武士零

武士零

《武士零》以精準致命的戰鬥,以及容許多種創意解法的關卡為核心。想專注體驗單人動作時,GOG的≈ HK$35.17正處於記錄的歷史低點。完整控制器支援也適合快速閃避與出刀。 單人流程融合快速刀劍戰鬥與時間操縱,介面支援簡體中文、繁體中文、英語、法語、德語、西班牙語、日語、韓語、巴西葡語和俄語。

正在取得全網報價
97%Steam 玩家評分6.6萬 則評價83Metacritic/10084OpenCritic/100
發售日期: Apr 18, 2019
Pixel Graphics · Action · Great Soundtrack · Story Rich · Platformer
Katana ZERO+1·平台:DRM-Free·UnionPay~ HK$58.62-40%起~ HK$35.17(~ CN¥30.00)史低比 Steam 省 HK$21.83去購買
Katana ZERO Global+1·平台:Steam·-53%起~ HK$44.25(~ €5.04)史低去購買
Katana ZERO PC+1·平台:Steam·~ HK$117.57-60%起~ HK$46.45(~ €5.29)史低去購買
Katana Zero Steam Key GLOBAL+1·平台:Steam·-51%~ HK$46.46(~ $5.92)史低去購買
Katana ZERO PC Steam CD Key+1·平台:Steam·~ HK$109.66-57%起~ HK$46.89(~ €5.34)史低去購買
Katana Zero Steam CD Key+1·平台:Steam·~ HK$109.66-57%起~ HK$47.50(~ €5.41)史低去購買
+1·平台:Steam·香港 Steam 官方價~ HK$95.00-40%~ HK$57.00去購買
+1·平台:Steam·~ HK$117.64-40%~ HK$70.55(~ $8.99)去購買
史低 ~ HK$51.72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
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價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$51.872026-07目前全網低價~ HK$65.84Kinguin距低價紀錄+27%
~ HK$66.19~ HK$85.69~ HK$105.19~ HK$124.7025-1026-0126-0426-0726-10~ HK$51.87

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 2026-10-13 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關於武士零

《武士零》將高速平台動作與一擊致命的戰鬥結合。揮刀、閃避並操縱時間,在精心設計的關卡中前進。每個關卡都能靈活應對,也可運用陷阱與爆裂物。穿插其中的電影化片段,逐步揭開謎樣故事。 Steam 玩家好評率為 97%%,共 66,484 則評論。 發行日期:2019年4月18日。 介面語言:簡體中文、繁體中文、英語、法語、德語、西班牙語、日語、韓語、巴西葡語和俄語。

製作團隊

作曲
Bill Kiley
開發
Askiisoft
發行
Devolver Digital

Steam 玩家評論

97%好評壓倒性好評66,484 Steam 評論

近 36 個月記錄最低價

≈ HK$51.872026-07-30 · Kinguin基礎遊戲 · 與上方圖表記錄相同;美元價格歷史,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—
繁體中文是是—
英語是是—
再顯示 7 種語言
語言介面字幕音訊
法語是是—
德語是是—
西班牙語是是—
日語是是—
韓語是是—
巴西葡語是是—
俄語是是—

Steam PC 版資訊 · 2026-10-14

02購買前須知

操作

Steam PC 版完整支援控制器。

語言

介面與字幕支援十種語言,包括繁體中文;未列出完整語音支援。

遊玩模式

遊戲包含單人模式。

03常見問題

戰鬥有什麼特色?

戰鬥結合揮刀、閃避與操縱時間,一擊即可致命。

關卡有不同的通關方式嗎?

每個關卡都能以多種方式完成,也可以運用陷阱和爆裂物。

故事如何呈現?

穿插在遊玩過程中的電影化片段,逐步揭開謎樣故事。

8.5
綜合評分
外部評分97%Steam 玩家評分6.6萬 則評價83Metacritic/10084OpenCritic/100
畫面
8.5
音效
9
玩法
9.5
劇情
7
內容
6

“A short, hardcore slasher where slowed time turns each room into an action puzzle, carried by a sky-high skill ceiling and pure synthwave style”

評測總結

Pull every dimension together and Katana ZERO is a game with clear flaws and clearer virtues. It is not flawless, but it carries an almost stubborn authorial conviction — the kind that makes you forgive how short it runs.

A textbook indie upset

A flagship indie of its year

Start with the coordinates. On the critic side it sits firmly across both major aggregators — an 83 from one, an 84 and an 87% recommendation, a "Mighty" rating, from the other. But the better story is behind it: a one-man studio, a sixty-thousand-dollar budget, six full years of work, that went on to sell past a hundred thousand copies in its first week, half a million inside a year, and roughly five million dollars in revenue — becoming its publisher's most-preordered handheld title.

The trophies followed. A nomination for Best Independent Game at the 2019 Game Awards, a nod for design excellence from the indie festival circuit, a year-end number one from one outlet, and a place on a thirty-under-thirty list for the developer himself. It is the standard-bearer for "small budget, big noise," proof that the narrow road of one-hit-kill plus retro stylised violence can still cut through a market run by blockbusters — provided the feel and the mood are honed to the bone. None of that was luck; it was the dividend of six obsessive years, and it shows in how every enemy layout, every musical bar and every burst of pixel blood survives repeated scrutiny.

Who it is for

High-difficulty combat for hardcore players

So is it for you? If you live for feel, relish a high skill ceiling, treat the climb from flailing to flowing as the reward in itself, and can stomach a four-to-five-hour run, this lands somewhere near essential — the specific high it delivers is one a lot of bigger productions simply cannot reach. You are buying density, not duration, and for the right player that is a trade worth making every time. It is also a rare action game that rewards practice the way a musical instrument does: the more hours you put in, the more expressive and confident your output becomes, until clearing a room stops being raw survival and starts being something closer to performance, even improvisation. If that loop sounds like a hook rather than a chore, you are squarely the audience this was built for, and you will likely keep coming back to the same stages long after the credits roll, chasing a cleaner line through a room you have already beaten a dozen times over.

Who should walk past

The unresolved, open-ended finale

Flip it around, though. If you want a complete, closed-loop story with a real beginning and end, if you want a long campaign with dozens or hundreds of hours of bulk to fill, or if an abrupt, open-ended stop at the climax gives you a physical itch of dissatisfaction, this will probably let you down — you will feel that the best part got left hanging in mid-air, deferred to a sequel that keeps slipping over the horizon. And if precision platforming under a one-hit-kill rule sounds more like stress than sport, the difficulty curve will read as a wall rather than an invitation; this is a game that asks you to die a great deal before it ever lets you feel good, and not everyone signs that contract gladly, nor should they have to. There is no easy mode that meaningfully softens the demand, and the open ending denies you even the catharsis of a clean finish, so the players it disappoints tend to be disappointed twice over — once by the difficulty and once by the lack of closure.

Its one truly uncopyable quality stays the same regardless: the mastery curve it builds by welding slow-motion, deflection and instant restart into discrete action puzzles. The Devolver bloodbath it gets compared to has its own hallucinatory charge, but not this game's particular ambition — or its precision — in the space between story and feel. Buy it as a short story at maximum proof, not a meal that fills you up. Get clear on that one distinction and you already know your answer.

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