
沙丘:覺醒
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 沙丘:覺醒
在厄拉科斯,求生意味著尋找陰影、躲避沙蟲,並將有限資源化為水、裝備與棲身之所。《沙丘:覺醒》結合開放世界探索、製作、基地建造與電影式敘事,可獨自遊玩,也可與其他玩家同行。 Steam 玩家評價中,好評比例為 72%,共 68,397 則。 Steam PC 版支援完整控制器操作。 介面語言包括 簡體中文、繁體中文、英語、法語、義大利語、德語、西班牙語、日語、韓語、波蘭語、巴西葡語、俄語、土耳其語和烏克蘭語。 發行日期:2025年6月10日。
製作團隊
近 36 個月最低紀錄
≈ HK$153.582026-07-30 · Kinguin基礎遊戲 · 與上方圖表記錄相同;美元歷史價格,不代表區域 Steam 史低。語言支援
| 語言 | 介面 | 字幕 | 音訊 |
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| 簡體中文 | 是 | 是 | — |
| 繁體中文 | 是 | 是 | — |
| 英語 | 是 | 是 | 是 |
再顯示 11 種語言
| 語言 | 介面 | 字幕 | 音訊 |
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| 法語 | 是 | 是 | — |
| 義大利語 | 是 | 是 | — |
| 德語 | 是 | 是 | — |
| 西班牙語 | 是 | 是 | — |
| 日語 | 是 | 是 | — |
| 韓語 | 是 | 是 | — |
| 波蘭語 | 是 | 是 | — |
| 巴西葡語 | 是 | 是 | — |
| 俄語 | 是 | 是 | — |
| 土耳其語 | 是 | 是 | — |
| 烏克蘭語 | 是 | 是 | — |
Steam PC 版資料 · 2026-10-10
02購買前
遊玩模式
Steam PC 頁面列有單人、多人及合作模式。遊戲介紹也提及官方伺服器,以及玩家自架或租用的伺服器。
語言與操作
頁面列出 14 種介面與字幕語言,並支援英語完整語音。Steam PC 版支援完整控制器操作。
03常見問題
《沙丘:覺醒》主要玩什麼?
探索厄拉科斯,在特殊氣候中求生,製作工具與載具、建造基地,並調查一段電影式的沙丘故事。
可以和朋友一起玩嗎?
可以。Steam PC 版列有多人與合作模式,遊戲介紹也提到和朋友一同探索。
故事的前提是什麼?
你以貝尼潔瑟睿特代理人的身分前往厄拉科斯,調查弗雷曼人失蹤之謎;故事設定在保羅·厄崔迪從未出生的世界。
“Funcom turns Arrakis into a planet that really makes you bleed to survive — superb survival craft, with combat and endgame still catching up”
評測總結
A planet that pushes you to the edge — and that you cannot bring yourself to leave

Tally it all up and Dune: Awakening's report card is hard to argue with. A million copies in two weeks made it Funcom's fastest-selling game ever — its own Conan Exiles took a full year to reach the same number — and concurrent players on Steam peaked above 189,000 within six days. It carries a Strong rating on OpenCritic with an 81 top-critic average, a 71% positive rate on Steam, and a review profile that flipped back to Very Positive a single day after a review pile-on. Put those numbers together and they say one thing: it has real chops, and it has a real temper.
What is hardest to replicate here is not any single system but Arrakis itself. Funcom twisted scarce water, storms, worms, and movement into one continuous pressure that makes you calculate and makes you wary, so that staying alive on the planet becomes the content. That is exactly what the studio's own Conan Exiles never managed — back then survival was a skin over a savage world, while this time the fiction sinks into the motive behind every sip of water and every stretch of road.
Who should buy it, and who should keep their distance

Who should buy it is easy to call. If you want to be pulled into a cruel planet for the long haul, to savor that shift from suffering to obsession once you clear the steep early slope — and especially if you have a few steady teammates to carry the worst of the opening with you — this game is all but tailor-made for you. It does not want your three-minute attention span; it wants you willing to treat it as a life you tend slowly. Getting swallowed whole by a worm is a catastrophe for a solo player, but inside a group of friends it becomes a shared memory you bring up for months, and that tension is a kind of fun all its own.
