看火人

看火人

《看火人》結合荒野探索與由選擇推進的懸疑故事,適合想體驗單人敘事的玩家。在GOG,Steam PC版售價≈ HK$8.21,達到本站記錄的最低價;這不代表地區Steam或全球最低價。無線電對話與逐漸展開的人物關係,為懷俄明之旅帶來個人化的故事線。 在GOG以HK$125.00入手,是本站記錄的最低價,可開始亨利的荒野謎團。

正在取得全網報價
90%Steam 玩家評分9.4萬 則評價81Metacritic/10080OpenCritic/100
發售日期: Feb 9, 2016
Adventure · Atmospheric · Story Rich · Walking Simulator · Mystery
Firewatch+2·平台:DRM-Free·UnionPay~ HK$41.04-80%起~ HK$8.21(~ CN¥7.00)史低比 Steam 省 HK$116.79去購買
Firewatch EN/DE/FR/JA/RU/ZH/ES Global+2·平台:GOG·-59%起~ HK$50.74(~ €5.77)去購買
Firewatch GOG CD Key+2·平台:GOG·~ HK$144.93-61%起~ HK$56.28(~ €6.40)去購買
+2·平台:Steam·香港 Steam 官方價~ HK$125.00去購買
Firewatch Steam Altergift+2·平台:Steam·~ HK$175.79-25%起~ HK$132.17(~ €15.03)去購買
+2·平台:Microsoft Store·~ HK$156.87(~ $19.99)去購買
史低 ~ HK$15.62含 Steam 及第三方通路目前價格處於歷史最低水準
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$15.622024-01目前全網低價~ HK$156.87Steam距低價紀錄+904%
~ HK$62.70~ HK$97.23~ HK$131.76~ HK$166.2825-1026-0126-0426-0726-10~ HK$31.31

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關於看火人

在《看火人》中,你扮演懷俄明荒野的火情瞭望員亨利,在緊張的夏日搜尋煙霧、探索森林。主管黛利拉透過手持無線電與他聯絡,是他與外界的唯一連繫。奇怪的事件將亨利引出瞭望塔,你的選擇會塑造謎團與故事中的人物關係。 Steam玩家評價:93,965則評價中有90%好評。 Steam PC版支援單人遊玩及完整控制器操作。 英文語音;支援英文、俄文、法文、德文、西班牙文、簡體中文及義大利文字幕。

製作團隊

導演
製作人
製作人
作曲
首席設計師
· · ·
開發
Campo Santo
發行
Panic · Campo Santo

Steam玩家評測

90%好評極度好評93,965 Steam評測

近36個月記錄最低價

≈ HK$15.622024-01-08 · Steam基本遊戲 · 與上方圖表相同的記錄;美元歷史價格,並非地區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
俄語是是—
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法語是是—
德語是是—
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日語是是—

Steam PC版資料 · 2026-10-12

02購買前須知

語言

Steam PC版提供英文語音,並支援英文、俄文、法文、德文、西班牙文、簡體中文及義大利文字幕。

模式與操作

《看火人》是單人遊戲,Steam PC版完整支援控制器。

03常見問題

《看火人》講述什麼?

1989年,亨利在懷俄明荒野擔任火情瞭望員。主管黛利拉透過手持無線電與他聯絡,是他與外界的唯一連繫。

選擇會影響劇情嗎?

會。玩家的選擇會影響故事發展和人物關係。

亨利為何離開瞭望塔?

一件奇怪的事讓亨利離開瞭望塔,進入森林。

7.8
綜合評分
外部評分90%Steam 玩家評分9.4萬 則評價81Metacritic/10080OpenCritic/100
畫面
8.8
音效
9
玩法
6.5
劇情
9
內容
5.5

“Olly Moss's flat design, walkie-talkie dialogue, and 1989 Wyoming wilderness make this the walking simulator subgenre's ceiling work”

評測總結

A subgenre ceiling and a debut that arrived fully formed

Firewatch holds an unusual place in the history of the walking simulator. It is not a universal phenomenon in the way Minecraft is, nor a sprawling narrative ARPG benchmark in the way The Witcher 3 is. It is something more specific: a focused indie walking simulator built on dialogue, nature, and psychological storytelling, and as Campo Santo's debut it carried the burden of dragging the whole subgenre into mainstream view on the strength of three pillars at once, its art, its voice work, and its script. It cleared that bar on arrival. Game of the Year from Polygon, a 9.3 from IGN, and a shelf of heavyweight awards in its first year made it one of the rare cases of a studio's first game becoming an instant landmark.

The numbers back the reputation up. More than 91,000 Steam reviews hold a 90% positive rating, and the critical scores, IGN's 9.3, a Metacritic of 81, Polygon's Game of the Year, line up closely with the player consensus. That agreement between the scoring apparatus and the audience is what keeps Firewatch on must-play lists a decade later. Its award haul is dense for a game this small: Polygon's 2016 Game of the Year, the Game Developers Choice award for Best Narrative in 2017, a BAFTA for Best Debut in 2017, a Golden Joystick for Best Indie in 2016, and a Unity award for Best 3D Visual Experience. Placed on the subgenre's timeline, between the more abstract pioneers and the anthology-driven successors, it occupies a distinct niche of dialogue-driven psychological storytelling and remains one of the easiest doors into the whole genre.

Who it is for, who it is not, and how to play it

The target audience is clear. If you want a walking simulator built on story, visual identity, and psychology, or if the themes of middle-aged marriage, self-avoidance, and emotional repair land for you, Firewatch is close to essential, and the official simplified Chinese support plus broad platform coverage make it more accessible than most of its peers. The anti-audience is just as clear. Players with no patience for pure narrative will feel like they only watched a story for six hours, players who want mechanical challenge will find it weightless, and anyone who needs a cinematic conspiracy payoff will read the anti-climax as a letdown.

On the question of substitutes, the answer circles back to the angle. The combination of Olly Moss's flat-design art, the walkie-talkie dialogue, and the 1989 Wyoming self-exile has gone ten years without a true replacement. Gone Home leans indoor and domestic, What Remains of Edith Finch leans toward its family anthology, Dear Esther leans abstract and poetic, Tacoma leans sci-fi and holographic, and none of them does what this game does. For anyone drawn to narrative-driven indie work, Firewatch is still, in 2026, an unavoidable pick, the short runtime and divisive ending fully acknowledged. Play it with headphones, no walkthrough, no spoilers, across two or three quiet afternoons, and let the first playthrough hit you the way it was meant to.

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