
In up to four player co-op, form a group of explorers searching for treasure. In this cursed jungle, danger is everywhere and monstrous creatures alter reality. Stay clear-headed and tame the jungle before it devours you…
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.
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): 11.29/day in the week to Aug 29 → 16.57/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 2,402 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
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 4.1Kreviews | 69% | — | $3.7M |
| $29.99 | 2.2Kratings | 74% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1504 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]新哥伦布VS克苏鲁诅咒[/h1] 一艘海盗探索船,一份被诅咒的宝藏,无数的探险家将脑袋别在裤头,只为掠取这份禁忌的宝藏~无论岛上有怎样的怪物,怎样的诅咒,怎样的恐怖都阻挡不了这群向往宝藏的勇士!四名各有自己故事的不法之徒齐聚在这艘海盗探索船上,他们究竟能否从无数的原住民土著怪物们的手上抢走它们的宝物呢?让我们撕开这脆弱的迷雾,走进这满是诅咒的丛林吧!克苏鲁,搜打撤,中度重口,比较推荐喜欢克苏鲁和海盗探索题材的爱好者们入手。 故事开始,一个探险小队在一次岛屿探险中不幸遭遇到了可怕的邪恶袭击。探险小队近乎全员覆灭,唯一幸存下来的探险家已然疯掉,但好在他们遭遇到的东西可能非常值钱,这也将吸引到一大票的亡命之徒和不法之徒来到这里揭开这片被诅咒之地的秘密~ 游戏在玩法上引入了克苏鲁元素和经典的原始部落巫蛊诅咒以及多人联机丧尸围城的部分框架作为游戏的核心元素,同时在美术方面上也比较偏向于电影感比较重的那种,整体来说本作在美术和游戏元素方面的把控方面比较不错。 不过游戏在战斗优化方面有待进步,游戏在战斗方面的手感不是很好,整体上呈现出一种卡手感。然后是画质问题,自定义默认的最高画质容易晕三D。 攻略小贴士提醒您:本作需要的配置和轮椅要求极高(最好能凑齐四个人一起开黑,不然难度特高。当然也可以当野人去其他人房蹭经验),巫蛊诅咒里面的蜈蚣诅咒要等你把蜈蚣吐出来然后把蜈蚣砍死才会解除。顺带一提游戏内的蜈蚣尽量砍头,被你拦腰砍断砍成半截以后还能继续活动和攻击,这个设计蛮带感的就是希望玩家的近战武器也能像蜈蚣一样耐用,而不是用个两三下就报废掉只能转弓弩了。然后是大撤离的时候尽量不要直接启动牛车撤退,容易触发尸潮和深潜者冲击波。落单看到队友尽量开麦喊一声,不然容易被伪装怪袭击。 总的来说本作作为一款克苏鲁风格的多人搜打撤联机开黑游戏,在故事节奏和氛围感塑造方面来说整体上比较不错,剧情塑造方面可以给到78分。 然后是游戏性方面,本作的游戏玩法更类似于REPO这种可以跟怪物正面交火战斗的搜打撤游戏,同时还有类似于僵尸联机游戏的尸潮机制,还有撒盐复活队友的游戏机制在单人模式下复活ai队友不会被计入游戏成就累计,略微难受。整体上来说在游戏的玩法方面还算不错,就是难度很高(不许跳跃,导致玩家在行动方面特难受,只能走游戏官方设计好的路线)非常需要朋友一起来玩,游戏性方面整体上可以给到85分。 最后是美术和一些设计方面,伪人和蜈蚣诅咒还有幻影陷阱这些的美术演出和机制设计就我个人来看是非常美味的,不过蜈蚣诅咒一次只能吐出来一条长蜈蚣,数量演出效果少了,略微有点不太得劲。 综上所述本作目前比较推荐喜欢克苏鲁和海盗探索题材的爱好者们入手。 [quote] 奏游戏之乐章,品人生之绚烂 [url=https://store.steampowered.com/curator/45672460/]欢迎加入 『 丰川集团 』[/url] [u][b]以丰川集团之名,行评测鉴赏之事[/b][/u][/quote]
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Italian, German, Spanish - Spain, Simplified Chinese, Korean, Japanese, Polish, Portuguese - Brazil, Russian, French*languages with full audio support
| $29.99 |
| 714ratings |
| 64% |
| — |
| not modelled |
| $199.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.5K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
No más, Señor. F***ing Easter egg hunt in hell.