Flip it around, and if you only want to play casually for an hour or two, cannot stomach losing every possession on death, and have no patience for the brutally steep opening, it will very likely turn you away within the four or five hours before your first worm. It never set out to please everyone — that is its temper and its price. In all honesty its combat feel and endgame structure are both still catching up, and the late-game grind needs to be kinder; those are real shortcomings that should not be papered over by the immersion. But as long as you sign up for the harshness and treat it as a long life rather than a one-and-done clear, Arrakis hands back a world of immersion with few rivals. That post-launch reputation curve, climbing steadily as players adapted, has already said the most important part for it: most of the people who made it through stayed. A game that flips a review pile-on into Very Positive in a day, and keeps a peak player count like that, is not coasting on hype — it is keeping the people it manages to convert. If you are one of the players it is built for, the verdict was never really in doubt; the only question is whether you are willing to bleed for the desert it offers, and a great many people turned out to be.
沙丘:覺醒 相關資訊
熱門 Steam 評價
母語評價精選 · 10 則此語言中精選的有幫助評價包含推薦與批評。此精選不代表整體好評比例;意見反映的是評論者所評的版本。
從發售日就開始玩,到現在已經累積超過 300 小時。 這段時間的體驗可以說是又愛又恨,想分享一下心得,也希望官方能看到。 遊戲的優點 👍 從零開始的沙丘生活 從什麼都沒有,到在沙漠中慢慢建立起自己的據點,這過程非常有成就感。 沙漠真實體驗 尋找水、 躲避沙塵暴、 騎沙漠機車橫越荒漠還被沙蟲追逐的刺激感,這些細節都讓人有置身《沙丘》世界的感覺。 社交氛圍(剛開始的時候) 剛上市時,路上常能遇到玩家,大家還會寒暄幾句,但...現在整個沙漠只剩下殺蟲和砲彈的聲音。 遊戲的缺點 👎👎👎 任務過於重複,跑腿感太重 很多任務必須在同一地點之間來回好幾次,甚至要橫跨地圖重複跑,幾次之後讓人感覺官方只是在拖時間,而不是享受遊戲。 生產系統的「貧富差距」 做出高階機器後,可以大幅減少資源消耗(甚至只要 50% 的材料),這讓有錢玩家越來越強,普通玩家則永遠卡在底層。 沙蟲機制極度不穩定 官方一直在調整沙蟲出現的頻率與範圍,現在的沙蟲出現頻率實在是太高了,甚至常常在不尋常的地方出現,讓遊戲體驗很不穩定。 死亡懲罰太嚴重及裝備耐久度衰敗問題(最大問題!) 我曾被被沙蟲直接從腳下「瞬間吃掉」,這讓我 累積230 小時所收集的許可證香料裝備全部消失。 ***這種懲罰實在太過沉重,會讓玩家心態崩潰,萌生永遠退出遊戲的念頭。*** 再者,裝備因使用而掉耐久度我沒什麼意見, 主要的問題在每次修裝後,裝備最大耐久度會降低, 而且沒有任何方式可以恢復最大耐久度!! 這個部分在T1~T5的裝備上是還好, 但對很多T5以上,尤其! 是需要找隊友在深沙不斷刷本才能拿到的 "許可證裝"、 "許可證 採集或生存功能性裝備"來說,就非常的惡意與不合理了!!! 👉👉👉 強烈建議官方: 1.死亡懲罰可以調整,例如全身裝備耐久度歸零,或掉落部分裝備,而不是全部消失。 2.調整修裝後,裝備降低最大耐久度的速度,或提供可以恢復最大耐久度的機制!! 總結 《沙丘:覺醒》是一款有潛力的好遊戲,沉浸感和氛圍都很強。 但是以上幾個問題(尤其是死亡懲罰 + 裝備耐久度衰敗 + 沙蟲不穩定)會讓玩家逐漸退坑。 我真心喜歡這款遊戲,也希望官方能重視玩家的回饋,讓這款遊戲可以走得更長久。 ***************************************** For native English speaker and official developer Dune: Awakening – A Wanderer’s Testament After 300 Hours I have walked the sands of Arrakis since release, now well over 300 hours beneath its burning suns. This game has given me moments that feel as if Frank Herbert himself wrote them—yet it has also tested my devotion with flaws that cut deep. What Captures the Spirit of Dune 🌞 From nothing, a sietch is built Beginning with nothing but survival instinct, then carving out my own shelter in the desert—this process carries the essence of the Fremen struggle. The desert lives and breathes Riding across endless dunes, watching the horizon, always wary of Shai-Hulud beneath my feet—this is Arrakis. The storms, the scarcity of water, the thrill of spice harvesting—all of it immerses me in Herbert’s world. The fellowship that once was In the early days, the desert was alive. I would meet strangers on the road, exchange greetings, feel the presence of a community. Now, the sands are empty. No Ornithopters above. No voices on the wind. Only worms and weapons remain. Where the Spice Turns Bitter ⚠️ Quests = endless couriers Too many missions force the same backtracking between settlements. Instead of the epic journey of a desert nomad, I feel like a courier lost in the wastes. Machines that widen the gap High-tier machinery slashes material costs—down to half. The rich grow richer, while ordinary wanderers remain trapped in scarcity. This imbalance breaks the struggle at the heart of Dune. The chaos of Shai-Hulud The sandworm should inspire awe, fear, and reverence. But its spawning now feels random, unfair, and immersion-breaking. I have been devoured without warning—no tremor, no sign—just swallowed whole. The punishment of death = exile This is the deepest wound. When a worm consumes you, everything is erased. Hundreds of hours of work—gear, permits, hard-won spice harvesters—gone in an instant. 👉 Death in Dune should punish, but not annihilate. Reduce durability, drop a portion of gear, but do not erase everything. Such a loss drives players not into resilience, but into despair… and eventually away from Arrakis. The decay of equipment Even repairs feel cruel. Each fix lowers maximum durability, with no way to restore it. For rare high-tier licensed gear, earned through deep desert raids, this system feels malicious, not challenging. A Cry from the Desert 🌵 Dune: Awakening holds immense promise. Its atmosphere is unlike any other game. It makes me feel Arrakis. But the unstable worms, repetitive quests, and merciless death penalties are draining life from this world. I love this game. I want to remain on Arrakis. But unless these wounds are healed, more wanderers will abandon the desert, and the dream of Arrakis will fade into silence.展開收起
