Sons Of The Forest

Sons Of The Forest

Steamの¥3,400で、Sons Of The Forestは自由な探索、建築、サバイバルを組み合わせたい人向けです。シングルプレイヤー、マルチプレイヤー、協力プレイに対応し、Steam PCではフルコントローラー対応もあります。一人で島に挑むか仲間と遠征するかを選べ、88%という285,989件の評価も判断材料になります。

ストアの価格情報を読み込み中
88%Steam レビュー28.6万 件のレビュー86Metacritic/10078OpenCritic/100
発売日: Feb 22, 2024
Survival · Open World · Multiplayer · Co-op · Survival Horror
·プラットフォーム:Steam·日本 の Steam 公式価格~ ¥3,400購入する
Sons Of The Forest Global·プラットフォーム:Steam·〜~ ¥4,244(~ €23.93)購入する
Sons Of The Forest Steam Altergift·プラットフォーム:Steam·~ ¥5,333-19%〜~ ¥4,331(~ $27.37)購入する
底値 ~ ¥1,375Steam および第三者ストアを含む
ストアの価格情報を読み込み中
希望価格
設定後、選択した地域の利用可能な価格が希望価格以下になると、メールでお知らせします。

価格履歴

直近 36 か月 · 毎日更新
全期間の下限価格~ ¥1,4232026-03現在の全ストア最低価格~ ¥3,400Steam下限価格との差+139%
~ ¥2,218~ ¥3,156~ ¥4,093~ ¥5,03125-1026-0126-0426-0726-10~ ¥1,423

価格は Steam 公式と 39 社の正規ストアを対象とし、正規の提示価格のみを集計しています。グラフは直近 36 か月について、週ごとの市場下限価格と Steam 公式価格を表示します。

価格履歴は米ドルで記録しています。表示金額は 2026-10-09 時点の欧州中央銀行レートで JPY に換算した参考値です。実際のお支払い額はストアのページをご確認ください。

01Sons Of The Forestについて

離島で行方不明の億万長者を探し、人食い生物や変異した怪物に立ち向かうオープンワールドです。資源を集め、道具や武器を作り、拠点を建てながら進む道を自分で選びます。季節の変化は食料や備蓄に影響し、地上と地下を一人または友達と探索できます。 Steam PC版はシングルプレイヤー、マルチプレイヤー、協力プレイに対応しています。 プレイヤーの高評価率は88%、レビュー数は285,989です。 確認済みのインターフェース言語は簡体字中国語、繁体字中国語、英語、フランス語、イタリア語、ドイツ語、スペイン語、チェコ語、フィンランド語、日本語、韓国語、ポーランド語、ポルトガル語(ブラジル)、ロシア語、スウェーデン語、トルコ語として表示されます。 発売日は2024年2月22日です。

制作スタッフ

開発
Endnight Games Ltd
販売
Newnight

Steamプレイヤーレビュー

88%高評価非常に好評285,989 Steamレビュー

36か月間の最低記録

≈ ¥1,4232026-03-19 · Steamベースゲーム · 上の表と同じ記録。USD履歴であり、地域別Steam最安値ではありません。

言語対応

言語インターフェース字幕音声
簡体字中国語はいはい—
繁体字中国語はいはい—
英語はいはいはい
他の13言語を表示
言語インターフェース字幕音声
フランス語はいはい—
イタリア語はいはい—
ドイツ語はいはい—
スペイン語はいはい—
チェコ語はいはい—
フィンランド語はいはい—
日本語はいはい—
韓国語はいはい—
ポーランド語はいはい—
ポルトガル語(ブラジル)はいはい—
ロシア語はいはい—
スウェーデン語はいはい—
トルコ語はいはい—

Steam PC版のデータ · 2026-10-10

02購入前に

モードと操作

Steam PC版はシングルプレイヤー、マルチプレイヤー、協力プレイに対応しています。フルコントローラー対応も記載されています。

言語

英語はフル音声に対応しています。確認済みのインターフェース言語と字幕言語は{supportedLanguages}として表示されます。

03よくある質問

どんな設定ですか?

人食い生物が潜む離島で、行方不明の億万長者を探しながら生き延びます。

協力プレイはありますか?

