿插在日复一日的任务安排中的众多配角,有些吵闹的垃圾话,每周五挑选给队员的外卖,在我心里留下最深刻的记忆。 已经忘了是在什么时候开始被打动,也许是在路以桐说的那句,就这样也很好,也许她并不想因为是女生而被区别对待;亦或是赛前拉满嘲讽,却会在输掉比赛后来为你们加油的兄弟战队。这个世界太过美好,以至于我通关以后,看着屏幕上滚动的ED,仿佛做了一场梦,梦里我又回到了大二那年的春天,樱花烂漫,和队友一起走在操场上,看风吹起树叶。 现实中的我也是这样一个爱玩游戏的女孩,也自己组建了队伍打了比赛,只是我们没那么幸运,没看到那场金色的雨。 还有好多遗憾,想玩的英雄还没有玩。时间不断推着我们向前走,少年终会穿上西装,成为无聊的大人。 莫羽的故事结束了。我们的青春还没有完结。
电子竞技没有爱情~ 但是男主不能攻略女队员是什么情况?
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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