蔚藍

蔚藍

《蔚藍》適合喜歡即時操作和大量短小高難度平台關卡的單人玩家。個人故事與700多個手工場景及快速重啟相結合。頁面顯示的 Steam PC 版在Eneba售價為≈ HK$19.38;如果你正在尋找專注的單人挑戰,它會更合適。 Steam 目前價格為HK$118.00,而可比較的Standard商品在Eneba售價為≈ HK$19.38。

正在取得全網報價
97%Steam 玩家評分13.3萬 則評價88Metacritic/10092OpenCritic/100
發售日期: Jan 25, 2018
Precision Platformer · Difficult · Pixel Graphics · Great Soundtrack · Indie
Celeste (PC) Steam Key EUROPE+2·平台:Steam·-84%起~ HK$19.38(~ $2.47)比 Steam 省 HK$98.62去購買
Celeste PC Steam CD Key+2·平台:Steam·~ HK$175.79-88%起~ HK$20.31(~ €2.31)去購買
Celeste Global+2·平台:Steam·-82%起~ HK$20.75(~ €2.36)去購買
Celeste Steam CD Key+2·平台:Steam·~ HK$263.73-92%起~ HK$20.93(~ €2.38)去購買
+2·平台:Steam·香港 Steam 官方價~ HK$118.00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$15.622024-06目前全網低價~ HK$39.16Steam距低價紀錄+151%
~ HK$53.91~ HK$91.37~ HK$128.82~ HK$166.2825-1026-0126-0426-0726-10~ HK$18.28

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關於蔚藍

幫助 Madeline 攀登塞萊斯特山,面對內心深處的恐懼。《蔚藍》以精準跳躍、空中衝刺和攀爬組成敘事驅動的單人冒險。 山脈包含超過700個手工打造的場景,隱藏著挑戰與秘密。 快速重生讓每次失敗都能立即化為下一次嘗試。 Steam PC 版支援完整控制器,簡體中文、英語、法語、義大利語、德語、西班牙語、日語、巴西葡語和俄語支援字幕。 97%%的評價為好評,共有132,887則評價(壓倒性好評)。

製作團隊

作曲
莉娜·雷恩
開發
Maddy Makes Games Inc. · Extremely OK Games, Ltd.
發行
Maddy Makes Games Inc.

Steam 玩家評價

97%好評壓倒性好評132,887 Steam 評價

36個月內最低記錄

≈ HK$15.622024-06-27 · Steam基本遊戲 · 與上方圖表相同的記錄;美元歷史價格,不是區域 Steam 最低價。

語言支援

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Steam PC 版本資料 · 2026-10-10

02購買前

語言與音訊

Steam PC 版是單人冒險,支援英語、法語、義大利語、德語、西班牙語、葡萄牙語、波蘭語、日語、簡體中文和繁體中文字幕。資料未列出完整語音支援。

玩法與控制器

操作包括跳躍、空中衝刺和攀爬。Steam PC 版支援完整控制器。

03常見問題

《蔚藍》講述什麼?

《蔚藍》是一款手工打造的平台遊戲,講述 Madeline 攀登山峰並面對內心困境的旅程。

可以單人遊玩嗎?

Steam PC 版標示為單人遊戲。

山中有什麼內容?

山中有超過700個充滿平台挑戰與秘密的場景,還有可解鎖的 B 面章節。

8.5
綜合評分
外部評分97%Steam 玩家評分13.3萬 則評價88Metacritic/10092OpenCritic/100
畫面
8
音效
9.5
玩法
9.5
劇情
9
內容
6.5

“A mountain-climbing gem that fuses hardcore precision, a story about growing past your own fear, and rare inclusivity”

評測總結

Acclaimed on arrival, and still standing

Celeste slipped out almost quietly in January 2018 and, within a few weeks, was the game everyone was talking about. The report card is iron: 92 on OpenCritic at the top Mighty tier, recommended by 99 percent of seventy-four critics; near-perfect console scores on Metacritic; a 97-percent positive rating held up by more than 120,000 Steam reviews; cumulative sales nudging 1.7 million by early 2025. For a pixel platformer out of a tiny studio, that is a phenomenon, not a hit.

Celeste reception and numbers

What is rarer is that it has not slid with time. Seven, eight years on, Celeste still sits squarely on the "best indie games of the decade" lists, still ranks among the handful of titles newcomers get pointed at when they fall into the platforming genre. It took Best Independent Game and Games for Impact at the 2018 awards, then Action Game of the Year at the 2019 academy ceremony — not flash-in-the-pan trophies but a long-running confirmation of its all-round quality. The truest evidence of canonization is that people still bring it up, still recommend it, still replay it: an active community, a speedrun scene that treats it as evergreen, a fresh generation pulled in on a friend's word. It pinned itself into indie history on the strength of one mountain, no sequel required.

Who it is for, who should walk past, and the one thing nobody has copied

So who is Celeste actually for? If you want hard, exacting challenge and are also willing to be moved by a tender, sincere story of growth, this game is close to tailor-made. It pays out enough mechanical depth and enough emotional return that neither half feels short-changed; anyone who loves the "high difficulty plus real story" recipe of a Hollow Knight or an Ori will not walk away disappointed.

Who Celeste is for

One group should be cautious, though. If you only want light, low-friction relaxation and have no patience for repeated death or a skill floor that demands practice, then even with Assist Mode as a safety net, Celeste's whole temperament may not be your speed. At its core it remains a game about overcoming difficulty, and that sense of triumph is rendered out of failure after failure; if you cannot enjoy the process, no amount of assistance buys the payoff back. No need to fret over editions, either — the base game is the complete package, and chapter nine, Farewell, is free.

Which leaves the real question: why has nobody replicated it? Not through any single strength — for raw difficulty the Super Meat Boy school holds its own, and the era had peers in pixel art and in scoring. What makes Celeste irreplaceable is that it binds the physical climb up the mountain and the inner climb toward making peace with fear into one shared set of dash inputs. You climb the screen; you are really climbing alongside Madeline through herself. That degree of theme-and-play interlock takes more than a good idea — it takes the whole-cloth craft to align controls, narrative, music and level design onto a single emotional coordinate. That is the part successors find hardest to learn, and the reason that, all these years later, there is still only the one blue mountain.

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