
The Sealed Ampoule is a “dungeon agriculturalization Roguelite game” combining elements of dungeon exploration and clicker-style gameplay.
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/day in the week to Sep 9 → 0/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.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $7.99−60% | 86reviews | 79% | — | $35.8K |
| $19.99 | 82ratings | 87% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра сразу же встречает уродливой графикой. Причём в режиме "упрощённая" умудряется быть _ещё_ страшнее. Ну, не беда, думаю, прорвусь, это ж рогалик. Ага, рогалик. С примитивным лабиринтом и оригинальной фичей "лабиринт виден сразу, а все активные объекты - только на миникарте". Впрочем, ерунда, потому что прокачка "схлопывает" этажи, в пределе, до квадрата 10х10 клеток. Хотя на самом деле это не предел - предел, в полной прокачке, слепляет этажи вместе, убирая монстров, зато добавляя лут. Да, кстати, лут. Это рандомные предметы, которые нужны только, чтобы прокачать этажи и иногда героиню. А монстры крутеют от этажа к этажу, поэтому нормальный геймплей - "дойти до максимального, пока ещё живой, и свалить нафиг". Впрочем, учитывая мизерное количество вариаций монстров, нормальным этот геймплей я бы не назвал. Ах, да, там ещё и карта не крутится. Как камеру повесили, так и живи. В общем, будь это "нормальным" плоским рогаликом с видом сверху и условной графикой, на coffee-break игру бы потянуло. Особенно на телефоне. А так - нет, нет, и ещё раз нет, спасибо, лучше не надо.
[h1]Mindless and repetitive grinding[/h1] [h1]6.5/10[/h1] It does exactly what it says on the tin—[b] the entire experience is just mindless grinding[/b] like clicker-style games. [b] And it not only gets repetitive after some hours, but also has the audacity to increase the grind as it loses its freshness[/b]; clearing the first 50 floors doesn’t take nearly as long as the journey from 51 to 100. [b]As for the combat[/b], in the early game there is some sense of strategy and excitement, as the difficulty curve is well-paced, making you slowly adapt to what the game throws at you and making you change your inventory priorities as you go deeper into the dungeon. [b]But once the game is done introducing stuff, the combat starts to lean toward how much damage you can tank[/b]. Progression becomes just about enemies hitting harder to give you a goal to grind toward. Status effects recovery and healing items may still be useful in specific situations, but as enemies that inflict status effects become more common, you will end up getting hit by them so often that wasting an item slot with a recovery items is not worth it; you also get passive skills to mitigate them, which just encourages more grinding. And tanking damage becomes your only real option as situations where you have enemies lined up waiting to attack you, or where the game spawns you surrounded by enemies that hit hard and stack 2–3 status effects on you, become more common - using healing items may just leave you in the very same situation after every enemy take their turns to attack, and they can also inflict the same status effects again. And it’s not a matter of getting lucky or avoiding those situations to progress the story—[b]the game expects you to grind enough to brute force[/b], since boss fights are mindless and beating them relies solely on how much you’ve grinded. [b]The dungeon crawling itself doesn’t change at all in the 22–25 hours that it takes to beat the base campaign[/b], having the same environments and layouts from the first hour for the entire game. [b]Even the agriculturalization mechanic becomes less and less useful and exciting[/b], until it turns into something that you don’t really pay attention to. Overall, it doesn’t make the game more fun—it just tries to give you dopamine, and eventually fails at that, since the things you really want are usually on floors you can’t agriculturalize yet because the mechanic is tied to story progression, so you will end up just manually grinding higher floors. [b]Hoarding items in your room also doesn’t feel rewarding[/b], since most of them eventually become useless. And the two that are useful require a lot of grinding to actually be effective, because your HP and MP increase significantly as you progress. [b]The storytelling and plot are pretty minimalist[/b] and the true ending is locked behind an incredibly grinding post game; [b]it’s not worth playing solely for the story honestly[/b]. [b]As for the visuals and soundtrack[/b], you already experienced the best the game had to offer by taking a look at the store page; [b]the game doesn’t offer variety in any of its aspects.