也許我們從未見識 還沒能曉得 就快曬昏了 盡管心裡想著的還是那個 弗曼人 因為不安而頻頻回首 無知地索求 羞恥于求救 不知疲倦地翻越 每一個沙丘 越過沙丘 雖然已曬昏頭 喋喋不休 口袋空空的哀愁 還未如願見著香料 就把裝備先搞丟 越過沙丘 才發現沙蟲等候 喋喋不休 記得千萬別回頭 為何還記得上一次被沙胡坴吃掉 是甚麼時候展開收起
在這個主打「生存」、「建造」的遊戲中,沒有一邊是做的讓人驚豔,甚至連中規中矩的算不上,只有沙子可以給個好評兒。 整體而言,所有「生存」的設定關聯性極低,像是不同的東西硬要湊在一起。「建造」像是Minecraft創造模式在玩。而生存與建造兩者又彼此不相干。順帶一提,既然要搞這種建築模式,到底限制燈具數量幹麻阿。 讓我給出負評的主因在於解主線的BUG,中後期解主線劇情要去世界地圖,解一個任務被踢出世界伺服器無數次,踢出重登就要重跑,永遠解不完,同一個劇情看7、8次不給解,同一扇門切7、8次還以為是去那邊農回收金屬的,VPN、更換電腦都無效,讓人惱火賭爛,可以確定是BUG了,果斷退訂私人伺服器。還300人開發團隊,媽的破遊戲。 【水資源】 在沙漠世界的背景下應該是極度缺水的,但讓我們缺水的原因卻是因為要磨的素材需要用到大量的水資源。 存了八十萬單位的水....按一下礦石提煉機就沒了,某種意義來說確實缺水。 光是從血液淨化機1:1轉化,就知道水資源設定是用腳做的了。 遊戲剛出的前兩個月,從外面採集回來的水資源倒進蓄水池,10000 mL的水瓶要按40次,想像一下主角拿著250 mL定量瓶在倒水,開發團隊你們真的有玩過嗎? 時隔2個月才補上全部存入的功能。另外分解機到現在還不能批量分解。 【素材】 銅條、鐵條、鋼條、鋁條、杜拉鋁條、塑料鈦碇,6種素材的演進只是換個皮重新農而已,完全沒有升級的感覺,有點免洗遊戲的感覺,只是這免洗遊戲有點貴。 銅線是用回收金屬製造而不是用銅條做的。 【工具機】 中型礦石提煉機 > 大型礦石提煉機,原礦用量減一點,水資源用量不變,我到底花那麼多素材升級成高階的幹嘛呢? 初階XX製造機 > 高階XX製造機,高階竟然不能做初階的東西,用腳想出來的設定吧? 不通用就算了,分類倒是做好一點啊?不同階段全都混在一起,找個工具找老半天。 分解機不支援大批量分解,要一個一個慢慢按,這個就看得出團隊在測試時沒在用了。 【防具】 蒸餾服在建築的時候好用,不用太長補水,其餘時間用不到。 戰鬥時真的有人會穿重型盔甲以外的裝備嗎,所有戰鬥的威脅源於拿槍的自己,只要一開槍屏蔽場就會失效,設定上能接受。 但我的視野認為輕型盔甲的用處很雞肋,來自於近戰兵的攻擊無腦格檔即可,這邊有可能是個人見解問題。 【建築】 單一素材通用建造,與「生存」背道而馳,以為在玩Minecraft創造模式。中規中矩吧,沒什麼特色。 燈具的採光做得不好,需要照到工具機、箱子、牆壁等物件才有效果,擺在空曠處是無效的。 所以到底為什麼要限制燈具的數量? 個人不喜歡這種領地機制,限制有點多。 【深邃沙漠】 打測試戰,2個人一起的體驗比較剛好,缺點是有點太臭太長了。 好不容易打完9輪車輪戰,準備開寶箱結果寶箱已經被別人開過了,既然寶箱還沒重生,卻讓敵人卻重生,這不純純在噁心玩家嗎。 深邃沙漠極度排斥孤狼,單人不可能在深邃沙漠用沙地車採香料,單人要花費大量精神、時間才能打完測試戰 (然後寶箱沒刷新)。 一周刷新一次,個人覺得有點太快了。展開收起
沙丘:覺醒遊戲評價 (Dune: Awakening Game Review) 遊玩沙丘:覺醒即將破百小時,能玩的內容都已都玩了個遍,久違的評價一下這個遊戲 I've spent nearly 100 hours playing Dune: Awakening and have explored all the available content, so it's time to share my long-awaited review. 優秀開局,END GAME不明,未來卻又可期的生存建造MMO An excellent start, unclear endgame, but a promising future for this survival-building MMO. 剛進入沙丘:覺醒的沙漠世界,以同類型遊戲頂尖的畫面及光影效果震撼到我的眼球,基於灼熱太陽與補充水分的迫切卻又迫使我無瑕顧及漂亮的風景去尋找維持角色生存的水資源。 Upon entering the desert world of Dune: Awakening, I was stunned by the top-notch graphics and lighting effects typical of the genre. The urgent need for water under the scorching sun compelled me to prioritize survival over enjoying the beautiful scenery. 遊戲的首個地圖「哈肯盆地」有各種不同的地型,有一望無際的沙原、深墜的哈卡裂谷、陡峭的高原以及輻射大地等,算是有不同的主題供玩家探索。 The first map, "Harkonnen Basin," features various terrains, including vast deserts, deep canyons, steep plateaus, and radioactive lands, providing players with different themes to explore. 