Undermine 표지 이미지게임 정보 / ROGUE BY ROGUE
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Undermine

액션 전투

원문 · 영어An action-adventure roguelike with a bit of RPG tossed in. Adventure deep into the UnderMine and discover powerful relics, deadly enemies, hidden secrets, and a few friends to help along the way.

ROGUE BY ROGUEV1

자체 평점

73.8/ 100
전체 순위 #68
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

遗物协同和秘密探索使后期构筑有吸引力,但前期升级压力与重复遭遇减弱了每局的独立完成感。

01

핵심 게임플레이

가중치 25%7.5 / 10
원문 · 중국어 간체

采掘、投掷和近战组成易理解的循环,节奏允许谨慎探索;初期弱角色和偏基础的战斗使前段较慢。

02

빌드와 전략

가중치 25%8.0 / 10
원문 · 중국어 간체

遗物、药剂、祝福与诅咒可叠加协同,资源和风险交换能塑造强力组合;部分物品只加数值,近战与远程收益不均。

03

다회차 플레이 가치

가중치 20%7.5 / 10
원문 · 중국어 간체

隐藏房间和不同模式给探索目标带来变化,但固定首领和反复刷早期升级使部分重开缺少新应对。

04

무작위성과 공정성

가중치 20%6.5 / 10
원문 · 중국어 간체

可以控制探索速度并学习首领,但永久升级前的弱势、入口陷阱与恢复稀少让早期失败受资源状态影响较大。

출처01 ↗
05

완성도와 편의성

가중치 10%7.0 / 10
원문 · 중국어 간체

快照肯定手柄与键鼠的可用性;部分动作延迟、物品说明不清以及极端组合时的崩溃报告限制完成度评价。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

未进行试玩;分数是依据已收录评述与社区具体反馈作出的主观资料评测。旧反馈跨版本、部分原始材料为不可重开的本地快照;本次 Steam 核查仅确认玩法与功能,未复测平衡、性能或报告的故障是否仍存在。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    收录评论与社区资料(2026-10-01 快照)

    使用 作者观点摘要 的 Tier list Part 1 (2023) 的具体优缺点,以及 玩家好评、玩家批评 与 资料核查说明;不使用旧等级、外部分数或销量反推。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    Undermine · Steam 官方商店

    2026-10-08 访问。Steam 商店核对采矿与永久升级、遗物药剂祝福诅咒叠加、NPC 救援和隐藏房间。未据商店介绍推定性能或故障已修复。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

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영상 2개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

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플레이어 의견 요약

원문 · 영어A top-down, pixel-art action-adventure roguelite by two-person studio Thorium in which a peasant delves an ever-changing mine, blending Zelda-style combat and exploration with RPG-like gold, relic and permanent-upgrade progression.

원문 · 영어UnderMine is well received: Steam shows about 90% positive across roughly 9,900 reviews (Very Positive), and critics on Metacritic rate the PC version 79 and the Switch version 83, praising its polish, presentation and upgrade systems while noting it does little unexpected. Player opinion splits on its heavy meta-progression: fans call it a satisfying one-more-run loop with lots of secrets, while detractors find the early game weak, grindy and RNG/curse-driven. It left early access (Aug 2019) for a full 1.0 launch on Aug 6, 2020 with Xbox Game Pass inclusion, then came to Switch (Feb 2021) and PS4 (Mar 2021). The studio has since moved to UnderMine 2, which some recent reviewers read as a sign the original is mostly finished; the Steam store page shows a soft recent-review dip (small sample).

플레이어가 칭찬한 점

  • 원문 · 영어Polished, charming pixel-art presentation and fitting music, often highlighted even by players who dislike the gameplay loop
  • 원문 · 영어Strong sense of progression: failed runs still unlock upgrades, items, NPCs and permanent improvements, fueling a 'just one more run' feel
  • 원문 · 영어Huge amount of secrets, events, hidden rooms, recipes and achievements to discover, including after beating the main story
  • 원문 · 영어Rescuable helpers/NPCs with their own skills and permanent perks add RPG-style depth
  • 원문 · 영어Combat and relic/potion synergies can produce fun, sometimes absurd builds late in a run
  • 원문 · 영어Flexible pacing: you are not forced to rush or beat every boss each run, and post-game challenges and difficulty adjustments add replay value
  • 원문 · 영어Plays well on both gamepad and mouse-and-keyboard; easy to pick back up casually
  • 원문 · 영어Critics call it well-constructed, with clear mastery of controls, upgrade systems and overall design (Nintendo Life 90, Hey Poor Player 90)

플레이어가 비판한 점

  • 원문 · 영어Grind is the top complaint: incremental meta upgrades make early runs feel intentionally weak and unfair
  • 원문 · 영어Many items and relics are seen as minor stat boosts that do not change how you play, so builds feel samey
  • 원문 · 영어Item pool and content variety are limited: the same items keep reappearing and only a few bosses repeat every run
  • 원문 · 영어Annoying or artificial difficulty: traps at room entrances, bomb-filled trapped chests, sliding off ledges, enemies swarming with little room to dodge
  • 원문 · 영어Curses and scarce healing can ruin an otherwise good run, which reviewers describe as anti-fun
  • 원문 · 영어Gold does not carry over between deaths, making it hard to save up for big purchases
  • 원문 · 영어Melee versus the ranged/boomerang option is seen as unbalanced, with the first boss hard to hit in melee
  • 원문 · 영어Some players report slightly delayed controls after actions, unclear item descriptions, and room mechanics with no explanation

