Survive the dungeon and return to the tavern with loot to go farther, or die alone and lose everything.
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发行日期:
2024 年 3 月 15 日
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抢先体验游戏

立刻获取体验权限然后开始游戏,并随着游戏的发展参与其中。

注意:该抢先体验的游戏内容尚不完整且也许会发生变化。如果您目前不是特别想玩这款游戏,那么您应该等待一段时间来观察游戏的开发进度。了解更多

开发者的话:

为何要采用抢先体验这种模式?

“我是一个孤独的开发者,拥有一个简单的办公室工作人员的预算,并希望制作一个AAA Mmorpg产品,我决定尽早访问,以便玩家可以看到我的项目,从而证明高品质的游戏,主要是游戏或情节可以由一个人用一个小的预算。 需要提前访问,以便任何人都可以测试游戏并通知我的Discord服务器当前的问题(错误),以及他们对游戏缺少什么的愿望,或更改平衡的请求。 我相信early access会对游戏的最终版本产生非常积极的影响,游戏将成为下班后疲惫时你想去幻想酒馆与朋友见面的地方"现实生活"”

这款游戏的抢先体验状态大约持续多久?

“直到2025年7月,Roguelike版本。 发布时会有一个vape(重置所有数据)”

计划中的完整版本和抢先体验版本到底有多少不同?

“游戏的发展是模块化和分阶段的,每个新的阶段,我计划增加新的水平,机械,敌人,酒馆。 我还计划改变难度的平衡,掉落物品的机会。 我打算补充并非常关注剧情和世界的绝杀。”

抢先体验版本的现状如何?

“在这个阶段,有一个持续20-60分钟的序幕。
以及从3到15小时的10所谓的"训练"级别。
增加了T1级护甲和T1武器,以及近战系统。”

在抢先体验期间和结束之后,游戏价格会有所不同吗?

“我希望游戏是免费的,并且游戏内部有一个溢价,这将主要提供功能便利和增加失去当地货币和其他功能优势的机会。 如果我能打败骗子和机器人饲养员。 如果没有,那么你将不得不让游戏付费。”

在开发过程中,你们是如何计划让玩家社区参与进来的?

“我希望很多人会连接到我的Discord服务器,并帮助检测错误或其他问题。 他们也会在游戏中表达自己的愿望。”
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关于这款游戏

You find yourself in a dark labyrinth dungeon, you need to find the key and defeat the boss to go to the next level or return to the tavern with the loot. The deeper you go down, the more dangerous the enemies become, but the reward is better. When you die, you lose everything and are revived in the nearest tavern penniless. You will have to find out what this place is and if it has a "bottom". The most important thing to remember is that the most dangerous enemy in the dungeon is a "human".
The development of the game is divided into two stages Roguelike and Mmorpg.
1. Roguelike is based on procedurally generated mazes, I will be adding all the mechanics that I have planned, as well as maze modes. When all this is done and the balance including PVP between classes and builds is fine tuned, I will move on to the second part of the Mmorpg.
2. Mmorpg will be based on Roguelike, without progression transfer, in fact there will be 2 different games in one client. With open world, siege and node systems, city management.
For the base of atmosphere and experience for players taken from various anime in the style of SAO "sword art online"
and other similar anime about dungeons and survival in them. Also various works of litrpg such as "Moon Sculptor" or "Heart of the Dragon"
Games that inspired me, let's say references that I look up to and try to carry over the best. Ragnarok, Lineag2, Aion. Diablo, The Witcher, The Elder Scrolls. Elden Ring.
The first thing I want to say is that I am making a game for myself, the game of my dreams), because I am disappointed in the game industry in pursuit of fashion trends and okazualivanie everything.
I want to create a game with an old-school hardcore feel, where you don't play and live it, and your time spent isn't devalued by people. Where you find friends, enemies, love, join guilds, meet in real life. You can go alone, or you can team up with a friend, but be careful, because a friend can shoot you in the back and take your drop. You can meet with another group in the depths of the labyrinth, and kill them, taking everything, but the value can be huge, you can negotiate with the strong and separate for a fee or together to defeat the boss, and then be what will be. The main thing in time to stop and after killing the boss to return to the tavern to exchange the drop for the necessary and become stronger. And here you are with your friends in full equipment ready to go further. Here at death you lose everything and maybe even your friends. Welcome to my world of Real Life.
I also want to clarify, in all games I play as a sapparent, I am generally a good hitter), and I really like crafting. These aspects will be given a lot of attention. What this means, means that hit is a team player, and I will strive for that balance that good players in the team, but playing not coherently, will lose, average players, but playing as a team.
Solo players will also have a place, but will need to have a high skill game. There will be worked out team play, but choose your party wisely, because there is a "fire on their own" On the complexity of the game will be reminiscent of Souls like games.
Will there be Pay2win?
I want to say that everyone has a different concept of what Pay2win is. But since I'm making the game for myself, I just hate Pay2win. The monetization method will be as follows, but can change if it works out, the game itself will be free "if we can effectively fight cheaters and bots" and there will be a subscription. The subscription will include, x2 drop "Core" is the core of monsters, local currency, falls from each 1 pc. Also, such as increased carry weight, about 10-20% of the base weight. Maybe an extra warehouse or room in the tavern. And of course cosmetic

成人内容描述

开发者对内容描述如下:

该游戏是根据伊斯兰教法的规范开发的,开发者绝不会违反伊斯兰教法。 游戏中没有性爱场面,裸体女人和男人。 但有暴力,无论是心理上的序幕游戏模式和物理。 同样在序幕模式中,有使用烟草和酒精的场景。 在Roguelike模式中有身体暴力,头骨,死人,血液"血液可以在游戏设置中关闭"

系统需求

    最低配置:
    • 需要 64 位处理器和操作系统
    • 操作系统: Windows 10
    • 处理器: AMD Ryzen 3 2700
    • 内存: 8 GB RAM
    • 显卡: 1050
    • DirectX 版本: 11
    • 网络: 宽带互联网连接
    • 存储空间: 需要 50 GB 可用空间
    推荐配置:
    • 需要 64 位处理器和操作系统
    • 操作系统: Windows 11
    • 处理器: AMD Ryzen 9 5900
    • 内存: 32 GB RAM
    • 显卡: 4060
    • DirectX 版本: 12
    • 网络: 宽带互联网连接
    • 存储空间: 需要 50 GB 可用空间

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