MORDHAU

MORDHAU

如果你想體驗中世紀近戰、攻城戰和大型多人戰鬥,《MORDHAU》提供了鮮明的玩法組合。合作Horde與離線AI練習也補充了對戰以外的選擇。在Kinguin售價≈ HK$29.64時,可配合自己的遊玩計畫,判斷這種近身格鬥與大規模戰爭是否值得現在入手。 在Kinguin售價HK$187.00時,可以把購買與下一次已公布的Steam特賣時段2026/12/17至2027/1/4一併考慮;遊戲是否參與或打折並無保證。

正在取得全網報價
80%Steam 玩家評分9.2萬 則評價81Metacritic/10082OpenCritic/100
發售日期: Apr 29, 2019
Medieval · Multiplayer · First-Person · Gore · Swordplay
Mordhau Steam CD Key·平台:Steam·~ HK$219.76-87%起~ HK$29.64(~ €3.37)比 Steam 省 HK$157.36去購買
MORDHAU Steam Key LATAM·平台:Steam·-84%起~ HK$29.74(~ $3.79)去購買
MORDHAU RoW Steam CD Key·平台:Steam·~ HK$219.76-86%起~ HK$31.04(~ €3.53)去購買
Mordhau EN/DE/FR/IT/PT/RU/ZH/ES Global·平台:Steam·-83%起~ HK$31.57(~ €3.59)去購買
·平台:Steam·香港 Steam 官方價~ HK$187.00去購買
史低 ~ HK$23.46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$23.462025-12目前全網低價~ HK$215.73Steam距低價紀錄+820%
~ HK$78.20~ HK$135.29~ HK$192.38~ HK$249.4725-1026-0126-0426-0726-10~ HK$23.46

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MORDHAU

《MORDHAU》是一款中世紀多人砍殺遊戲,可使用第一或第三人稱視角。玩家扮演傭兵參與大型戰鬥、攻城戰與騎兵衝鋒,也能自訂戰士外觀和裝備。自由的近戰與遠程戰鬥讓玩家打造自己的戰鬥風格。 Steam玩家好評率為80%,評價數為91,681。 發行日期:2019年4月29日。

製作團隊

開發
Triternion
發行
Triternion

Steam玩家評論

80%好評極度好評91,681 Steam評論

近36個月紀錄最低價

≈ HK$23.462025-12-18 · Steam基本遊戲·與上方圖表為相同紀錄;美元歷史價格,不代表區域Steam最低價。

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Steam PC版資料 · 2026-10-10

02購買前須知

遊戲模式

Steam PC版提供多人與合作玩法,也可離線對抗AI練習。Horde模式讓玩家組隊抵禦一波波敵人。

語言

介面支援多種語言,英文提供完整語音。

03常見問題

可以離線遊玩嗎?

可以。遊戲支援離線對抗AI練習。

有合作模式嗎?

有。Horde模式支援合作抵禦敵人一波波攻勢。

戰鬥最多有多少人?

Frontline和Invasion是介紹中的模式,戰鬥最多可容納64名玩家。

8.0
綜合評分
外部評分80%Steam 玩家評分9.2萬 則評價81Metacritic/10082OpenCritic/100
畫面
7.5
音效
7.5
玩法
9.5
劇情
6
內容
8

“Medieval melee that pushes free-directional swordplay and collision physics to the limit, with a sky-high skill ceiling newcomers must earn”

評測總結

Put all six dimensions together and Mordhau is a game with razor-clear self-knowledge: it knows exactly who it serves, and it accepts with a shrug exactly who it turns away.

An indie underdog that became the genre's benchmark

Go back to its launch coordinates and you find an underdog story through and through. A small team grown out of community modders raised its starting money on Kickstarter in under twenty-four hours, then shipped a game that sold two hundred thousand copies in a week and crossed a million inside a month. That curve is rare air for an independent studio, and it was earned not with graphical excess or cinematic storytelling but purely on a feel for combat nobody else could manufacture.

Large-scale medieval siege battle

Critics settled it at 81 to 82, a Strong rating, an 86 percent recommendation, and nailed it to the benchmark slot of its niche. Outlets ranged from MMORPG.com's 9 down to Gaming Nexus's 6.5, and that spread is the tell: this was never a safe, everyone-agrees-on-an-eight release, but a divisive piece of work whose core value depends entirely on whether the player will put in the hours. Years later, look back and it is still standing on that spot, barely moved — the games that followed either took an easier road or built something else entirely, and none of them dislodged it head-on.

Who should buy it, who should walk away

Who should buy it? The hardcore duelist willing to invest time in a sky-high skill ceiling, and anyone in love with large-scale medieval cold steel. The more you are willing to study, the deeper the payoff — this is a game where reward tracks investment with brutal honesty. The dabbler who wants instant gratification and cannot abide a steep curve should walk away, as should anyone with zero tolerance for a toxic lobby. Dozens of opening hours of getting schooled, the occasional venom in server chat, admin bans with no appeal — these are real barriers, not asterisks. If you only want to relax and hack a couple of heads after work, it will most likely just frustrate you.

On version, one practical note: PC with mouse and keyboard is its definitive form, the only place the directional micro fully opens up, where morphs, feints, and precise parries demand the fine control a mouse gives. Console works, but go in expecting a blunted feel — that clean, exact thrill of a perfectly landed hit gets shaved down a notch.

No real replacement, even now

Which brings it back to the one thing nobody has copied. On the very specific coordinate of free-directional, physically simulated, large-scale medieval melee, it has gone years without a genuine substitute. Chivalry 2 is louder and friendlier but reads shallower, builds simpler, and frees you less; it courts the crowd down another road. For Honor is locked one-on-one and hero-based, a design philosophy turned the opposite way. The smaller physical-fighting experiments share the idea but trail badly on scale and finish, most of them locked to one-on-one bouts with a fraction of the bodies on the field. Try to name a game that fully replaces it and, to this day, you nearly cannot — the closest contenders each give up something essential, whether it is the directional freedom, the collision physics, or the sheer scale of the brawl. In a narrow but hard little domain, it pushed the craft past where anyone else could reach — and that is exactly why, steep curve, toxic streak, and shrinking population and all, it remains irreplaceable. It never tried to please everyone. It only tried to do one thing better than anyone, and it did.

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