各個不同主題的地區都由一個元素貫穿全局 - 乾旱,玩家為水資源所驅使帶動進程,由早期至晚期,由從每個死亡的NPC抽取血液提煉,到建造捕風器,再到為了提供捕風器的電力去建造發電機,再到維持以上運轉的資源等,FUNCOM設計好一糸列的資源迴圈供玩家的資源取得有一個正向的成長。 All thematic areas are unified by a central element—drought. Players are driven by the need for water, progressing from extracting blood from dead NPCs to building wind catchers and generators, creating a positive resource loop designed by FUNCOM. 隨著玩家採集工具級數的提升,能收穫越來越多的數量及品種的資源,讓玩家得以更容易的建造龐大的建築作為基地,與此同時 — 玩家即將遇到遊玩此遊戲第一個難受的點 — 白癡一般的建造介面,拜託FUNCOM,你們不是第一次造生存建造遊戲了.......... As players level up their gathering tools, they can harvest increasingly diverse resources, making it easier to build large bases. However, they will soon encounter the first frustrating aspect of the game—the clumsy building interface. Come on, FUNCOM, this isn't your first survival game. 除了基地主體的修築,各種資源的提煉以及工具裝備的製作都需要相關的設施,以上的設施所需的零件需要從地圖各區域的NPC哨站、營地、地下城等取得,探索此類地點玩家會遭遇更多數量、品種、強度的敵人,並得到野外更豐厚的獎勵 — 然而第二個毒點來了,製作方並沒有為各個野外哨站製作鏡像區域,甚至連地下城都沒有,引致一些較熱門的POI,玩家進入甚至組隊進入,期待一場緊張刺激的冒險最後只是在空盪盪沒有敵人的區域拿取免費的戰利品,令人感到十分空虛............. In addition to building the main base, extracting resources and crafting tools require related facilities. The parts needed for these facilities must be obtained from NPC outposts, camps, and dungeons across the map. While exploring these locations, players encounter more enemies of various types and strengths, yielding richer outdoor rewards. However, here's the second frustration: the developers did not create mirrored areas for these outposts, and even the dungeons feel empty. Some popular points of interest lead to disappointing adventures where players enter, even in teams, only to find barren areas devoid of enemies, resulting in a sense of emptiness. 戰利品方面,各種稀有等級的裝備跟普通裝備只有數值上的差異,此情況在武器類尤為明顯,對,沒錯,你拿到了一柄T6需要用鈦金屬製作的稀有長劍設計圖,然而它跟你手上拿的T5杜拉鋁長劍只有攻擊力高上100點的差別,完了,沒有了,別期望你的長劍砍中敵人後會放出連鎖閃電轟趴一片敵人,你去玩DIABLO2吧。 Regarding loot, rare gear and common gear differ only in stats, especially evident with weapons. Yes, you obtain a design for a rare T6 longsword made from titanium, but it only has a 100-point attack difference compared to your T5 duralumin longsword. That's it; don't expect your longsword to unleash chain lightning on enemies. If you want that, go play DIABLO 2. 戰鬥方面設計得很好,我很驚訝護盾的出現竟然可以改變整個戰鬥的生態,讓玩家能夠拿上其他生存遊戲較弱勢的刀劍去戰鬥而不是輕易的被射成篩子,各種技能的搭配讓玩家可以有不同的戰鬥風格 — 這點在生存建造遊戲類別裡是獨一份的特點。 