由餅餅 Studio 開發、HARRISONWORLD 發行的鄉村模擬經營新作《復興吧溫泉鎮!》將於 12 月 7 日在 Steam 平台展開搶先體驗(Early Access)。此外,遊戲也參加 10 月 Steam 新品節,開放 Demo 試玩,玩家將能親自走進溫泉鎮,感受悠閒而溫暖的日常生活。
&nbs….
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由餅餅 Studio 開發、HARRISONWORLD 發行的鄉村模擬經營新作《復興吧溫泉鎮!》將於 12 月 7 日在 Steam 平台展開搶先體驗(Early Access)。此外,遊戲也參加 10 月 Steam 新品節,開放 Demo 試玩,玩家將能親自走進溫泉鎮,感受悠閒而溫暖的日常生活。
&nbs….
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台灣角川宣布,將於「2027 台北國際動漫節」首賣《不時輕聲地以俄語遮羞的鄰座艾莉同學》系列外傳《不時輕聲地以俄語遮羞的勇者艾莉同學》的消息,並同步公開「會場/官網限定版」與「特裝版」雙版本的特典內容,即日起於角川官網及全台指定通路開放特裝版限時事前預購;此外,凡購買任一版本即可以優惠價加購特典「異世界電競滑鼠….
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GameWorks 宣布,原名「異校遊戲大亂鬥」的活動今年更名為「GameWorks 遊戲交流日」,並於 11 月 7 日在台中思享空間舉辦,玩家將可現場試玩獲得今年放視大賞金獎的《A Lovely Night》和《NeXor¡a》,以及銀獎《阿嘓大冒險:漂流之空》。此外,《紅眼露比》開發者巴哥也會….
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Steam 秋季新品節(Steam Next Fest)開跑後玩家有感參展 Demo 數量與 AI 作品激增,引發宣傳效益下滑的討論。《幻獸帕魯》(Palworld)開發商 Pocketpair 發行暨公關經理 Bucky(John Buckley)昨(20)日發文提醒外界別從爆紅或乏人問津的案例判斷新品節成效,也應參考歷年資料、留意玩家組成的變化。
Buckley 首先推薦閱讀分析平台 GameDiscoverCo 與 How To Market A Game 對新品節數據做的歷年深入分析,報名活動的 Demo 確實比以前擁擠許多,但過去六年來遊戲獲得新增的願望清單中位數是否變化很大值得查證。
「我們很容易說 AI 垃圾作品(AI slop)正在扼殺你的曝光,但實際情況真是如此嗎?」Buckley 表示,參加新品節卻幾乎沒人注意的遊戲一直都很多,這種情況早在生成式 AI 普及前就存在。
「Steam 在最初幾天會大量隨機排列遊戲,即使如此,新品節常在最初 24 小時逐漸形成固定節奏,討論都集中在差不多 25 款遊戲上。老話一句,真正優秀的作品終究會浮出檯面,背後有一些行銷聲勢確實會有幫助!」
There’s been a lot of discussion about the viability of Steam Next Fest recently, and first of all, I strongly recommend reading all the historical deep dives on NF data by GameDiscoverCo and How To Market A Game. Yes…NF has become ridiculously crowded, but what if the median WL gain hasn’t actually changed that much in the last 6 years? It’s easy to say that AI slop is killing your visibility but is that actually the case? For starters, the number of NF games that get almost no attention has always been very high. Even long before this AI slop era. Steam randomizes the games heavily for the first few days, but even then NF typically settles into a rhythm after the first 24 hours where all the discourse tends to be about the same 25ish games. As usual, the cream rises to the top, but having some marketing momentum behind you certainly helps! So what has changed? I think the gamers have. NF 5 or 6 years ago was a much more niche event. There were fewer games, but there were also fewer players. I think players back then were the sort who enjoyed playing demos, offering feedback, submitting bug reports, and actively digging around for hidden gems. Now, due to a number of factors such as increased discussion around NF, more streamer coverage, and players being more open to trying smaller games (friendslop era effect?), I suspect NF has seen a pretty considerable influx of new players. And where do these players end up? Well, naturally, playing the top demos! We love to talk about the highs and lows on Twitter. The games that explode and get 100k WLs, and the games that didn’t even break 100. But those are the extremes. In between those are thousands of games, and the data suggests that a huge proportion of them gain only a few hundred WLs at most. That’s the reality of NF, and it has been for a long time. We want to blame AI, and sure, NF does have a lot of AI slop, but are gamers really that dumb? Is anyone actually playing this stuff? I suspect the vast majority of it sinks to the bottom and rots almost immediately, just like low-effort games did long before AI existed. I’m not saying that discoverability isn’t getting harder, or that AI slop isn’t a problem. It absolutely is. But I do think we’re far too quick to brand every disappointing result on the number of games joining NF. If the number of games has exploded, but the number of players has also increased… and the median WL gains haven’t really collapsed, then perhaps NF isn’t becoming as bad as it might seem? There’s a lot of data out there and a lot of nuance to the discussion, so I think it’s just worth approaching carefully. I know it seems discouraging, and I know it might feel like you should give up, but don’t. NF has always been a gamble, and it’s a gamble I think is still worth taking.
