反房間

反房間

《反房間》的特色在於別出心裁的謎題,以及不斷改變規則的非歐幾里得世界。它在Steam售價為HK$ 119.00;不妨想想自己現在是否想探索道路與房間都會變化的空間。Steam版包含英語音訊,核心體驗是摸索穿越環境的新方法。 Steam介面支援英語;遊戲於2013年1月31日發行。

正在取得全網報價
95%Steam 玩家評分1.4萬 則評價82Metacritic/100
發售日期: Jan 31, 2013
Puzzle · First-Person · Indie · Surreal · Exploration
+2·平台:Steam·香港 Steam 官方價~ HK$119.00去購買
Antichamber EN Global+2·平台:Steam·起~ HK$133.49(~ €15.18)去購買
Antichamber PC Steam CD Key+2·平台:Steam·~ HK$167.00-19%起~ HK$135.34(~ €15.39)去購買
Antichamber (PC) Steam Key EUROPE+2·平台:Steam·起~ HK$142.20(~ $18.12)去購買
Antichamber Steam CD Key+2·平台:Steam·起~ HK$154.07(~ €17.52)去購買
史低 ~ HK$15.62含 Steam 及第三方通路
正在取得全網報價
心願價
設定後,所選地區的可用報價達到或低於心願價時,會寄送電子郵件提醒。

價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$39.162023-12目前全網低價~ HK$119.00Steam距低價紀錄+204%
~ HK$68.00~ HK$100.76~ HK$133.52~ HK$166.2825-1026-0126-0426-0726-10~ HK$39.16

價格涵蓋 Steam 官方與 39 家授權商店,僅統計正規通路報價。曲線按週呈現近 36 個月的全網低價與 Steam 官方價。

歷史價格以美元記錄,圖中金額按 2026-10-09 歐洲央行匯率換算為 HKD,僅供參考;實際結算金額以商店頁面為準。

01關於反房間

《反房間》是一款心理探索遊戲,熟悉的規則在這裡並不可靠。走廊彼此折疊,房間重新排列,看似不可能的障礙需要換個思路應對。 你將在連貫的非歐幾里得世界中探索。 槍械可以創造、摧毀和操縱物質。 Steam玩家評價中,好評占比為95%%,共13,676篇評論。 Steam PC版提供英語完整音訊。 發行日期:2013年1月31日。

製作團隊

作曲
Siddhartha Barnhoorn
開發
Alexander Bruce
發行
Demruth

Steam玩家評論

95%好評壓倒性好評13,676 Steam評論

近36個月記錄最低價

≈ HK$39.162023-12-21 · Steam基本遊戲 · 與上方圖表記錄相同;美元價格歷史,並非區域Steam最低價。

語言支援

語言介面字幕音訊
英語是—是

Steam PC版資料 · 2026-10-10

02購買前須知

探索與謎題

探索連貫的非歐幾里得世界,走廊彼此折疊,空間不斷重組。

工具與語言

槍械可以創造、摧毀和操縱物質。Steam PC版列出英語完整音訊。

03常見問題

遊戲世界是什麼樣的?

這是一個連貫的非歐幾里得世界,走廊會彼此折疊,空間也會重新組合。

遊戲有謎題嗎?

有。謎題會顛覆預期,需要尋找不尋常的解法。

槍械有什麼作用?

槍械可以創造、摧毀和操縱物質,協助你克服周遭環境中的障礙。

7.0
綜合評分
外部評分95%Steam 玩家評分1.4萬 則評價82Metacritic/100
畫面
8
音效
5
玩法
8.5
劇情
5.5
內容
6.5

“Antichamber bends spatial logic with jarring monochrome-to-neon shifts and sparse narrative, rewarding patient players with rare, hardcore epiphany moments.”

評測總結

Whether Antichamber is worth your time comes down to what you actually want out of a puzzle game. If you are after clear goals, steady feedback, and a growth curve that gets smoother the more you play, this game will probably keep you frowning. It does not like to explain itself, its sense of direction is not always reliable, and the high difficulty and disorientation in certain regions will grind your patience down a little at a time. This is not a minor blemish. It directly decides whether you are "enjoying the challenge" or "being consumed by it."

The Private Pleasure Of Being Fooled

But if what you are chasing is something else entirely, to be tricked once by the design of a space, to have a rule overturned beneath your feet, and then to piece the fragments back together yourself, the game has real force. Its best moment is not the ending and not the final credits. It is the instant inside some room when you suddenly realize, "so the game has been looking at me this way the whole time." That kind of joy is intensely private, and intensely hard-won. People who get it will be hooked. People who do not will dismiss it as pretentious.

Looking at the broader reception, the polarization is no surprise. Some critics handed it high marks because its singularity within first-person puzzling is so pronounced. Others handed it very low ones precisely because it turned "unfriendliness" into almost a methodology. Its recognition at the Independent Games Festival, including a Technical Achievement win and a Grand Prize nomination, confirms how much the industry respected what it attempted, even where individual players bounced off it.

A Narrow Door Worth Squeezing Through

By the measure of how players actually experience it today, I would place it in the "worth a try, but keep your expectations in check" tier. It is not a polished gem to recommend to everyone, and it is certainly not a failure to steer clear of. Compared with the deliberately anti-expectation design of The Stanley Parable, Antichamber channels that same experimental nerve into spatial logic rather than narrative mischief, and it commits just as hard to unsettling your assumptions.

It is like a very narrow door. There is genuinely something behind it, but not everyone is willing to squeeze through. If you are prepared to spend a dozen or so hours wrestling with a cold, indifferent space, it will very likely hand you back several genuinely beautiful moments of insight. For those few satisfying clicks of understanding, it is worth it. Just walk in knowing the game owes you nothing, and let it earn whatever respect it earns one quiet revelation at a time.

More than a decade after release, Antichamber still feels like nothing else. The first-person puzzle space has grown crowded with clever, polished entries, yet very few have dared to make disorientation itself the subject. That singular nerve is exactly why it endures, and exactly why it will never be for everyone. If you measure games by comfort, this is not your game. If you measure them by the rare jolt of having your assumptions taken apart and handed back rearranged, few experiences are this pure, and fewer still trust you this completely to find your own way through.

展開閱讀完整評測