The combat design is well-implemented, and I was surprised to find that the introduction of shields significantly alters the combat dynamics, allowing players to use weaker melee weapons without being easily shot down. The various skill combinations enable players to adopt different combat styles, which is a unique feature in the survival-building genre. 與戰鬥風格的優秀比起來,玩家技能BUILD的建置卻成了第三個毒點 — 每個技能升級所需的技能點遞增,但技能效果卻是遞減,讓玩家傾向成為「全能」或「四不像」去得到最大的收益而不是成為另個戰鬥範疇裡的專精 — 比如刀劍大師等;並且玩家在升級的過程中美其名曰會慢慢遇到其他職業的導師從而去開啟更多技能,然而,某些技能導師需要探索大半並進行到遊戲中期以後才能接觸,並且在有撲翼機前也難以進行職業升級任務導致大批技能卡在1等,我就有段時間苦於坐擁大量技能點卻又無技可點的困境。 In contrast to the excellent combat styles, the build system for player skills has become another frustration. The skill points required for upgrades increase, yet the effectiveness of the skills decreases, leading players to become "jack-of-all-trades" rather than specialists, like swordmasters. Additionally, while players are told they will gradually meet other class mentors to unlock more skills, some mentors can only be accessed well into the game, making it difficult to complete class upgrade quests without a flying machine. This has left me in a frustrating situation where I had many skill points but nothing to spend them on. 然而對比技能BUILD建置的規劃跟過程,我又頗欣賞沙丘覺醒的洗點糸統 — 免費48小時冷卻的重點機制,讓玩家得以償試不同的技能配置,卻又防範到一些只在需要維修的時候才洗成維修技能的玩家,並迫使玩家好好分置自己或團隊的技能。 Despite the frustrations with skill builds, I appreciate Dune: Awakening's respec system. The free 48-hour cooldown allows players to experiment with different skill setups, preventing players from only respecing to repair skills when needed, and encouraging proper distribution of skills within teams. 到了遊戲後期,玩家都會到沙漠深處去探索,猛毒來了。 In the late game, players venture deeper into the desert, where danger lurks. 先來講PVE觀測站類的地下城,龐大的伺服器人口引致各地下城長期處於空置狀態,我昨晚打了6個地下城 — 只劈死了一隻NPC。拿了一大堆戰利品,然而我感到的只有空虛......... First, talking about the PVE dungeons, the large server population has left many dungeons perpetually empty. Last night, I completed six dungeons and only killed one NPC. I ended up with a lot of loot, but all I felt was emptiness. 飛船墜毀地點,內部空間設計太小,玩家可以輕鬆逃走並規避PVP,我就幾乎沒試過拿到有好東西的寶箱 At the crash sites, the internal layout is too small, allowing players to easily escape and avoid PVP. I've hardly ever managed to obtain any valuable loot from chests there. 到了PVP區域,遊戲設計迫使只想好好採集資源的玩家跟只想世界毀滅的玩家關在一起,並且多數的戰鬥發生在載具與載具之間,無聊並完全浪費了製作方設計的戰鬥糸統,PVE玩家無法好好採集,PVP玩家無法殺得盡興;專注PVE跟PVP其實不是一個問題,問題是得讓玩家有選擇權,這完全可以設計成有兩種資源一種只能PVP區域穫得另一種只能在PVE區域穫得,並且在最後透過遊戲的交易所進行流通,但在目前我只看到空虛的地下城、激戰的香料田、飛彈橫飛的鈦礦場。 