— Bucky | Palworld (@Bucky_cm) October 20, 2026
談到新品節近年的變化,Buckley 回憶「五、六年前的 NF 是一場小眾得多的活動,參展遊戲比較少,玩家也比較少。我認為那時的玩家比較喜歡玩 Demo、提供回饋、提交錯誤回報,並主動四處挖掘隱藏好作品。」
如今對新品節的討論增加、實況主報導更多,加上玩家更願意嘗試小型遊戲,可能都讓活動迎來不少新玩家,「那麼這些玩家最後都去哪裡了?很自然地,就是去玩排名靠前的 Demo!」
Steam 新品節自 2021 年開始舉辦後,讓玩家試玩 Demo,再將遊戲加入願望清單與提供回饋,開發團隊也能在正式推出前取得資料調整作品,良善循環源自公開測試與交流舞台,但許多人如今把活動當成逛櫥窗,先選擇人氣高且完成度較好的作品。
Buckley 提醒,人們往往聚焦新品節表現最好的遊戲和最爛的遊戲,「但都是極端情況,兩者之間還有數千款遊戲,而數據顯示,其中非常大一部分頂多只增加幾百個願望清單,這就是 NF 的現實,很長一段時間以來都是如此。」
對於 AI 濫作增加的疑慮,Buckley 承認問題確實存在,但多數這類遊戲很快就會失去關注。
「我們很想把問題怪到 AI 頭上,沒錯,新品節確實有不少 AI 垃圾,但玩家真有那麼笨嗎?真的有人在玩這些東西嗎?我猜絕大多數濫作都會沉到底層、立刻爛在那裡,就跟 AI 出現前那些粗製濫造的遊戲一樣。」
換皮遊戲與迷因作品在 Steam 上存在已久,多數無法維持關注,Buckley 並未否認遊戲曝光日益困難,也沒有淡化 AI 低品質作品的影響,但他指出開發者不能把成績不如預期都簡單歸咎於參展作品數量。
他還說當參展遊戲增加的同時,玩家總數同步增加,而願望清單新增數中位數沒有大幅下滑,那 Steam 新品節就沒有那麼糟,相關資料很多且討論牽涉不少細節,因此「值得謹慎看待這件事」。
Buckley 最後鼓勵開發者別因為參加新品節收穫差就放棄:「我知道這看起來令人沮喪,也知道你可能覺得應該放棄,但別放棄。Steam 新品節一直是一場賭注,我認為這還是一場值得下注的賭注。」
来源:查看原文

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日本搖滾樂團忘れらんねえよ(Wasureranneyo,無法忘記)今(21)日晚間 9 點登上 YouTube 音樂頻道《THE FIRST TAKE》第 718 回,並帶來電視動畫《尼古喵喵》(ヤニねこ)片頭曲〈なんもねえ〉的一鏡到底演出,是樂團繼 10 月 9 日演唱〈I Love Iu〉後相隔兩週再次登場。
〈なんもねえ〉由忘れらんねえよ主唱兼吉他手柴田隆浩負責作詞、作曲,於 2026 年 7 月隨動畫《尼古喵喵》推出,歌名直譯就是「什麼都沒有」。
歌詞以直白又帶有自嘲意味的內容,全曲呼應主角把生活過得一團亂並把錢花在買菸的頹廢日常。官方則形容這首歌是獻給那些即使被人嘲笑,仍然努力生活的人們的讚歌。
〈什麼都沒有〉推出後備受關注,MV 上線不到兩個月便突破 YouTube 1,000 萬次觀看,也曾在 Oricon、Billboard 等音樂排行榜拿下冠軍,配合動畫於 9 月 25 日播出最終話,官方集結片中 7 名要角的聲優共同演唱〈なんもねえ ~住人大合唱 ver.~〉紀念 MV 也在兩周內突破千萬觀看。
忘れらんねえよ於 2008 年結成,現由柴田隆浩一人持續活動,並視演出需求邀請支援樂手合作。樂團於 2011 年以電視動畫《逆境無賴開司 破戒錄篇》片尾曲〈CからはじまるABC〉正式主流出道,之後也曾為菅田將暉、能年玲奈等藝人提供歌曲。
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拉亞漢堡(Laya Burger)今(21)日宣布攜手光榮特庫摩遊戲(KOEI TECMO GAMES),以《真‧三國無雙 2 with 猛將傳 Remastered》推出聯名企劃「拉亞無雙」,2026 年 10 月 22 日(四)至 2027 年 1 月 4 日在全台逾 500 家門市登場。
….
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由台灣萬代南夢宮收藏玩具事業部主辦的年度玩具盛事「TAMASHII NATIONS SPOT POP-UP in 台中」將於 2026 年 10 月 30 日(五)至 11 月 15 日(日)在台中驛鐵道文化園區 H09 進站口藝廊限定登場。活動期間將帶來多款人氣角色模型,除了展出《….
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遊戲發行商芒果派對宣布,「怪獸公主」系列新作《怪獸公主:集結!超超超生存大戰略》於 Steam 十月新品節開放試玩,Demo 會一路開放到遊戲發售為止。
動作 Roguelike 遊戲《怪獸公主:集結!超超超生存大戰略》是《怪獸公主》系列同世界觀番外作,玩家可以探索幻境空間、打倒敵人、想….
