When the lights go out, the school's Seven Mysteries wake up. Reach into a pitch-black schoolbag: grab a hilt to pull out an item, touch a blade and get cut. Read the numbers, build your bag and survive the night with three club members. A minesweeper-like roguelite of Japanese school ghosts.
Haunted Schoolbag 上線人數與 Steam 圖表
即時
玩家人數—24 小時 —
24 小時峰值玩家0今日最高樣本
30 天峰值玩家0平均 —
歷史峰值玩家0自開始追蹤以來
30 天遊玩時數—估計值
Steam 圖表 · 30 天玩家人數等待取樣中
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24 小時—7 天—趨勢持平
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發行日期—發行日期未公布
開發人員550 Atelier發行商550 Atelier類型策略獨立搶先體驗
—成就—DLC
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玩家數更新於 — · 商店資料更新於 10月10日 上午06:15 UTC · 來源:SteamWebAPI
8:50 p.m., the back gate of Hoshimi Academy. Not a single light is on.
Once every ten years, a blackout wakes the school's Seven Mysteries. The Occult Research Club takes them on one night at a time — armed with nothing but a schoolbag full of stationery. The problem: you can't see inside it.■ Blind-grab inside your schoolbag
- Touch an item's hilt and you pull out the whole thing and use it at once, for free.
- Miss, and the revealed cell tells you how many hilts (yellow) and blades (red) are around it.
- Touch a blade and you get cut, losing courage and HP.
- Your bag is reshuffled every turn, so every reach is part deduction, part gamble.
■ Three club members, three ways to grab
- Minato (club president): a natural detective. Cells that must be hilts are marked for you.
- Akane (the delinquent): "It's just a scratch." She yanks items out even by the blade, and grabs whole handfuls at once.
- Suzu (the shrine maiden): the first item she draws each turn stays fixed in place, ready for her next turn.
■ Pack your bag
- 96 items: pencils, scissors, recorders, wooden swords, sacred arrows, and more. Each has its own shape and its own hilt and blade cells.
- 90 skills and charms that change the way you grab.
- Organize a main pocket and a side pocket with limited space.
■ The Seven Mysteries
- 50 apparitions and 6 bosses, including Hanako of the third-floor restroom, the after-school broadcast, Kokkuri-san, and the third bed in the nurse's office.
- They stuff your bag with fake hilts, cursed coins and pillows, lock your side pocket, or turn off the lights.
- 34 random events, a late-night school store, and the clubroom.
- Seal all six, and the Seventh Mystery sends you an invitation.
■ The Notebook of Mysteries
- After every run, new pages open based on what you achieved: 24 short scenes, each with its own illustration.
- New club members, items and skills unlock along the way.
■ Keep digging
- 10 "Mystery Levels" for each member, each adding a new rule.
- A daily challenge with the same member and map for everyone.
- 36 achievements.
- Controller and keyboard support.