The Broken Crown is a dark fantasy text adventure between game and novel. Read through a fallen kingdom, make choices at key moments, and face the weight of memory and sacrifice.
The Broken Crown 在线人数与 Steam 图表
实时
在线人数024 小时 —
24 小时峰值玩家0今日最高样本
30 天峰值玩家0平均 —
历史峰值玩家0自开始追踪以来
30 天游玩时长—估算值
Steam 图表 · 30 天在线人数等待采样
正在收集每日样本尚未存储该游戏的每日样本。积累最初几天的历史数据后,曲线就会出现。
24 小时—7 天—趋势持平
评测1 篇评测
100.0%1 user reviews
1 篇好评0 篇差评
推荐数—评分
媒体
5 张图片
游戏详情
关于这款游戏
游戏
发行日期2026年7月31日2 个月前发行
开发者PiperFox发行商PiperFox类型冒险独立
—成就1DLC4943760
关于这款游戏
玩家数更新于 9月19日 06:20 UTC · 商店数据更新于 9月22日 11:24 UTC · 来源:SteamWebAPI
最低配置推荐配置系统Windows 10Windows 10 / 11处理器Intel Core i3 or equivalentIntel Core i5 or equivalent显卡DirectX 10 compatible graphics cardDirectX 11 compatible graphics card内存4 GB RAM8 GB RAM存储空间2 GB available space相同
关于 The Broken Crown
The Broken Crown
The Broken Crown is a dark fantasy text adventure set in a fallen kingdom.
The crown has broken, the old order has collapsed, and you awaken in a land already turning into ruin.
Survival in this world does not depend on fast controls or combat skill.
What matters is what you remember, what you believe, and what you are willing to give up when the moment comes.
Players read, choose, and follow the memories and secrets of a broken kingdom.
However, this is not a fully open branching game. It is closer to a text-driven narrative experience where choices appear at important moments within a mostly guided story.
The Broken Crown focuses less on complex systems or flashy visuals, and more on atmosphere, moments of choice, and the lingering weight those choices leave behind.
It is a work that stands somewhere between a game and a novel, built around the experience of slowly reading your way through a ruined world.
Features
- A text-based dark fantasy adventure
- Story-focused progression with choices
- A ruined kingdom filled with a dark atmosphere
- Single-player narrative gameplay
- Simple read-and-choose structure with no complex controls
- A story focused on survival, memory, sacrifice, and consequence
Development Note
At first, I chose the text adventure format to reduce the burden of creating graphics.
I thought a text-based game would be relatively simple to make, but the reality was very different.
Creating choices and branches, then making each decision lead naturally into a different flow, turned out to be far more complicated than I expected.
The workload became much larger than I had imagined, and there were limits to how much I could make every choice lead to a fully separate outcome.
Because of that, The Broken Crown is not the fully branching game I first imagined.
It is closer to a novel-like story with moments of choice placed along the way. I am still not entirely sure whether it is more accurate to call it a game or a choice-based story.
Even so, what I wanted to express through this work is clear.
I wanted to create an experience where the player moves through a ruined kingdom, feels the weight of choice, and thinks about what to believe and what to abandon in a broken world.
It has its limitations, but The Broken Crown is a personal dark fantasy story created through that process of trial and error.