In the PVP areas, the game design forces players who just want to gather resources to coexist with those intent on destruction. Most battles occur between vehicles, making it tedious and a complete waste of the combat system designed by the developers. PVE players struggle to gather effectively, while PVP players can't fully engage in combat. Focusing on PVE and PVP isn't the issue; the problem lies in providing players with choices. This could easily be designed to have two types of resources—one obtainable only in PVP areas and the other only in PVE areas, which could then be traded in the game's marketplace. However, all I see now are empty dungeons, chaotic spice fields, and missile-ridden titanium mines. 在最後,雖然我對沙丘:覺醒現時的終局體驗不甚滿意,但我得老實的講此遊戲確實在前中期帶給我不錯的遊戲過程,並且如果你熟悉FUNCOM,它是一間願意為旗下遊戲長期更新的開發商,我希望也願意相信遊戲會越來越好,希望大家玩得愉快。 In conclusion, while I am not satisfied with the current endgame experience of Dune: Awakening, I must honestly say that the game has provided me with a solid experience in the early to mid-game. If you're familiar with FUNCOM, you know they are a developer committed to long-term updates for their games. I hope and believe that this game will continue to improve, and I wish everyone an enjoyable experience!展開收起
一坨大便 對 PVE 玩家, PVP 玩家, 沙丘粉絲群體的既要又要 地圖很大 但能去的地方很少,因為沙地基本上不能走。山丘也沒有興趣點。 地圖大是缺點嗎,放一般遊戲可能不是,但這遊戲絕對是。 物資是分開的,舉例 防具有一個很重要的物資叫做 塑鋼植物纖維,他只能在飛船殘骸找到,那麼你要做一件防具,就得專門到這個地方去找。 以此類推,礦物也是如此。會分布不同的礦在地圖上。 劇情,我不是沙丘粉絲跳過 生存建造:我個人沒感受到好玩的地方,他有類似RUST Monument的機制,但戰鬥不好玩,技能基本上一坨大便 舉例:晶算師的引爆毒素,我到第二章節解鎖,回去最一開始的飛船殘還用這招 打敵人也弄不死一隻,等了3秒以上的毒傷害想說是不是要慢慢等DOT,但有丟毒會遮擋玩家視野所以你也只能等不能用槍打,然而NPC不受限制,那我用這個技能的意義在哪? 舉例二:鉤鎖槍,距離超短,垃圾 舉例三:砲塔,放出來打不到20發就沒了,還不一定打得死一隻 不知道是因為技能沒有升很高的原因,但我都拿技能去最一開始的地圖測試,全部沒有理想的傷害。 PVP? 抱歉基本不存在,沒玩到黑區,而且我估計到20小時以前都玩不到黑區。 有找到第二章的PVP區域,在東部盆地右上角有一個小的飛機殘骸,是PVP區域。 但是,這個殘骸有夠小,PVP區域圈起來的地方中心是殘骸,上不去或很難上去,周圍一圈有物資的地方卻已經離開PVP區域,飛船PVP區域裡面有且只有一個箱子放8個塑鋼植物纖維跟3個機械零件。 我要為了這個東西PVP? 我完完全全不知道這個PVP範圍,物資,獎勵,地形設計到底在幹嘛,這還不是黑區那種隨機生成的地形,是PVE區域手動生成的,到底為什麼PVP區域可以又小、物資又爛。 你不想再PVE區域建PVP可以不建,沒必要浪費時間做這種一眼敷衍的垃圾。 遊戲流程: 為什麼我說這遊戲是 對各種玩家群體的既要又要,因為整個遊戲流程,就是一直拖拖拖拖拖拖。 你要跑任務,先花10分鐘到任務地點附近 再花5分鐘找任務地點入口(看著攻略 然後花30分鐘打裡面的怪跑迷宮 撿一堆物資 做完任務 花30分鐘走去交易站交付任務 給你蚊子腿獎勵 建家: 先準備礦物 造地基,做分解機,工作台 你要搬家怎麼辦? 恭喜 全部重建 很常搬家嗎,是的你必須越來越往北走,要隨著任務一直搬家,不然就是跑任務的時候享受10分鐘以上的路途 建家一開始你會覺得 材料消耗不多阿 等到建 裝備製造台,車輛製造台 武器製造台 你要農剛材的時候,恭喜 好日子才剛剛開始呢 PVP 0/10 沒打過任何架 PVE 1/10 技能基本不存在, 全靠近戰跟槍,打擊感一坨屎,像沒有build的全境封鎖 生存建造 0/10 我在為了我一定要搬家的生存點農,農還農的不舒服,為了農這些東西,我要滿世界跑,但不農又不行,真農好了又要搬家,再把前面已經做過的建造台全部建一次,每一次搬家都是指數級增長的農奴體驗。 大型pvp ? 別鬧了 真打pvp 的能過你第二章就該偷笑了 到底哪來的pvp 真要打起來估計也沒新人進來打pvp 能湊出伺服器 10 個人出來打就該偷笑了 當天請一天假打遊戲,說實話 上班都比這遊戲好玩 各種交互超級反人類,同隊的看不到標點沒關係,你開車在沙地上,必須去躲避地面上的流沙跟硼砂,基本上碰到就是引沙蟲,引到就全身空。 你必須看著地圖躲,但你開車的時候開地圖,車的移動會停下來。 不是老哥,你地圖不支援背景移動到底是哪個天才想的,你要是很好判斷地上是不是流沙那也算了,一定要開地圖看的東西,你地圖開起來不支援背景移動。我真的,他媽==展開收起