[/b] [b]The game also lacks more graphical settings[/b] other than full-screen mode and choosing between either high or low settings, it's missing things such as resolution options; I ended up stuck with a lower resolution for my entire playthrough.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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, Japanese*, Simplified Chinese*languages with full audio support
| $7.99−60% |
| 41ratings |
| 88% |
| — |
| not modelled |
| $7.99−60% | — | — | — | 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 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
ローグライクってのは大嘘です ローグの要素皆無の素材集めをひたすら周回する作業ゲーです 道中の敵もスコップで殴るだけです
[h1]不思議なダンジョンでも農場ゲームでもない ザ・作業ゲー[/h1] 全実績解除済です。 [h1]どんなゲーム[/h1] 主人公であるイレーヌを操作してダンジョンの奥深くを進んで 敵を倒したり、ダンジョン開発に必要なアイテムを集める。 なお、不思議なダンジョンによくある敵やアイテムの特性を 覚えたり、農場ゲーにありがちな種を植えたりする要素は一切ない。 良くも悪くも作業ゲーである。 [h1]長所[/h1] ・無心で楽しめる タグにインクリメンタルとあるようにアイドルゲームほどでは どんどんインフレします。 最終盤になると歩くだけで敵が消えていきます。 ・何気に音楽が良い プレイしていると8割くらいダンジョン探索の同じ音楽が続きますが イベントシーンなどで聴きごたえがある音楽が流れます。 [h1]短所[/h1] ・ゲーム性がほぼない 長所の裏返しとなります。 ・100Fのボスが強すぎ ここでレベル上げを余儀なくされました。 [h1]総評[/h1] 人を選ぶゲームですが、刺さればハマります。 実際に私は時間がある状況なので二週間ずっとこのゲームをやってました。 ヴァンサバが無心で遊べると世間一般の評価ですが、 このゲームも無心で遊べます。
整理记录的时候顺便补个评价 这个游戏气质和CAVYHOUSE的其他游戏一样,很难说游戏性上有什么特别的,刷的过程其实也比较煎熬,但就是气质很独特,在炼金术的题材上挖的还蛮深的 玩法是典型的dungeon crawling,肉鸽元素的加入导致整体流程就是探迷宫→回城or暴死→升级技能属性继续探迷宫,后期体验会很迷,因为有技能能一边走一边对怪造成伤害(这点也很…嗯,日系独游) 游戏的剧情和前作Forget Me Not: My Organic Garden是有点关联的,说到这里我就很想吐槽,立本人能不能没事别做3D!这个3D啊丑到我结局才看得出来两作有关联 顺带一提游戏的Steamdeck适配蛮好的,推荐躺着刷刷
Just 100%ed this. I wouldn't do that if there weren't something compelling about it, but this is still only a tepid recommendation. You will be grinding for 98% of the runtime here, but it's relatively low friction stuff, easy to do while turning your mind off. There's some story, and it's interesting enough to be another carrot on the stick besides numbers going up and collections filling up. Controls are a little unorthodox, but they mostly let you do what you need to smoothly. The only thing I wish is that we could bind a sweep attack and a single-enemy attack both without getting into menus.
What is most interesting about this dungeon explorer is how there is a huge evolutionary ebb and flow in how it's simple mechanics are applied over the course of the game. At the start cure poison is the most valuable potion, and you need to push deep to make progress. Then it becomes more about many fast runs, keeping an eye out for MP potions. Then more about managing EXP while targeting a certain elemental floor type, and so on! Plenty of fun decisions to be made right up until the True ending.
还可以的地牢探索rpg,玩法和画风都比较古典,玩了好久终于玩到100层打赢了boss看了个结局,然而成就才解锁了三分之一,看了一下还有后面还有第500层,还是放弃了。
Quite mindless dungeon crawler rogue-lite but it honestly has its charm when you just want to turn your brain off for a bit. personally didn't like the art style and it might be a bit overpriced for what it is even on sale.
It didnt hide who it was and for that i think this game is spectacular. I got it to work on the steam deck and i found the gameplay loop really fun honestly
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Players by region
Where this game's players are, estimated from review languages.
Related
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| — | 0 | — | — | |
| — | 0 | — | — | |
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| $35.8K | 95 | 36% | $12.99 | |
| $35.8K | 59 | 88% | $19.99 | |
| $35.8K | 842 | 92% | $1.99 | |
| $35.9K | 989 | 80% | $1.99 |