腦葉公司 | 怪物管理模擬

腦葉公司 | 怪物管理模擬

從怪異生物身上取得能源,同時防止危險的收容失效,構成Lobotomy Corporation鮮明的單人管理挑戰。遊戲在Steam售價HK$ 109.00;Steam玩家評價中,52,978則有94%為好評。

每日管理與劇情片段形成清晰節奏。如果不急著開始,下一次已公布的Steam特賣時段2026/12/17至2027/1/4或許也是一個機會,但不保證遊戲參與。 介面支援簡體中文、繁體中文、英語、韓語、日語、俄語、保加利亞語、拉美西語、法語、葡萄牙語和巴西葡語,在Steam的價格為HK$109.00。

正在取得全網報價
94%Steam 玩家評分5.3萬 則評價
發售日期: Apr 9, 2018
Management · Difficult · Psychological Horror · Story Rich · Simulation
·平台:Steam·香港 Steam 官方價~ HK$109.00去購買
Lobotomy Corporation: Monster Management Simulator Steam Altergift·平台:Steam·~ HK$202.17-19%起~ HK$164.18(~ €18.67)去購買
Lobotomy Corporation: Monster Management Simulation EN/JA/KO/RU/ZH/ZH/BG Global·平台:Steam·起~ HK$167.88(~ €19.09)去購買
Lobotomy Corporation | Monster Management Simulation Steam Key GLOBAL·平台:Steam·~ HK$359.34(~ $45.79)去購買
Lobotomy Corporation | Monster Management Simulation Steam CD Key·平台:Steam·起~ HK$3,206.12(~ €364.58)去購買
史低 ~ HK$58.78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$58.782024-05目前全網低價~ HK$109.00Steam距低價紀錄+85%
~ HK$96.94~ HK$133.92~ HK$170.90~ HK$207.8825-1026-0126-0426-0726-10~ HK$66.63

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關於腦葉公司 | 怪物管理模擬

你將扮演收容設施的主管,安排員工與異想體工作、觀察結果並收集能源,同時逐步擴建設施。未知生物、風險抉擇與收容失效讓每日管理充滿壓力;每日流程結束後,劇情片段會逐步揭開公司的秘密。 Steam玩家評價:52,978則評價中有94%為好評。 Steam PC版支援繁體中文等多種介面語言與字幕。

製作團隊

開發
ProjectMoon
發行
ProjectMoon

Steam玩家評價

94%好評極度好評52,978 Steam評價

近36個月記錄最低價

≈ HK$58.782024-05-27 · Steam基本遊戲 · 與上方圖表為相同記錄;美元歷史價格,不代表區域Steam最低價。

語言支援

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Steam PC版資料 · 2026-10-10

02購買前

語言與模式

Steam PC版標示為單人遊戲。介面與字幕支援繁體中文等十一種語言。

管理與劇情

你將指揮員工與異想體進行工作、收集能源並擴建設施。收容失效可能引發更多危險,每日管理階段結束後會進入視覺小說式劇情。

03常見問題

遊戲主要玩法是什麼?

你管理一家收容異想體的公司,在照料員工和設施的同時生產能源。

遊戲有劇情嗎?

有。介紹指出每日管理流程結束後會進入劇情環節,與Angela及各部門的Sephirah對話。

遊戲受到哪些作品啟發?

介紹列出的靈感來源包括《SCP基金會》、《林中小屋》和《第十三號倉庫》。

8.7
綜合評分
外部評分94%Steam 玩家評分5.3萬 則評價
畫面
6.5
音效
7.5
玩法
9
劇情
9.5
內容
8.5

“You're not running a factory, you're babysitting a row of monsters that bite — each Abnormality is a mechanic to crack and a dark fable to read. Hardcore players who love dense text will adore it; anyone wanting a relaxed idle sim who hates dying and restarting should walk away.”

評測總結

From one SCP obsessive's itch to a million-selling origin point

Back at the source, the origin story is genuinely stirring. Project Moon CEO Kim Jihoon has said he was deep into the SCP Foundation and simply wanted to play a game where you contained SCP monsters — and when none existed, he built it. That itch started with a four-person team and a Tumblbug crowdfunding campaign, and grew into a phenomenon that cleared a million copies by early 2023, sits at 94% positive on Steam, and anchors the whole series across Library of Ruina and Limbus Company.

Project Moon and the City

Place it on the historical map and its spot is clear. It is not a technical benchmark and it is not a crowd-pleasing power fantasy. It is a game that, on sheer system design and narrative nerve, carved out a category that did not exist before. Welding containment, corporate management, psychological horror and restart-as-story into one buy-once box is a stitch nobody had attempted before it, and very few have dared to copy since — not for lack of want, but because it is genuinely hard.

One more warning about how dark the palette runs. The subject matter is anything but light: it reaches straight into addiction and despair, into people pushed past their breaking point, and the horror leans psychological rather than gory. Its root is the SCP Foundation's "contain the anomalous" premise, but it refuses to stop at "monsters are scary." Each Abnormality is written as a mirror held up to some facet of human nature. You are not only managing creatures; you are managing employees the company treats as consumable stock, and that act of baking "lives as KPIs" coldness into the very mechanics is at once its most uncomfortable and its most powerful move.

The line between "dive in headfirst" and "walk the other way"

In the end this is a "not for everyone, but adored by the people it is for" game. The buyer profile is sharp: you like hardcore management, you can stomach high-difficulty trial and error, and you want to gnaw your way through a darkness that reveals itself in layers. SCP devotees, and anyone who lives for "mechanic as story," will feel this was built to order. The buy-once box holds everything, with no paywalls — you walk in to the complete experience.

Facility at full tilt

The flip side is that a few kinds of player should keep walking. Anyone after something relaxed and pick-up-and-play, anyone who hates failure penalties and restart loops, will be ground down by the steep curve and the late-game performance faults. Anyone short on patience for heavy reading will bounce off the avalanche of creature files and lore.

The Frostpunk comparison, and the verdict

Its rival Frostpunk does "approachable moral choices" far more gently, and if that frictionless version of hard decisions is what you are after, this is not your dish — Frostpunk hands you tragedy with a tidy UI, while Lobotomy Corporation makes you read the tragedy out of a filing cabinet. The two games chase the same dread by opposite routes.

But if what you want is a world where the monster is both a puzzle and a parable, where even failure counts as plot, the trip is worth swallowing the early pain for. It will keep you in a way nothing else quite manages, and the people who finish it tend to talk about it for years. That is the trade on the table: a brutal on-ramp in exchange for a place you genuinely cannot find anywhere else.

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