黑神話:悟空

黑神話:悟空

《黑神話:悟空》的核心是在單人旅途中迎戰強敵,並組合棍法、法術與變化。在Eneba售價為≈ HK$258.73;此價格達到本站追蹤紀錄中的已確認低點,適合正在考慮這款單人動作角色扮演遊戲的玩家。 在Eneba,《黑神話:悟空》達到本站追蹤紀錄中的已確認最低價;Steam目前價格為HK$298.00,單人迎戰強敵的旅程適合喜歡動作角色扮演遊戲的玩家。

正在取得全網報價
96%Steam 玩家評分88.2萬 則評價81Metacritic/10082OpenCritic/100
發售日期: Aug 19, 2024
Mythology · Action RPG · Action · Souls-like · RPG
Black Myth: Wukong (PC) Steam Key LATAM·平台:Steam·-13%起~ HK$258.73(~ $32.97)史低比 Steam 省 HK$39.27去購買
Black Myth: Wukong PC Steam CD Key·平台:Steam·~ HK$527.55-45%起~ HK$287.74(~ €32.72)史低去購買
Black Myth: Wukong Standard Edition RoW Steam CD Key·平台:Steam·~ HK$615.40-53%起~ HK$288.00(~ €32.75)史低去購買
Black Myth: Wukong PC·平台:Steam·~ HK$518.76-44%起~ HK$290.11(~ €32.99)史低去購買
·平台:Steam·香港 Steam 官方價~ HK$298.00史低去購買
史低 ~ HK$298.13含 Steam 及第三方通路目前價格處於歷史最低水準
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$298.132026-08目前全網低價~ HK$315.39AllYouPlay距低價紀錄+6%
~ HK$325.99~ HK$383.67~ HK$441.35~ HK$499.0325-1026-0126-0426-0726-10~ HK$298.13

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關於黑神話:悟空

《黑神話:悟空》是一款以中國神話為背景、取材自《西遊記》的動作角色扮演遊戲。你將扮演天命人,走訪風格各異的地域並迎戰強敵。 戰鬥可搭配棍法、法術、變化、天賦、武器與披掛。 玩家評價:882,308則評論中好評率為96%%。

製作團隊

開發
Game Science
發行
Game Science

Steam玩家評論

96%好評壓倒性好評882,308 Steam評論

近36個月紀錄最低價

≈ HK$298.132026-08-18 · AllYouPlay基本遊戲 · 與上方圖表紀錄相同;美元價格歷史,並非區域Steam最低價。

語言支援

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Steam PC版資料 · 2026-10-10

02購買前須知

模式與操作

Steam PC版為單人遊戲,完整支援控制器。

語言與音訊

英語和簡體中文提供完整音訊;德語亦支援介面與字幕。

03常見問題

故事取材自什麼?

遊戲以中國神話為背景,故事取材自《西遊記》。

戰鬥系統有什麼特色?

戰鬥可組合棍法、法術、變化、天賦、武器與披掛。

遊戲只有戰鬥嗎?

敵人各有所長,旅途中也會揭開他們的來歷、個性與動機。

8.5
綜合評分
外部評分96%Steam 玩家評分88.2萬 則評價81Metacritic/10082OpenCritic/100
畫面
9.5
音效
9
玩法
8.5
劇情
8
內容
6.5

“A Chinese-myth action debut carried by scanned heritage architecture and Bestiary storytelling, top-tier bosses, linear levels”

評測總結

A landmark, whatever the scorecard says

A record-breaking, phenomenon-tier Chinese AAA debut

To place Black Myth: Wukong in history you have to admit its success spilled far past the borders of a single game. Over 20 million Steam copies in the first month, a billion-plus dollars in Steam revenue alone, and a launch-day concurrent count that smashed the single-player record on the platform outright. A 96 percent Steam rating, sitting in the Overwhelmingly Positive tier — vanishingly rare for a buy-to-play this large.

For years the Chinese industry wore a label: mobile games and microtransactions, nothing more, AAA single-player a bridge it would never cross. A relatively small team at Game Science, across roughly six years, shipped a game whose art, boss staging and combat feel sit at the international front rank, and rewrote the outside world's expectations of domestic development in a single stroke. It is not merely a good game; it is a statement of industrial capability, delivered at a volume nobody could pretend not to hear. On that count alone it earns a permanent place in the story of Chinese games.

Who should buy it, and who should think twice

The target player: someone hungry for Chinese-myth action

So who is this for? If you want top-shelf boss spectacle, melee feel solid enough to keep you swinging for its own sake, and the singular immersion of vaulting through Chinese myth and millennium-old architecture — and you can live with boxed, linear progression — Black Myth is built more or less to your measure, and will hand you 40 dense hours with a screenshot-worthy moment in every chapter.

Who should think twice? If what you crave is Elden Ring's see-it-go-there open freedom, or Sekiro-grade systemic depth that makes reading the fight the whole event, Black Myth will leave you a little short on both. And if you come to Journey to the West cold and have no patience to study the Bestiary, its near-miserly main narrative will keep losing you the thread of who is who. None of that is the game doing something wrong; it is a question of whether it and your expectations line up, and knowing the answer before you pay saves a lot of disappointment.

The split, the moat, and the sequel worth waiting for

Critic scores against player reception, and the cultural moat

The most telling thing about Black Myth is the shape of its reception. Critics settled near 81, the lowest media average among that year's Game Awards nominees for Game of the Year; players sat at 96 percent positive and carried it to the Steam Awards Game of the Year and the Golden Joystick's Ultimate Game of the Year, with a Best Action Game trophy from the Game Awards on top. One side reserved; the other side, plus the sales, running a victory lap. The contrast is so wide it became a talking point of its own. What that split refracts is the distance between an industrial yardstick and a felt experience — critics measured its openness, level reuse, optimisation and narrative guidance against the global AAA ruler and found real shortfalls; players bought the art, the nostalgia, the rush. Both are right; they are standing in different places. Understand the split and you understand the game: a debut with towering strengths and equally concrete flaws, not a flawless objet d'art.

Can it be copied easily? Not really. Its true moat is not the path-traced lighting — money and silicon can buy that — but the scanned heritage grottoes and the Bestiary's trick of writing every monster a micro-tragedy. Those take cultural depth and an authorial voice, not just industrial spend. Its most direct rival is the open-world soulslike standard-bearer Elden Ring, which wins on map freedom and systemic depth, exactly where Black Myth falls short. But Elden Ring cannot give you the stagger of standing beneath a thousand statues in the Thousand-Buddha Hall, nor write the eastern compassion folded into those Bestiary pages. Each owns a sky the other cannot reach. For Chinese single-player gaming, Black Myth has already taken the hardest step — it proved the thing could be done. What is left is the sequel that sands the flaws away, and there is good reason to wait for it.

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