Maximum Action

Maximum Action

Maximum Action面向想要即時第一人稱射擊體驗的玩家,內容包括慢動作、踢擊、滑鏟和可重複遊玩的沙盒場景。單人模式、關卡編輯器,以及創意工坊與模組支援,讓它不止於通關一次的戰役。GOG的≈ HK$89.12適合更看重創意重玩和經典動作,而非複雜成長系統的人。 GOG售價為≈ HK$89.12的Standard包含已確認的介面語言:簡體中文和英語。

正在取得全網報價
89%Steam 玩家評分3683 則評價
發售日期: Sep 19, 2018
Gore · Action · FPS · Violent · Retro
Maximum Action·平台:DRM-Free·-29%起~ HK$89.12(~ CN¥76.00)比 Steam 省 HK$35.88去購買
·平台:Steam·香港 Steam 官方價~ HK$125.00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$78.402023-09目前全網低價~ HK$156.87GOG距低價紀錄+100%
~ HK$105.08~ HK$125.48~ HK$145.88~ HK$166.2825-1026-0126-0426-0726-10~ HK$94.09

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Maximum Action

Maximum Action是一款基於物理效果的第一人稱射擊遊戲,核心是快速、可重複遊玩的沙盒戰鬥、慢動作,以及香港電影和經典FPS帶來的影響。 玩家可以組合俯衝、滑鏟和踢擊來應對關卡。 關卡編輯器、創意工坊和模組支援帶來自訂關卡與武器。 Steam PC版支援單人遊戲。 提供英文與簡體中文完整語音。 發行於2018年9月19日;3,683則評價中有89%%為好評。

製作團隊

開發
George Mandell
發行
Balloon Moose Games

Steam玩家評測

89%好評極度好評3,683 Steam評測

36個月內記錄最低價

≈ HK$78.402023-09-11 · GOG基礎遊戲·與上方圖表相同的記錄;美元歷史,不是區域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

Steam PC版資料 · 2026-10-10

02購買前

語言與音訊

Steam PC版提供英文與簡體中文完整語音。

模式與內容

單人遊玩包含沙盒重玩、關卡編輯器,以及創意工坊與模組支援。

03常見問題

Maximum Action是什麼類型的遊戲?

這是一款基於物理效果的第一人稱射擊遊戲,包含慢動作以及俯衝、滑鏟和踢擊動作。

可以重玩關卡嗎?

可以。沙盒選單允許使用不同武器或增加敵人來重玩關卡。

支援自訂內容嗎?

可以。關卡編輯器、創意工坊和模組支援可提供自訂關卡與武器。

7.0
綜合評分
外部評分89%Steam 玩家評分3683 則評價
畫面
6
音效
6.5
玩法
9
劇情
5.5
內容
6

“A solo dev turns Hong Kong slow-mo firefights into an improvisable action vocabulary with a sky-high mechanical ceiling; polish and content are another story”

評測總結

Put every dimension together and MAXIMUM Action is a game of unusual clarity of purpose. It isn't here to win a contest of content or finish; it's a set-piece generator, focused to the point of obsession. Grasp that and you can finally judge it fairly.

The shape of its reputation

Steam's numbers sketch the whole thing in outline: somewhere around 89% positive across more than 3,600 reviews, a "Very Positive" tag. Players love the gameplay and are clear-eyed about its flaws. It's the textbook split — a maxed-out mechanical core and a conspicuously unfinished package. Almost no one disputes that it feels great; almost no one disputes that it's short on content and heavy on bugs. The high marks are forged purely from its action; the deductions all trace back to early-access incompleteness.

The press echoes that, two-toned and sincere. One reviewer hands it five stars, praising how it "just feels really cool to play"; another lands on three and a half, recommending it in the same breath as warning you to wait for more updates. Those voices don't actually conflict — they're answering two different questions, "is it fun" and "is it complete." The first answer is a near-unanimous yes; the second depends entirely on how much finish you need. Lay them side by side and you have a remarkably accurate set of expectations to buy on.

Who it's for, and who should walk past

Who should buy it? Players hooked on John Woo cinema and Max Payne, after undiluted action, willing to build their own levels and chase scores, and at peace with early access. If your expectation is "a machine that lets me choreograph cinematic firefights," it'll over-deliver, and it'll keep over-delivering for as long as you're willing to invent new ways to play it. The flipside is anyone who wants a complete story, a long run, a polished, bug-free ride — for them this is close to empty space, and the early-access state will keep interrupting the experience. If you're not the type to hunt the Workshop or build your own stages, its pull fades fast once the campaign's done. This game asks for a little initiative; it hands you tools and a stage, not a conveyor belt, and it trusts you to know the difference. That's a generous assumption to make, and the wrong one for a great many players — so be genuinely honest with yourself about which kind you are before you commit any money to it.

What can't be copied, and the one to beat

The thing here that's hardest to replicate isn't any single mechanic — it's that one person, George Mandell, bound dual wielding, diving and slow motion into an improvisable vocabulary of action that lets an ordinary player choreograph a Hong Kong long-take. Coaxing near-commercial feel out of a team that size is rare on its own. Tuning slow motion to be both deep and never a crutch is one of the hardest balances in action design, and he nailed it more or less single-handed.

Its most direct rival is Severed Steel: smoother, more complete, the more grown-up product in plenty of ways. But Severed Steel lacks the improvised chaos that any-two-weapon wielding and mid-air weapon grabs produce here — that out-of-control-yet-in-command tension remains MAXIMUM Action's own signature, and no amount of polish elsewhere quite substitutes for it. So the advice is simple. Don't weigh it as a content-heavy production, and don't punish it for failing a test it never sat. Play it as a generator of action set pieces, lean into the editor and the Workshop, and it'll hand you a kind of pure, undiluted joy that's rare anywhere near its price.

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