甜甜圈都市

甜甜圈都市

《甜甜圈都市》的核心創意很鮮明:操控地洞吞下物品,讓它逐漸變大,再利用物理機制在角色的家與周邊環境中解謎。GameBillet 的目前價格為 ≈ HK$19.46,更適合尋找集中式單人冒險、並需要完整控制器支援的玩家。

你會組合物品、把它們彈出地洞,並跟隨被困在地下的居民推進故事。遊戲不是為多人共同遊玩設計的,更適合想體驗個人化敘事解謎的玩家。 Steam 價格為 HK$20.75 時,《甜甜圈都市》可以作為 Steam PC 平台上的緊湊型物理解謎作品來考慮。

正在取得全網報價
91%Steam 玩家評分1.1萬 則評價77Metacritic/10076OpenCritic/100
發售日期: Aug 28, 2018
Casual · Indie · Funny · Cute · Puzzle
Donut County+1·平台:Steam·~ HK$101.94-81%起~ HK$19.46(~ $2.48)比 Steam 省 HK$1.29去購買
+1·平台:Steam·~ HK$101.94-81%~ HK$19.54(~ $2.49)去購買
+1·平台:Steam·~ HK$101.94-80%~ HK$20.33(~ $2.59)去購買
Donut County (PC) Steam Key EUROPE+1·平台:Steam·-75%起~ HK$20.48(~ $2.61)去購買
+1·平台:Steam·香港 Steam 官方價~ HK$83.00-75%~ HK$20.75去購買
史低 ~ HK$19.07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$19.542026-06目前全網低價~ HK$19.54IndieGala Store目前即為低價紀錄
~ HK$40.20~ HK$62.82~ HK$85.44~ HK$108.0625-1026-0126-0426-0726-10~ HK$19.54

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關於甜甜圈都市

甜甜圈都市是一款敘事型物理解謎遊戲,你要操控一個不斷變大的地洞。吞掉各個角色環境中的物品,在洞中組合它們製造奇特效果,再把物品彈射出去解謎。故事圍繞操控地洞的浣熊 BK,以及 Donut County 的居民展開。 Steam PC 版支援單人遊戲與完整控制器操作。 11,080 則玩家評價中有 91%% 為好評。 於 2018年8月28日 發售。

製作團隊

開發
Ben Esposito
發行
Annapurna Interactive

Steam 玩家評價

91%好評極度好評11,080 Steam 評價

近 36 個月最低記錄

≈ HK$19.542026-06-26 · IndieGala Store基礎遊戲 · 與上方圖表相同的記錄;美元歷史,不是地區 Steam 最低價。

語言支援

語言介面字幕音訊
簡體中文是是是
英語是是是
法語是是是
顯示另外 9 種語言
語言介面字幕音訊
義大利語是是是
德語是是是
西班牙語是是是
日語是是是
韓語是是是
巴西葡語是是是
俄語是是是
波蘭語是是是
拉美西語是是是

Steam PC 版資料 · 2026-10-11

02購買前

模式與操作

Steam PC 版支援單人遊戲、完整控制器支援與 Steam 雲端存檔。

語言與音訊

英文、簡體中文與繁體中文列為支援語言;這些條目標示完整音訊與字幕。

03常見問題

核心玩法是什麼?

你操控一個會吞噬物體、並隨吞噬持續變大的地洞。

有哪些解謎機制?

可以在地洞中組合物體,用來煮湯、繁殖兔子、發射煙火並解開謎題。

故事內容是什麼?

故事圍繞 BK、Mira,以及被困在地下 999 英尺處的 Donut County 居民展開。

7.5
綜合評分
外部評分91%Steam 玩家評分1.1萬 則評價77Metacritic/10076OpenCritic/100
畫面
8
音效
5
玩法
6.5
劇情
8
內容
5.5

“Treat it as a creative afternoon dessert: absurd, charming and brisk, delightful as long as you do not expect a full course.”

評測總結

Is Donut County worth that one-to-three-hour stretch of your time? It is. The condition is that you understand what you are actually buying: not a full banquet, but a dessert with an unusually good idea baked into it. The best bite is not the portion size, it is the personality you can taste in the very first mouthful: a premise absurd enough to feel fresh, character relationships endearing enough to win you over, an art style with a face all its own, and a swallow-everything core mechanic that genuinely delivers an instant-grip kind of fun.

A small thing that knows it is small

Unlike a lot of indie games that strain to prove they have plenty of content, Donut County carries a kind of self-awareness about stopping at just enough. That self-awareness has its virtues and its costs. The virtue is a pace so crisp there is almost no wasted stroke; the cost is that you can plainly feel certain mechanics and ideas that could have traveled further, reined in right when they were getting interesting. So the impression it leaves is contradictory by design: light, deft, fun, and not quite enough to fully satisfy a player hungry for more.

That contradiction is exactly why the critical scores scatter so widely. The spread from 3DM's harsh 4 to IGN's warm 8 is not hard to understand at all. The people who love it see a small, sharp, inventive work; the people who do not see one good idea polished up into merely "pretty decent." Both readings are honest responses to the same game, and which one you arrive at depends almost entirely on the expectations you walk in carrying.

Holding up, on its own terms

Looked at today, the design still holds up, because the core pleasure does not lean on trend-chasing technology and has not been rendered obsolete by time. A hole that eats a town is just as funny now as it was at launch. But by that same token, players have since seen so much more mechanical evolution and content density from indie games that Donut County's "just right" length is even easier to read now as "not quite satisfying enough." The bar moved, and a deliberately compact game feels the shift more than most.

Set against rolling, swallow-everything casual peers like Katamari Damacy, Donut County differentiates itself through absurd storytelling and short-form precision rather than depth or longevity. It is not trying to out-system anyone. It is trying to be a charming, complete little object, and on those terms it succeeds.

So my conclusion is simple: give it a try, but do not pitch your expectations too high. Tune them correctly, treat it as the creative afternoon dessert it openly wants to be, and it becomes a very comfortable stretch of time. Tune them wrong, come at it expecting a meal, and you will walk away noting everything it chose not to do. Short, but charming enough. That is the honest shape of it, and for the right player on the right afternoon, charming enough is plenty.

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