This game is awesome to coop and was easy to find people to play with. Lots of fun.
我玩过DEMO 能继承等级 很好 但这游戏有很多问题 内容太少了 对新手很不友好 比如宝藏太隐秘了 很难发现 1地图做的很不行 花钱买了地图 说白了 就是迷路时 只能靠它回到原点 感觉很无用 2每个角色都一样 没有自己的特点 你要么让他们起始带一个自己的装备 或者特性 要么就给每个角色特有的升级加点 3等级升级 大多也很无用 应该是技能树最好 4战斗这一块太无聊 除了 斧子 长矛 其他很鸡肋 这游戏唯一的优点就是恐怖感到位了 还有很多恐惧值产生的幻想这点设计的还行 总之感觉这游戏现在还是个半成品 没目前不会推荐
Genuinely great game, Anyone who says the combat is slow and clunky are Minecraft kids who doom scroll TikTok 8 hours a day. Their dopamine receptors are fried, Dont take your advice from them. Play the game with a few buddies and its a blast. The Hallucination system is genuinely really cool and unique
Поддержу разработчиков. Слежу за их деятельностью ещё со времён первого Zeno Clash.
The Mound is an interesting take on the whole "Friendslop" style of game that's actually quite enjoyable compared to a lot of them. I give it the friendslop tag because "You and (conveniently) 3 other friends delve into (dangerous) territory to bring back (relics and riches) to (make money) so you can (make quota)" I like to think of it as a kind of dungeon delver lethal company. Let me make this clear because none of y'all can think with your ♥♥♥♥♥♥♥ heads. This is a rogue-like or rogue-lite game. Whatever you call it. You are gathering supplies to improve your runs. You mess enough runs up, you restart. Game gets harder and harder the further you go. If that's a problem for you, i better not see a positive review for Risk of Rain 2 on your account or i'm gobsmacking your mom. "I wanna use this halberd or gun i found from the last expedition this is dumb" what part of SELLING THEM FOR MONEY did you miss? I would like to see a system where you can keep an item, but 99% of the time their durability isn't worth it unless they were to then add a repair system. Just upgrade your sword or axe or whatever you get as a part of your starting kit, you'll be fine buddy. Now that my grievances with the general community have been aired and you understand the game you're buying, let me lay the basics out. Basic premise: There's an island with an aptly named "Mound" in the middle of it. Your expeditions are short runs (generally about 10-20ish minutes) so you may make your way to the mound, because it has like mega gold of making you super rich or something. But the island is a super lavish jungle that's haunted by various Cthulhu mythos types of creatures and your sanity is a major factor in everything. I quite enjoy horror games where it's more than just "It's spooky because you can't fight back" and more of the "The design makes you blood curdle" and the Cthulhu mythos does that wonderfully. Enemies look just human enough for you to understand it was or is(?) human but whatever happened to it is beyond your comprehension. You got body horror, you got weird insect and spider horror, all the goodies. The game also features a sanity system and THANKFULLY it doesnt outright tell you your sanity bar in some video game bar on your screen. You will dictate just how insane you are by paying attention to your surroundings. You'll see things staring at you from afar but you'll turn before recognizing, then your brain connects the dots you look back and... you'll see your friend covered in gore and down to their basic clothes, when just moments before they were clad in an iron breastplate and helmet. You'll see that image change back to normal... except what is normal? Maybe they are actually clad in blood from an attack. Maybe they never were... You're in an intense fight, and between all these horrors you can't tell friend from foe. You lost track of your friends, maybe you've been killing them? The dust settles and you see that great shot with your arrow you planted? Went straight into your buddies chest. Only realizing as you see the grotesque vision of the monster fades away revealing it was them all along. The sanity system incentivizes that you stay with your party, as straying just even out of eye sight can quickly have negative effects on you. I have enjoyed that aspect of the game very much and I hope they continue flushing it out with more effects. I find it boring with these friendslop games that you just effectively walk in the place and split 4 ways like its Scooby-doo. It doesnt incentivize friends to play together, these games encourage that you have 4 friends play a solo instance where they meet back up. The mound says "You can do that if you want to go bonkers". I cannot stress how much i enjoy this. I also cant stress enough the enjoyment that death isnt ♥♥♥♥♥♥♥ permanent. The friendslop titles lose a lot of positive rep with me because death is usually a forced end to your fun for the next 5,10,15 minutes or so that the run continues on for. When you go down, your body is "corrupted" and you'll attack your friends. If they bring your body down and use ammonia salts, you are revived. So instead of having to sit there and wait at the behest of your