
Crushed In Time
價格歷史
近 36 個月 · 資料每日更新價格涵蓋 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Crushed In Time
與夏洛克·福爾摩斯和華生博士一同展開點擊式冒險,探索一款遊戲的開發階段。 你要調查一名角色的神秘失蹤。 故事融合元敘事與時間旅行。 抓取、拖曳並放開物件,逐步解開謎題。 幽默、驚喜和新角色伴隨整場調查。 Steam PC 版支援單人遊玩與 Steam 雲端。 目前評價為 90%,共有 1,323 則評測。
製作團隊
36個月內記錄的最低價
≈ HK$156.872026-06-10 · Steam本體 · 與上方圖表相同的記錄;美元歷史價格,不是地區 Steam 最低價。語言支援
| 語言 | 介面 | 字幕 | 音訊 |
|---|---|---|---|
| 簡體中文 | 是 | 是 | — |
| 英語 | 是 | 是 | 是 |
| 法語 | 是 | 是 | — |
再顯示7種語言
| 語言 | 介面 | 字幕 | 音訊 |
|---|---|---|---|
| 義大利語 | 是 | 是 | — |
| 德語 | 是 | 是 | — |
| 西班牙語 | 是 | 是 | — |
| 韓語 | 是 | 是 | — |
| 日語 | 是 | 是 | — |
| 俄語 | 是 | 是 | — |
| 巴西葡語 | 是 | 是 | — |
Steam PC 版本資料 · 2026-10-10
02購買前
語言與音訊
Steam PC 版是單人點擊式冒險遊戲,支援多種語言字幕;完整語音為英語。
模式與操作
Steam PC 版支援 Steam 雲端。提供的資料未說明手把支援。
03常見問題
《Crushed In Time》講述什麼故事?
夏洛克·福爾摩斯與華生博士調查一名從電子遊戲中神秘消失的角色。
遊戲包含什麼類型的謎題?
你會探索遊戲開發的不同階段,解開與元敘事時間旅行故事相關的謎題。
可以合作遊玩嗎?
Steam PC 版面向單人遊玩。
“Fancy a different kind of Sherlock? Here you and Watson dive into a half-built game that keeps glitching, solving cases by stretching objects like rubber bands. The comedy and voice work steal the show — you will just have to forgive the fiddly controls.”
評測總結
Holmes, Watson, and a rubber-band cursor somehow make 2026 point-and-click feel awake again

Here’s the thing with Crushed In Time: on paper, it sounds like three ideas that shouldn’t fit in the same room. You’ve got Sherlock Holmes and Dr Watson doing the detective routine. You’ve got indie game development jokes, broken builds, draft worlds, greybox spaces, and all that meta nonsense. And then you’ve got this elastic grab-pull-release mechanic where solving puzzles is less “use item on door” and more “stretch the world until it gives up.” Weird mix. But that’s the whole reason it works.
Point-and-click adventures have been doing the same basic dance for decades. Click the hotspot, pick the dialogue option, combine the thing with the other thing, repeat. Crushed In Time doesn’t throw that away, but it messes with it enough to feel fresh. You’re still exploring side-view scenes, still poking at puzzles, still chasing clues. But now the world bends, snaps, stretches, and sometimes looks like it’s still being made while you’re standing inside it.
And that’s where Draw Me A Pixel’s old There Is No Game energy really shows. The joke isn’t just “haha, games have bugs.” The joke is that the entire investigation keeps slipping between a Sherlock story and a game-in-progress having a public breakdown. Draft art, unfinished spaces, busted logic, development-layer gags — that stuff turns exploration into the best part of the ride. It’s not just decoration. It’s the hook.
The numbers back up the vibe, too. Steam has it at 89% positive from 983 reviews, sitting at Very Positive. OpenCritic has it at 80, with a 75% recommendation rate across 20 critic reviews, in the Strong range. That feels about right. Players seem a little warmer on it than critics, and I get why. If the humor lands for you, especially the Holmes and Watson bickering, you’ll forgive a lot.
The laughs carry hard, but the mystery doesn’t pull its weight

The biggest win here is Holmes and Watson themselves. Robert Paterson and Daniel Francis-Berenson are back on voice duty, and they carry a lot of this game on sheer timing. Their arguing, their little jabs, the way Watson reacts when the game world starts behaving like a cursed prototype — that’s where the funniest stuff lives. If you’re here for character banter and fourth-wall chaos, you’re eating well.
