
A world where officers hide their names and abilities. Can you spot Zhuge Liang? A hardcore turn-based strategy simulation for true Three Kingdoms devotees.
Modeled estimate, not a reported figure. How we estimate →
About
Convinced he was Guan Yu, you made him governor. ...It was Lü Bu.
Personnel, warfare, governance, diplomacy, espionage, duels...
Everything you expect from a turn-based Three Kingdoms strategy game.
One thing is different — officers use “aliases”.
You don’t know your officers’ real names. Stats and loyalty only reveal themselves through investigation. You paid three visits to recruit a genius — it was Xiahou Mao. The governor you posted on the front line? Meng Da, of all people. Pang Tong might be managing farms in the rear. Do you have the eye to see real talent?
Each game starts in a random city with a random draft of officers. This run, Zhang Liao showed up — but not a single civil officer in sight. This run, Ma Chao appeared — great, except you’re playing Cao Cao. Maybe next run you’ll land Chengdu or Jianye as your capital. You lucked into Luoyang — but Cao Cao, Sun Ce, and Lü Bu are your neighbors...
...Just start another run.
The real strategy simulation for Three Kingdoms devotees — Three Kingdoms : Alias.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 362 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
신선했지만 ai툴로 게임만든거 같은 느낌 뭐가 없습니다
Ein nettes kleines Indy spiel, mit mehr tiefe als man auf dem ersten Blick vermuten würde. Ja es hat keine überragende Grafik oder spezielle Story aber ein forderndes Management System. Und auch das Alias System finde ich spannend, so das man auch als Romance of the Three Kingdoms / Dynasty Warriors Fan durchaus mal gucken muss welchen Offizier man hier überhaupt hat. Und es ist einfach ein frische Take des ganzen wenn man erst nach ausgiebigen Scouting überhaupt den "Richtigen" Namen des Offiziers bekommt. Aber, dieses Feature kann man auch komplett ausstellen wenn man doch sofort sehen will ob das gerade Lu Bu oder Guan Yu ist den man hier verpflichten möchte. Der Entwickler reagiert super schnell auf Feedback und hat in den ersten Patches schon Updates gebracht die nur Tage vorher in der Diskussion angemerkt wurden. Für den schmalen Taler den es kostet könnte das eine wirkliche kleine Perle sein.
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Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Thai, Korean, Vietnamese
Hours played at review time, across 363 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
삼국지는 좋아하는데 코에이 삼국지 시리즈에 재미를 못붙여서 아쉬웠는데 미친놈처럼 했습니다 추천해요. 그 초빙이나 정보수집 맨 오른쪽 장수 스테이터스 띄우는 동그란 버튼 클릭 영역을 그 라인 사각형 형태로 넓혀주셨으면 합니다. 은근 클릭미스가 자주 나네요
不明所以,玩了一会之后就感觉是这四个字,不知道你们想做什么,也不知道自己该做什么。内政系统太简陋,战斗系统太简陋。化名算是创意,但是话说回来,玩三国游戏不就是为了收集名将或者跟名将对战吗?
컨셉은 괜찮은데 전투가 굉장히 아쉬운 게임 장점 가명을 쓴다는 신박한 컨셉 장수끼리 불화도 생기고 야망에 따라 불만도 생기고 나름 관계를 구축하려고함 내정이나 첩보나 외교도 괜찮게 설정 단점 일러 ai냄새 많이 남 전투가 역대급임 궁병망겜에 전투 보는 맛이 없고 취할 수 있는 전략폭도 거의 없음 문제는 1인 개발겜으로서 저 단점들을 개선할 수 있을까? 란 생각하면 힘들듯 가격은 싸지만 그래도 추천은 안드림 컨셉이 아쉬운 겜 똥겜도 잘먹는 편이라 이정도 먹은거
If this is the content in early access with this price, then it's already worth my money. Game is challenging when you go in blind in Alias mode but I'm grateful it has real name implemented so I can Identify the officers I want to recruit. I'm also having fun with how I manage my territories. I don't know what future content to be added but I'm already excited. It's an easy recommendation for me.