意外相當好玩的遊戲,感覺像星空跟星戰亡徒加在一起的沙丘主題超絕強化版本,類似ARK的玩法但又沒有ARK早期要打恐龍時戰力不平衡的痛苦。 沙丘的廣大沙漠也很好的彌補了許多遊戲在開放世界有些場景太空曠的問題,因為厄拉科斯的地形就是這樣。 開放式界東西不會太多代表電腦相對運作良好,不用到很高階的設備也跑得起來。 沙粒的特效也意外的很流暢。 雖然單人也可以暢玩,但建議找一群夥伴分工合作整個遊戲進程會舒服不少。 特別是前期技能點分配會讓玩加在前六個小時需要分工合作來加速遊戲內的發展。 另外,這幾天玩下來雖然尚未完全解鎖全技能,但從技能的說明來看這遊戲後期不管是PVE還是PVP都會相當有趣,打法會相當多變,三個主動季與選用被動的技能配合看起來略少,實際上會特定你的打法build,可以想像未來PVP打起來多刺激。 地城副本的設計也相當良好,資源上不會有那種搶王搶怪的問題(PVE區域,PVP當然是另外一回事) 特殊道具掉落雖然會有機率問題,但只要跟夥伴組隊去刷基本上湊套也很快。 由於這款遊戲有建造要素,所以部分玩家可能無法接受,要斟酌入坑。 比起黑色沙漠或FFXIV這種MMORPG,他比較像是ARK線上版。 整體來說沙丘覺醒是匹黑馬,至少是我預料之外的黑馬。 好玩。展開收起
PVP好玩 但就是加速外掛太多了 官方又毫無作為 在DC討論還會被BAN 外掛不處理一率差評差評!! 現在更扯了 外掛日新月異不搞什麼自瞄暴頭了 直接範圍即死 小怪玩家瞬間大範圍秒殺死亡 至於官方呢?? 依然沒有作為!!! 大家一起給差評讓官方注意PVP環境已經臭酸啦!!展開收起
畫質靚, 建築好有質感, 氛圍做得好。我用 RTX2060 laptop 都玩到, 唔會lag。有些少bug, 頻裡打字有時會睇唔到。 估唔到好多HK人, 開公會一齊玩 :D Ishia - 哈賈爾穴地 冇指定時間上線刷活動, 終於有隻game係真正享受而唔係好似番工咁!展開收起
The game itself is fun, but in its current state, I really can’t recommend buying it. Why? Simple — because there are way too many cheaters. So many, you’d wonder if this is a survival game or a giant cheat showcase. 遊戲本身很好玩,但現在這個狀態,我真心不推薦購買。 為什麼?很簡單,因為外掛太多了——多到你會懷疑這到底是沙漠生存遊戲,還是大型外掛展示會。 我辛辛苦苦打完前期 PvE,滿心期待踏進深邃沙漠開始真正的冒險,結果迎接我的,是隱形範圍擊殺外掛、一槍秒殺外掛的撲翼機加速外掛玩家群。 我有舉報,也拍了影片,但沒有用。他們不只沒被封,還繼續活蹦亂跳地在線上公然嘲諷我們這些乖乖打資源的玩家。 今天更新到 1.1.10.0,我滿懷希望地登入遊戲,看看官方是否終於出手整治。結果? 他們還在,一如往常,可能比你我還準時更新。 所以如果你現在問我推不推薦買這款遊戲? 很抱歉,我只能說:等官方先打得贏外掛再說吧。 我已經玩超過 100 小時,沒資格退款了,不過我還是會試著申請看看,畢竟……做夢還是不用錢的。 I worked hard through the early PvE zones, excited to finally enter the Deep Desert for the real adventure. What greeted me?Players using ornithopter speed hacks, invisibility with area-kill cheats, and one-shot kill cheats (which instantly reduce equipment durability to zero). I reported them and even recorded videos, but it was all useless. They’re not banned — instead, they’re still online, openly mocking us normal players who just want to grind. Today the game updated to version 1.1.10.0, and I logged in hoping the devs finally took action. Guess what? They’re still here, probably updating their cheats on time too. So if you ask me whether I recommend buying this game right now? Sorry, I can only say: Wait until the devs can actually beat the cheaters. I’ve played over 100 hours already, so I can’t get a refund, but I’ll still try anyway — hey, dreaming costs nothing.展開收起
來源:Steam 玩家原始評價。有幫助票數為封存快照,並非即時資料。最後收集日期:2026/08/15。