But if you’re coming in because you want a serious Sherlock Holmes mystery, slow down. This is not Sherlock Holmes: Crimes & Punishments. That game is the more traditional detective fantasy: clues, deductions, suspects, moral choices, the whole classical setup. Crushed In Time is way more interested in bending the format than in delivering a heavy case with real investigative weight. The actual mystery is pretty thin. The meta shell is flashy, clever, and funny, but the sleuthing underneath doesn’t hit that hard.
That’s why I’d point this toward a very specific crowd. If you like point-and-click adventures, if you enjoy meta jokes, if you want something you can finish in one or two evenings, this is an easy recommendation. It runs about six to seven hours, and that tight length helps a lot. There’s not much filler. It gets in, does the bit, throws new visual ideas at you, and gets out before the premise completely wears out.
And for There Is No Game fans, this is clearly in the same family. Not the same trick again, but the same confidence in making the game itself part of the punchline. That’s the good version of studio identity: you can feel the fingerprints without feeling like you’re replaying the old thing.
The stretch mechanic is clever until the controls start fighting back

Now, let’s talk about the catch, because it’s a real one. The elastic puzzle system is the reason Crushed In Time feels different, but it’s also the thing most likely to annoy you. The drag-only controls can feel laggy, and when a whole puzzle depends on grabbing, pulling, timing, and releasing just right, that little bit of delay matters. Sometimes it feels playful. Sometimes it feels like the interface is chewing gum stuck to your thumb.
And the stretch mechanic doesn’t stay magical forever. Early on, it’s fun because it changes how you think about a point-and-click scene. Later, it can tip into gimmick territory. There are moments where you’re not thinking, “Ah, I solved it.” You’re thinking, “Okay, I guess that’s what the designer wanted me to do.” That’s a very different feeling. Some solutions just aren’t signposted cleanly enough, so the game occasionally swaps puzzle logic for trial-and-error fiddling.
The roughest bits are the timed QTE-style sections. When you fail, the puzzle can reset, and then you’re repeating steps you already understood. That’s not challenge. That’s busywork. For a game this polished in so many other ways, those moments stick out more than they should.
So my overall score lands at a 7.8 out of 10. I like it. I’m glad it exists. I think it gives a very old genre a real jolt in 2026, and that matters. But I wouldn’t hand it to everyone. If you’re sensitive to control feel, or you want hard detective work, or you’re chasing a big, dense, dramatic story, this probably isn’t your case.
Play it on PC, finish it over a weekend, and don’t overthink the assignment

Platform-wise, this is simple right now: the main place to play Crushed In Time is PC, through Steam on Windows. That also feels like the right fit. It’s a single-player, side-view comedy adventure built around clicking, dragging, reading the room, and catching the jokes. You don’t need some giant setup for it. You need a quiet evening, a mouse, and enough patience for a few control hiccups.
It also supports Simplified Chinese, so the language barrier is pretty low if that matters for you. And because this is such a joke-driven game, that support is important. A lot of the fun is in timing, wording, and the weird little meta turns. If you’re missing the text, you’re missing the game.
My advice is: don’t treat this like your next massive backlog project. Treat it like a sharp indie adventure you clear across one or two nights. That’s where it shines. The six-to-seven-hour runtime is a strength, not a weakness. It doesn’t have the mystery depth to justify dragging on for twenty hours, and thankfully, it doesn’t try.
So yeah, Crushed In Time is messy in places, but it’s also one of those original indie games that reminds you point-and-click isn’t dead, it’s just been waiting for someone to yank it out of shape. If that sounds like your kind of weird, you should try it. If you want classic Sherlock, go play Crimes & Punishments. If you want Sherlock trapped inside a collapsing game dev joke with rubber-band puzzles, this is the one.