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由世曼凱營運、Super Creative 開發的黑暗奇幻 Roguelike RPG《卡厄思夢境》,今(21)日正式啟動賽季制內容「銀河系災害」全新篇章「雪上凝結的約定」,並推出全新季節戰鬥員「羅斯薇瑟」,以及多項系統實裝。
天上防護牆深藏….
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Steam 秋季新品節(Steam Next Fest)開跑後玩家有感參展 Demo 數量與 AI 作品激增,引發宣傳效益下滑的討論。《幻獸帕魯》(Palworld)開發商 Pocketpair 發行暨公關經理 Bucky(John Buckley)昨(20)日發文提醒外界別從爆紅或乏人問津的案例判斷新品節成效,也應參考歷年資料、留意玩家組成的變化。
Buckley 首先推薦閱讀分析平台 GameDiscoverCo 與 How To Market A Game 對新品節數據做的歷年深入分析,報名活動的 Demo 確實比以前擁擠許多,但過去六年來遊戲獲得新增的願望清單中位數是否變化很大值得查證。
「我們很容易說 AI 垃圾作品(AI slop)正在扼殺你的曝光,但實際情況真是如此嗎?」Buckley 表示,參加新品節卻幾乎沒人注意的遊戲一直都很多,這種情況早在生成式 AI 普及前就存在。
「Steam 在最初幾天會大量隨機排列遊戲,即使如此,新品節常在最初 24 小時逐漸形成固定節奏,討論都集中在差不多 25 款遊戲上。老話一句,真正優秀的作品終究會浮出檯面,背後有一些行銷聲勢確實會有幫助!」
There’s been a lot of discussion about the viability of Steam Next Fest recently, and first of all, I strongly recommend reading all the historical deep dives on NF data by GameDiscoverCo and How To Market A Game. Yes…NF has become ridiculously crowded, but what if the median WL gain hasn’t actually changed that much in the last 6 years? It’s easy to say that AI slop is killing your visibility but is that actually the case? For starters, the number of NF games that get almost no attention has always been very high. Even long before this AI slop era. Steam randomizes the games heavily for the first few days, but even then NF typically settles into a rhythm after the first 24 hours where all the discourse tends to be about the same 25ish games. As usual, the cream rises to the top, but having some marketing momentum behind you certainly helps! So what has changed? I think the gamers have. NF 5 or 6 years ago was a much more niche event. There were fewer games, but there were also fewer players. I think players back then were the sort who enjoyed playing demos, offering feedback, submitting bug reports, and actively digging around for hidden gems. Now, due to a number of factors such as increased discussion around NF, more streamer coverage, and players being more open to trying smaller games (friendslop era effect?), I suspect NF has seen a pretty considerable influx of new players. And where do these players end up? Well, naturally, playing the top demos! We love to talk about the highs