friends to get off their ass and find the nearest revive station or just end the run prematurely, you not only force them to revive you but also force them to interact with the game in a smart manner. You decided to not pick up and ammonia salts before going? How kind of you. Now you've got a relentless adversary because you couldn't be bothered to help your friends. I appreciate this mechanic a lot. It's like in DnD it's hard to prevent long combat turns facing the inevitable "it's gonna be 10 more minutes before my turn comes around? I'm getting on my phone." This prevents that. "i'm dead so i guess im gonna sit on my phone for the next while" The Jungle and the forests and all that are alive. This is a quazi-hidden mechanic, pretty much means the more you jump, climb, scream, break branches, smack people, and shoot means the more enemies that'll spawn. If you arent paying attention it is very likely you can get swarmed and end up breaking all your weapons or running out of ammo. I like the idea that you CAN fight back but you really need to be careful of doing so lest you risk your equipment. You CAN find more weapons in the field, but 99% of the time they're old and rusted. So they are no stranger to being brittle or misfiring and not hitting very hard. Though this kind of stops being a problem once you can upgrade your weapons, usually after 1-2 expeditions you'll have racked enough coins that you can stay longer and get better loot, which gets you more coins, which lets you keep upgrading, etc etc. The "combat" is kind of okay. Melee is super unsatisfactory, unbalanced, and needs an overhaul. (Side note, enemy grab attacks and the forced 3rd person perspective need a touch up too. I shouldnt be in the middle of melee-ing an enemy and they suddenly force me into an animation that i can't react to) The guns and arrows and stuff serve their purpose. Most things dont survive a musketball to the head point blank, or an arrow to the skull but the skill and luck to pull these things off always has it's ups and downs. As you walk about the island you find items worth of value, you bring these to a little oxcart being carried around by some priest dude. It has limited inventory and items sell for a flat amount + a randomly dictated amount that's determined at the post expedition screen. The cart leaves a snail trail that generally "goes forward" into the map until you hit the end. Grab as much as you can, deposit it, and call it a day when it goes too south. Simple as. For my overall opinion of the game, I say it's quite solid and offers enough to the genre to actually be worth your time and money. Graphics wise it looks nice, I'm quite impressed. My first run was with one friend, and I'm hoping to buy copies for some others so we can have a team. The horrors and stuff are just interesting enough that I'm immersed, though again melee combat improvements would be nice to see. I'd also like to see the individual characters have some sort of skills, like the pirate being better with swords and the priest helping negate sanity drop in the team or something. It also seems the devs are listening to player feedback, as (for some reason) they didnt have a block feature when the game launched and it's something they added in the first post-launch patch. I give the game about a solid 7-8/10 and this review is still malleable as I continue to play in the future, but I dont see my review changing too much.
I haven't played it yet, but I have a feeling it's good! ~trust~
The game got a good feeling for the first 5 hours but it became super boring very fast. Unfortunately the reasons not to play it for me are too many. 1 The game is badly optimized at the point where you need a high end pc to even start it (rtx 2070 barely runs it, a friend with the 1060 is basically playing a strange minecraft mod at 15 fps) 2 The forest is the only place where you game all the time. 3 there is no progression whatsoever, the game never tells you what to actually do to continue because there is nothing to do for level up or scale somehow. 4 Every run feels exactly the same, Same places, same things to do, same monsters, same weapon and treasures. 5 Why tf there are dlcs? The game feels unfinished at best, maybe a beta of some sort and there are dlcs? So basically this game got too many bad things to be considered playable for me and my group
Great game and a ton of fun to coop. It is hard, and fighting is hard but in a way that makes it feel like a desperate and difficult fight for survival rather than a power fantasy of carving your way through hordes of zombies. The madness mechanics and monsters are surprising and hard to understand in a way that doesn't feel 'video-gamey'. Doesn't run the best but I have an old machine. Turning off motion blur, mouse smoothing and, camera smoothing helped a lot.
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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