作为一个相对小巧的独立作品,十分不错.游戏模式类似90年代的很多三国策略游戏,那是这类游戏最流行的时期,经典模式很好上手.随机将领与隐名模式刚好解决了三国策略游戏的一个通病--玩家大都知道最好的武将是谁在哪,游戏缺乏未知元素.虽然大部分游戏系统还是相对简单,但是麻雀虽小,五脏俱全.剩下是一些我觉得可以进一步打磨的地方. 1. 金钱.游戏前期收入太低.虽然这对减缓玩家扩张有一定效果,但是导致早期玩家很难去体验游戏的各种系统(制度,外交,情报等).玩家只能靠督励,面谈,武将调查等来消耗多余的行动点.而且这对玩家也是一个小陷阱--玩家可能招太多将领,进一步影响收入. 2. 忠诚度.如果说早期行动点多得用不完,中期行动点则成为主要限制.究其原因,是因为到了游戏中期,玩家不缺钱,但是有大量的将领,而将领忠诚度跌得快,导致每回合玩家需要使用大量行动点来提升忠诚度.这变成了繁琐得重复操作.而且搞笑的是,低忠诚度的武将下野以后,又立刻可以招回来,忠诚度回升还清空了任职时长.总体来说,我觉得应该通过内阁或者制度系统来减少重复提升忠诚度的需要或者简化其操作.这里还存在一个问题,由于忠诚降得太快,玩家君主与内阁在移动中(例如迁都)时可能几个回合无法下令,导致移动期间出现将领下野或背叛的情况. 3. 将领.这里我觉得值得分开说说.这个游戏现在其中一个主要核心玩法是管理将领,把合适的将领放在合适的位置,并解决将领间矛盾.我其实挺喜欢这个要素.但是游戏应该给玩家一个更明确的方向,到底游戏是想玩家组建一个小而忠诚的将领群,还是想玩家收集武将.现在来说游戏更像是前者,所以前期收入低将领贵,后期将领忠诚度跌得快增加玩家操作繁琐度.但是同时,游戏又有与这个方向冲突的设定.例如玩家想要通过主动裁员来优化将领群就要面对声望下降的惩罚.同样,玩家无法把相性远的武将拉近(相性远的武将更难提升忠诚).斩杀相性远的俘虏同样也会掉声望.声望在游戏里还特别难提升.总的来说,如果游戏想让玩家收集武将,那游戏不应该在钱跟忠诚度上过于惩罚玩家.相反,如果游戏想玩家只保留较少且相性相近的将领,那游戏不应该过于惩罚玩家辞退将领或杀掉相性远的俘虏. 4. 势力.由于现在游戏初始城市和将领都是随机,不同势力并没有什么区别.个人建议可以增加势力间的差异性(例如主公独有技能).否则的话游戏根本不需要预先设定不同的主公,直接把主公甚至势力数也变成随机或者可设定就可以了. 5. 其他.音乐很好听,但是只有一首不断重复很容易腻.UI有些地方还可以优化.例如武将列表要多选还需要多按一个(多选)键有点多余.或者说准备出征时,想通过鼠标右键退出将领列表或者兵数输入这些对话框,却会直接退出整个准备出征对话框(不少对话框都有这个问题).
전투는 대대적인 개혁이 필요한수준인데 이런류의 게임이 나와야된다고 생각함 완성도를 떠나서 기존의 삼국지의 틀을바꾼 신선한충격을 가져오는 게임 이런 좋은 시도들이 더 좋은 삼국지게임을 만들어 낼 수 있다고 생각함
游戏很好玩,但为什么没有无限寿命模式。
전투가 슴슴하다고 하긴 하는데. 나는 이것도 나쁘지 않았음. 오히려 전투떄 조작할거 많으면 후반에 루즈하고 불편한경우가 많아서 심플하게 운영에만 집중할수있어서 좋았음.
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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.
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