and lows on Twitter. The games that explode and get 100k WLs, and the games that didn’t even break 100. But those are the extremes. In between those are thousands of games, and the data suggests that a huge proportion of them gain only a few hundred WLs at most. That’s the reality of NF, and it has been for a long time. We want to blame AI, and sure, NF does have a lot of AI slop, but are gamers really that dumb? Is anyone actually playing this stuff? I suspect the vast majority of it sinks to the bottom and rots almost immediately, just like low-effort games did long before AI existed. I’m not saying that discoverability isn’t getting harder, or that AI slop isn’t a problem. It absolutely is. But I do think we’re far too quick to brand every disappointing result on the number of games joining NF. If the number of games has exploded, but the number of players has also increased… and the median WL gains haven’t really collapsed, then perhaps NF isn’t becoming as bad as it might seem? There’s a lot of data out there and a lot of nuance to the discussion, so I think it’s just worth approaching carefully. I know it seems discouraging, and I know it might feel like you should give up, but don’t. NF has always been a gamble, and it’s a gamble I think is still worth taking.
— Bucky | Palworld (@Bucky_cm) October 20, 2026
談到新品節近年的變化,Buckley 回憶「五、六年前的 NF 是一場小眾得多的活動,參展遊戲比較少,玩家也比較少。我認為那時的玩家比較喜歡玩 Demo、提供回饋、提交錯誤回報,並主動四處挖掘隱藏好作品。」
如今對新品節的討論增加、實況主報導更多,加上玩家更願意嘗試小型遊戲,可能都讓活動迎來不少新玩家,「那麼這些玩家最後都去哪裡了?很自然地,就是去玩排名靠前的 Demo!」
Steam 新品節自 2021 年開始舉辦後,讓玩家試玩 Demo,再將遊戲加入願望清單與提供回饋,開發團隊也能在正式推出前取得資料調整作品,良善循環源自公開測試與交流舞台,但許多人如今把活動當成逛櫥窗,先選擇人氣高且完成度較好的作品。
Buckley 提醒,人們往往聚焦新品節表現最好的遊戲和最爛的遊戲,「但都是極端情況,兩者之間還有數千款遊戲,而數據顯示,其中非常大一部分頂多只增加幾百個願望清單,這就是 NF 的現實,很長一段時間以來都是如此。」
對於 AI 濫作增加的疑慮,Buckley 承認問題確實存在,但多數這類遊戲很快就會失去關注。
「我們很想把問題怪到 AI 頭上,沒錯,新品節確實有不少 AI 垃圾,但玩家真有那麼笨嗎?真的有人在玩這些東西嗎?我猜絕大多數濫作都會沉到底層、立刻爛在那裡,就跟 AI 出現前那些粗製濫造的遊戲一樣。」
換皮遊戲與迷因作品在 Steam 上存在已久,多數無法維持關注,Buckley 並未否認遊戲曝光日益困難,也沒有淡化 AI 低品質作品的影響,但他指出開發者不能把成績不如預期都簡單歸咎於參展作品數量。
他還說當參展遊戲增加的同時,玩家總數同步增加,而願望清單新增數中位數沒有大幅下滑,那 Steam 新品節就沒有那麼糟,相關資料很多且討論牽涉不少細節,因此「值得謹慎看待這件事」。
Buckley 最後鼓勵開發者別因為參加新品節收穫差就放棄:「我知道這看起來令人沮喪,也知道你可能覺得應該放棄,但別放棄。Steam 新品節一直是一場賭注,我認為這還是一場值得下注的賭注。」
来源:查看原文