熱門 Steam 評測
原語言評測選擇 · 10則本語言中選出的有幫助評測同時展示推薦與批評,不代表整體好評率;意見反映的是評測時的版本。
劇情1流 但玩法拆磨 特別是第5章過對話和QTE 交互提示也 不行 像正常可以單獨拉的物品是一個點 O的形狀 可以拉到別的物品上互動是一個點+個尾巴 6的形狀 第九章 華生身上是6 但草是O 讓我常常下意識忽略草能吸 拉了兩下就算了 打通每一章時沒有THERE IS NO GANE時的成就感 驚喜感 像THERE IS NO GANE有些地方也比較拆磨 但解開時會想原來能這樣 但這個只有終於通關了 解放了 遊戲解迷太反人類 整局我都在想 我剛剛為什麼不能這樣解 明明思路是對的 華生你為什麼這不能好好站在你該站的位置 和福爾摩斯你瞎了嗎 同時因為太反人類 有時看了提示也不懂 和看了提示發現和自己想法一模一樣就是解不開 我在第7章左右之前吧 都在努力堅持不用提示自己解來就擺爛 一直解不開就直接提示吧 有些地方是根本一個提示也沒 像手機那關 明明思路是有的 也是對的 但找不到開頭 直到我把進度條成功拉下來接下來就一切順利了 但明明我之前已經試過從各方向拉進度條很多次了 同時我也碰上了BUG 忘了是第7 OR 8章 要追齒輪 但畫面上只有音符 整體來說 不推薦入手 雲通關 看看別人過 欣賞一下劇情就好 要入手也要等它打6折以上 50多60多左右再入手展開收起
劇情比起 THERE IS NO GAME 來説,更加長,解密因素也很多,玩法也更多 就是游玩修復bug的游戲中真的遇到bug,在手機上的音樂播放戰鬥那邊。只有音樂符號顯示,其他的角色内容都沒顯示,一開始以爲是游戲玩法之一,後面一看提示才發現原來是顯示bug,重新開了才正常回來展開收起
跟前作比起來畫面、形式變得精緻,但解謎和劇情很無聊,故事沒有好好鋪陳,各方面都設計得非常保守。 很多對話的笑點會分不出到底想要諷刺還是荒誕感,但都把角色塑造得標籤化、偏討人厭。 玩法上這次的拖拉彈射意義不大,就算以點擊為主也可以作出差不多的遊戲體驗吧。展開收起
上個月底剛把前作《There is no game》玩完,這個月就能玩到新作,我真幸運。 還挺好玩的解謎遊戲,跟前作一樣腦洞大開。 謎題不算難,但操作很特別,全程都是抓住某樣東西,然後彈射或旋轉。 自己初次遊玩大約5小時多,二周目速通只花了1.5小時左右。展開收起
如果你是喜歡前作的玩家 玩這作之前一定要再三考慮 因為遊玩方式的限制,所以操作的遊戲性被侷限很多,尤其到了後面就出現大量重複的水時間操作,用滑鼠玩到後面還會手酸。 劇情部分一如既往的腦洞大開,但福爾摩斯有這麼惹人厭嗎??? 後面關卡設計越來越需要通靈,不看攻略玩應該會玩更久。 吸塵器關卡太吵了最後乾脆關聲音玩。展開收起
美術一流,但遊戲性跟劇情我覺得不太好,尤其是操作方式屬實有點反人類了,某些有時效性的環節你操作不夠快真的會很煩躁,滑鼠整個握到抽筋,解謎也很不直覺, 尤其是找30個華生那找到有點火大 ...劇情也有點莫名其妙,以下劇透 說實話我對艾瑪沒什麼好感,可能是因為玩過前作的關係,本作約華生跟夏洛克不找為甚麼關係變得很不像好朋友,華生像是被戀愛沖昏腦的人,夏洛克就是一直在生氣跟不知所謂的逃避,到底在幹嘛... 抱持著前作我非常喜歡的心態來的可惜很失望,但整體上仍是一個可玩的遊戲,打到結局還是挺感動的展開收起
如果你是因為玩過前作 There is no game 覺得很喜歡所以來玩的話,你極有可能會失望。這個續作給我的感覺就是「前作的核心成員已經離開了,剩下的成員拙劣地模仿了個外殼」。解謎設計平均以下、大量需要 trial and error 的解謎,極少思考或推理元素。而前作令人驚艷的劇本和第四面牆設計,在本作只剩黑人問號。 If you're playing this because you loved the original There is no game, you're probably going to be disappointed. This sequel honestly feels like the core dev team left, and whoever stayed behind just put together a cheap knock-off of its outer shell. The puzzle design is below average—it relies way too much on trial and error, with barely any actual logic or deduction involved. And while the first game had an amazing script and brilliant fourth-wall breaks, this one just leaves you scratching your head with a bunch of 'WTF' moments.展開收起
遊戲值得一玩,但解謎過於複雜,價格也太高展開收起
中風QTE及吸塵機捉鬼太過水劇情在充數,唔好笑更唔好玩,完全浪費時間 其他劇情還可以,部份迷題有點難但完全沒提示,結果不看攻略影片會經常卡關展開收起
來源:Steam 使用者原始評測。有幫助票數是存檔快照,並非即時資料。最後收集:2026/08/15。