一人でも友達とでも遊べ、アイテムを共有して防衛設備を協力して建設できます。

サバイバル要素は?

季節によって食料と資源が変化します。春と夏はサケを捕まえ、冬に備えて肉を保存できます。

8.0
総合スコア
外部評価88%Steam レビュー28.6万 件のレビュー86Metacritic/10078OpenCritic/100
グラフィック
8.5
サウンド
7.5
ゲーム性
9
ストーリー
6
ボリューム
8

“A three-way fusion of horror, hands-on building and AI companions you grow attached to, best played co-op while you slowly make a cannibal island home”

編集部の総評

Add it all up and you get a survival game that does three hard things at once and refuses to do any of them halfway. The horror, the building and the companionship each could have carried a lesser game on their own; here they share a single island, and the friction between them is the entire point.

Where it lands on the map

The critical record reads as broad acclaim with a real fault line running through it. Metacritic settled at 86, OpenCritic's top-critic average at 78, and IGN handed it a 9 — but Shacknews came in at 6, and that spread is honest rather than noisy. The split is almost always about the same thing: how much the open-ended story bothers you. Score it for atmosphere and systems and it soars; score it for narrative resolution and it dips, and where you sit on that question decides which of those review scores you will end up agreeing with.

Commercially there was no ambiguity at all. The game cleared two million sales inside 24 hours, topped the Steam best-seller chart, and at one point overtook Starfield to sit at number one on Steam's wishlist count. That is not a cult success; that is a phenomenon, and the 88% positive rating across 271,391 reviews shows the audience stayed long after the launch spike faded — a much harder feat than a strong opening weekend. The gap between the louder critical disagreement and the broad player approval is itself the story: this is a game that divides reviewers on one axis while quietly satisfying the vast majority of the people who actually live in it for forty hours.

Who should buy it

This is for the player who wants horror, hands-on building and characterful AI companions fused into one experience, and who would rather settle a cannibal island slowly with friends than rush a campaign solo. If the idea of sketching a cabin by firelight while Kelvin hauls timber and Virginia watches the treeline sounds like an evening well spent, this was built specifically for you.

It rewards patience and it rewards company in equal measure. The eight-player co-op is not a bolt-on afterthought; it is arguably the intended way to play, turning survival logistics into a shared project and the difficulty into something a crew tunes together. Bring friends, set aside a few unhurried evenings, and the island opens up in a way it simply never does for someone speedrunning it alone with a checklist. The players who get the most out of this are the ones who treat it as a place to inhabit rather than a campaign to clear — the ones who want to build a home, not just hit credits.

Who should skip it

Be honest with yourself if you came for story. Players who need a complete, tidily answered plot will find the open-ended, multi-ending finish frustrating rather than tantalising — it trails off where they wanted it to land, and no amount of atmosphere fully compensates for that if a sealed narrative is what you value most. If your favourite part of a game is the ending that ties everything together, this is not the island for you, and no amount of clever survival design will change that on its own.

And anyone who cannot stomach the occasional frame dip across large spaces and crowded caves should go in clear-eyed: the optimisation is the game's softest spot, and a marginal machine will feel it most when the action and the scenery peak together. Narrative-first players and performance purists are the two groups most likely to walk away cold, not because the game failed at what it set out to do, but because what it set out to do was never aimed at them in the first place. Knowing which camp you fall into before you buy will save you a refund and spare the game a review it was never built to earn.

The thing rivals still cannot copy

Strip everything back and the irreplaceable core is emotional, not mechanical. Valheim builds and fights with more system depth, but it has no cannibal-island dread and no Kelvin, no Virginia — no companions who earn your attachment without a single line of dialogue. That wordless bond, the slow turn from reaching for a weapon at the sight of a silhouette to fighting at that same silhouette's shoulder, is the one thing this game does that the genre has spent years failing to reproduce.

It is also what you will remember long after you have forgotten how the story ended or which frame rate you settled on. Rivals can copy the blueprint building and the season cycle; what they have not managed to copy is the feeling of looking up from a task to check whether Kelvin is all right. That is the moat, and it is why the island lingers. Mechanics can be reverse-engineered in a patch; the precise emotional alchemy of a wordless companion you come to depend on cannot, and that is the thing this game quietly got right when so many bigger budgets did not.

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