차별화된 특징

  • 원문 · 영어Gold-and-greed loop: you mine gold, spend it on upgrades and lose part of it on death, with a peasant-fodder dark-humor story
  • 원문 · 영어RPG-flavored stats, potions and shopping layered over Zelda/Isaac-style action, which some reviewers say suits RPG fans more than hardcore roguelike fans
  • 원문 · 영어Persistent NPC/helper rescue system and a huge web of hidden recipes and secret rooms
  • 원문 · 영어'Othermine' mode, praised as a purer start-from-zero roguelike experience once found
  • 원문 · 영어Mine that changes every run, with the freedom to descend at your own pace rather than speedrun

의견이 갈리는 점

  • 원문 · 영어Meta-progression: some see satisfying RPG power growth, others see a grind that replaces good balance
  • 원문 · 영어Difficulty and RNG: curses, traps and heal scarcity read as fair challenge to some and as cheap to others
  • 원문 · 영어Originality: critics call it polished but unsurprising, and users compare it to Binding of Isaac, Enter the Gungeon, Moonlighter, Hammerwatch and early Zelda, sometimes favorably and sometimes as less complex or charming
  • 원문 · 영어Roguelite versus roguelike expectations: RPG fans like the progression, traditional roguelike fans are more likely to bounce

반복과 부담

  • 원문 · 영어Grinding meta currency to get modest damage or stat boosts, which some call padding that stretches limited content
  • 원문 · 영어Repetitive loop of samey rooms and enemies after the first dozen hours
  • 원문 · 영어Having to survive many runs just to reach later bosses, especially for new players who die early
  • 원문 · 영어Low-impact relic drops and RNG-locked synergies that make good runs rare
  • 원문 · 영어Keys, bombs and healing feeling too scarce to open most of a floor

기대하는 개선 사항

  • 원문 · 영어More varied weapons or starting loadouts, since the base attack set never really changes
  • 원문 · 영어More impactful, build-defining relics rather than small numeric boosts
  • 원문 · 영어Greater variety in bosses and items, and post-game challenges that add new content instead of only self-imposed handicaps
  • 원문 · 영어Smoother early-game balance: faster gold, less RNG around healing and curses, less reliance on meta grind
  • 원문 · 영어Clearer in-game explanations of item effects and room interactions
  • 원문 · 영어Clearer in-game explanations of item effects and room interactions (already listed) and more polish on control responsiveness
  • 원문 · 영어Tighter control responsiveness; some reviewers note delayed actions when timing matters

원문 · 영어Early access began Aug 20, 2019; 1.0 released Aug 6, 2020 on Windows and Xbox One (Game Pass), Switch Feb 11, 2021, PS4 Mar 30, 2021; Wikipedia says about 600,000 downloads across Steam and Game Pass by Jan 2021, and SteamSpy-style estimates put Steam owners at 500k-1M. Third-party estimate (steam-revenue-calculator.com, Boxleiter method, treat as order-of-magnitude) is about $6.1M gross and $1.8M net on Steam. Critics were warm at launch; user reviews are split more sharply than critics, and Metacritic user score (7.0, 29 ratings) is mixed and listed on the Switch page. UnderMine 2 was announced Apr 2024 and is out, leading some reviewers to say the original is effectively finished. A live web search was not possible because the search budget was exhausted; Reddit and OpenCritic pages could not be fetched, so OpenCritic score is null. Steam store page also showed a recent-review dip (Mixed, small sample) that I could not verify further.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 1 (2023)

원문 · 영어Undermine is a top-down dungeon-crawling roguelike where you play a humble miner collecting gold and upgrades. It looks basic and has nothing structurally unique, and the early game deliberately feels underpowered. Once you get past the start, items synergize so well that you become absurdly overpowered and can break the game. He finds it packed with content and modes, and has returned to it many times. He calls it a really good game and places it in A tier.

제작자가 칭찬한 점

  • 원문 · 영어Huge number of items that synergize insanely well
  • 원문 · 영어Extremely easy and satisfying to break the game and feel overpowered
  • 원문 · 영어Packed with content: blessings, pets, customization, multiple game modes
  • 원문 · 영어Classic Roguelike mode is amazing and worth playing by itself
  • 원문 · 영어Looks basic but executes its fundamentals very well
  • 원문 · 영어Strong replayability; he has come back many times

제작자가 지적한 문제

  • 원문 · 영어Combat is pretty basic
  • 원문 · 영어Feels underpowered at the start, which is not a good feeling in roguelikes
  • 원문 · 영어Must grind the early game before unlocking the best content like the Classic Rogue mode
  • 원문 · 영어Game can crash or have duplication glitches when broken

설계에 대한 관찰

  • 원문 · 영어Deliberately starts you weak (lore of a random miner saving the world) then flips into power fantasy
  • 원문 · 영어Overpowered broken builds are intended, even showcased in the trailer via infinite duplication
  • 원문 · 영어Post-completion game mode gives a reason to keep playing after you have become overpowered
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