Crushed In Time

Crushed In Time

《Crushed In Time》適合想體驗點擊式謎題、獨特元敘事,以及福爾摩斯與華生搭檔的單人玩家。Steam PC 版帶你穿越遊戲開發的不同階段,並透過抓取、拖曳和放開來解謎。在 Steam 記錄的最低價格 HK$ 145.00 下,如果你正計畫體驗這場另類調查,現在正合適。英語語音和可用字幕也讓語言選擇更明確。

正在取得全網報價
90%Steam 玩家評分1323 則評價76Metacritic/10080OpenCritic/100
發售日期: Jun 10, 2026
Adventure · Point & Click · 3D · Comedy · Puzzle
·平台:Steam·香港 Steam 官方價~ HK$145.00史低去購買
史低 ~ HK$156.87含 Steam 及第三方通路目前價格處於歷史最低水準
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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$156.872026-06目前全網低價~ HK$145.00Steam目前即為低價紀錄
~ HK$157.86~ HK$174.53~ HK$191.20~ HK$207.8826-0626-0726-0826-0926-10~ HK$156.87

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

開發
Draw Me A Pixel
發行
Draw Me A Pixel

Steam 玩家評測

90%好評極度好評1,323 Steam 評測

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

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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。

7.8
綜合評分
外部評分90%Steam 玩家評分1323 則評價76Metacritic/10080OpenCritic/100
畫面
8
音效
9
玩法
7.5
劇情
6
內容
7

“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

Crushed In Time screenshot

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

Crushed In Time screenshot

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

Crushed In Time screenshot

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

Crushed In Time screenshot

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.

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