垂死之光

垂死之光

《垂死之光》以靈活探索、武器製作,以及感染者橫行城市中的危險夜晚為核心。故事戰役可單人遊玩,也能最多四人合作,因此可以依照和朋友的遊玩計畫決定是否入手。Kinguin售價為≈ HK$22.78,可按預算衡量入手成本。Steam PC版標示為完整支援控制器。 Kinguin售價為HK$37.20,可以依照預算考慮是否現在投入這場殭屍戰役。

正在取得全網報價
95%Steam 玩家評分37.5萬 則評價75Metacritic/10074OpenCritic/100
發售日期: Jan 26, 2015
Zombies · Survival Horror · Horror · Online Co-Op · Open World
Dying Light UNCUT PC Steam CD Key+2·平台:Steam·~ HK$263.73-91%起~ HK$22.78(~ €2.59)比 Steam 省 HK$14.42去購買
Dying Light Standard Edition Steam CD Key+2·平台:Steam·~ HK$263.73-92%起~ HK$20.93(~ €2.38)去購買
Dying Light (uncut) Steam Key LATAM+2·平台:Steam·-87%起~ HK$23.31(~ $2.97)去購買
Dying Light Global+2·平台:Steam·-87%起~ HK$23.39(~ €2.66)去購買
+2·平台:Steam·香港 Steam 官方價~ HK$186.00-80%~ HK$37.20去購買
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$23.462024-05目前全網低價~ HK$36.41Steam距低價紀錄+55%
~ HK$66.15~ HK$99.53~ HK$132.90~ HK$166.2825-1026-0126-0426-0726-10~ HK$36.41

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。

DLC

01關於垂死之光

在遭殭屍病毒摧毀的城市中,《垂死之光》結合開放世界探索、跑酷、搜集物資與對抗感染者。收集補給、製作武器,並運用環境、武器和技能迎戰敵人。夜幕降臨後,追獵關係逆轉:你會成為獵物,必須選擇戰鬥或逃離。 Steam玩家評價:374,626則評價中有95%%為好評。 發行日期:2015年1月26日。

製作團隊

作曲
帕维尔·布瓦什恰克
開發
Techland
發行
Techland

Steam玩家評測

95%好評壓倒性好評374,626 Steam評測

過去36個月記錄最低價

≈ HK$23.462024-05-09 · Steam基本遊戲 · 與上方圖表記錄相同;美元價格歷史,不代表地區Steam最低價。

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Steam PC版資料 · 2026-10-10

02購買前

遊戲模式

Steam PC版支援單人遊玩,也支援最多四人的多人合作。

操作與語言

標示為完整支援控制器。繁體中文提供介面與字幕,未提供完整中文語音。

03常見問題

遊戲中要做什麼?

探索遭殭屍侵襲的城市,搜集物資、製作武器並對抗感染者。

戰役可以合作遊玩嗎?

可以。故事戰役支援最多四人合作遊玩。

晝夜循環會帶來什麼變化?

日落後危險局勢逆轉,你會從獵人變成獵物,需要迎戰威脅或逃跑。

8.0
綜合評分
外部評分95%Steam 玩家評分37.5萬 則評價75Metacritic/10074OpenCritic/100
畫面
8
音效
8
玩法
9
劇情
6
內容
8.5

“The open-world benchmark that welded first-person parkour onto zombie survival, with night-time escapes as its still-uncopied signature mechanic”

評測總結

Put every dimension together and Dying Light is the classic case where the score lies but the experience does not — a middling aggregate, an astonishingly high retention.

Where it sits in time

To grasp the game's place in history, rewind to 2015.

Before it, the viral-apocalypse template ran on "hide" and "hold" — the player pinned to the ground, working the infected with tools and cover. What Dying Light did was weld first-person parkour onto that template and make the player run. Movement went from a function to the spine of combat and escape. That seemingly small pivot redefined the genre's tempo, and it explains how the game broke out of a tired subject: twenty million copies for the single title, over thirty million across the series — a market verdict bought with one mechanical idea.

Stretch the timeline and the influence is still running. The game proved that "movement feel" can be a core selling point rather than a garnish, and it nudged later open worlds to take verticality and dynamic environments seriously again. A title that launched in the mid-seventies and still gets brought up years later, still pulls in fresh players generation after generation, owes all of it to that one refusal to follow the crowd.

Who it is for, and who it is not

The game's positioning is dead clear, and whether it fits you turns on what you actually want from one.

If you crave top-tier movement feel and an adrenaline escape every single night, and you will grind through a bitter opening to get there, this hands you a high nothing else replicates — it was built for exactly your kind of open-world player. That player walks away still haunted by those rooftop sprints and dives straight into the expansion and multiplayer to keep going.

Flip it around. If you want a finely polished main narrative, cannot stand fragile weapons and a steep teaching curve, and have no appetite for farming materials to progress, you will likely reach for the door inside the first few hours. This is not a question of quality but of fit — the game never tries to please everyone. It bets the house on one core mechanic, so you either love it enough to beat it four times or set the controller down early, with little middle ground.

That polarisation is not a flaw to be patched out; it is the direct consequence of a design with a strong point of view. Games engineered to offend no one rarely inspire anyone either. Dying Light accepts that it will lose a slice of players at the door in exchange for owning the ones who stay completely, and the twenty-million sales figure suggests it made the right bet.

The verdict gap, and the version to own

Understand the positioning and you can read the game's most fascinating data point. On OpenCritic it is merely a 74-average, Fair-rated game; on Steam it holds a ninety-five percent approval rating. That chasm between critic and player says it cleanly: the game's value is not in covering every base but in pushing its single core — day-night parkour — to the extreme, and the pull of that for players dwarfs the narrative shortfalls that dragged the score down.

Critic scores tend to demand balance across narrative, visuals and play, where any obvious weak slab pulls the total down; players voting with their feet care most about the core that hooks them. This game is the textbook lopsided student — its play strength runs long enough to bury its story weakness, and the players who fell for that strength simply do not weigh the plot the way a review rubric does.

For getting in, the pick is the Definitive Edition bundling the base game and The Following, because only with both in hand do you experience the complete day-night loop. The base campaign alone is a strong game; the campaign plus the expansion is the version that earned the devotion. That bundle is the best entry point for understanding why a 74-rated title commands a ninety-five percent player score years on.

The thing nothing replaces

We circle back to the opening verdict. What no peer has replaced is not the story but that day-night role reversal — daytime hunter vaulting rooftops in control, night-time prey hunted by Volatiles, surviving on parkour reflex alone between the roofs. Even now, games that render this mechanic so purely, so heart-in-throat, can be counted on one hand.

It even outgrew Techland's own Dead Island — that game pinned you to the ground with tools to hold a line, while this one made movement itself the spine of survival, a leap that turned the studio from a competent zombie hand into a mechanics innovator. Taken whole, this is a flawed yet irreplaceable game: the eight in its overall verdict holds both the salute to its gameplay ceiling and the honest deduction for its narrative and its barrier to entry. You may not remember what happened in Harran, but you will never forget one specific night, sprinting across the city's rooftops with something fast and furious at your back. A game that leaves a moment that vivid and scalding inside you has already won. That is enough.

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