
《永無寧日》
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價格歷史
近 36 個月 · 資料每日更新價格涵蓋 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《永無寧日》
《永無寧日》是一款動作角色扮演遊戲,舞台設在手工打造的世界中,融合精確的類魂戰鬥、戰利品、製作與家園建造。探索遭受瘟疫侵襲的島嶼,對抗怪物、士兵與首領,並用武器、防具和符文塑造自己的配裝。主線支援單人遊玩,也支援最多四人的無縫線上合作。 Steam PC 版支援簡體中文、繁體中文、英語、法語、義大利語、德語、西班牙語、日語、韓語、波蘭語、巴西葡語和俄語。 提供英文完整配音與字幕。 遊戲於2024年4月18日發行。 Steam 玩家在66,479則評價中給予80%%好評。
製作團隊
近36個月記錄最低價
≈ HK$188.262026-01-22 · Steam本體遊戲·與上方圖表相同的記錄;美元歷史價格,不是地區 Steam 歷史最低價。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 | 是 |
顯示另外9種語言
| 語言 | 介面 | 字幕 | 音訊 |
|---|---|---|---|
| 法語 | 是 | 是 | — |
| 義大利語 | 是 | 是 | — |
| 德語 | 是 | 是 | — |
| 西班牙語 | 是 | 是 | — |
| 日語 | 是 | 是 | — |
| 韓語 | 是 | 是 | — |
| 波蘭語 | 是 | 是 | — |
| 巴西葡語 | 是 | 是 | — |
| 俄語 | 是 | 是 | — |
Steam PC 版資料 · 2026-10-11
02購買前
語言與音訊
Steam PC 版提供英文完整配音,介面與字幕支援英文、簡體中文及繁體中文。
遊玩模式
可單人遊玩,也可與最多四名玩家進行無縫線上合作;Steam PC 版支援 Steam 雲端。
遊戲系統
戰鬥採用類魂時機機制,並結合戰利品、製作、家園建造、多種難度與手工打造的世界。
03常見問題
《永無寧日》支援合作遊玩嗎?
主線可以單人遊玩,也可以在線上與最多四名玩家共同進行。
遊戲的主要玩法是什麼?
核心是重視時機的類魂戰鬥,同時收集武器、防具與符文來構築角色。
遊戲世界會如何變化?
島嶼會隨時間變化,並出現新的事件、商販與挑戰。
“A hand-painted hybrid ARPG cramming Souls reads, loot grind and oil-canvas art into an isometric view, still growing through Early Access”
評測總結
What it is right now — a promising snapshot, not a verdict

Lay the cold numbers out: 72.9 on OpenCritic across 18 outlets, a "Fair" tier, 47 percent recommending it. Unflattering at a glance — but the reading matters. Almost every deduction punishes "unfinished," not "broken." A main story that stops short, unpolished systems, unbalanced numbers, a botched launch on performance — these are textbook Early Access growing pains, and they double as the room it has left to climb. Read 72.9 as the current snapshot of a high-ceiling work still in progress, not a final ruling that's been handed down.
The thing it does that no one else does is the hybrid itself. Cramming Souls reads, a Diablo loot loop and Ori-grade hand-painted oils into a single isometric frame — you will struggle to name a second game that attempts all three and pulls any of it off. The flaws are obvious, but that one-of-a-kind recipe is exactly why it has already banked a fervent core of believers while still in Early Access. People aren't sticking around despite the rough edges; they're sticking around for a flavor nothing else serves.
Who it's for, who should wait, and the rival next door

The buyer is easy to picture: someone at peace with an unfinished game, drawn to slow read-and-react fights and a gorgeous, oppressive dark-fantasy mood, happy to grow alongside a project. For that hardcore action-RPG player, buying in during the discount window and unlocking content patch by patch is a fair deal — you're buying the process and the upside. The person who should wait is just as clear: anyone who wants a complete, cleanly resolved story, who can't stand inventory chores, who'd be gutted to play ten absorbing hours only to be cut off. Wait for 1.0, content filled in, and let the higher price buy a whole experience. And a specific warning — if you're here for Diablo-style mindless sweeping, you'll likely bounce; this game's joy is reading a hard fight and winning it clean, with a soulslike's patience tax. Confuse the two and you may quit in the first hours and leave it an unfair review.
End it beside Elden Ring's Shadow of the Erdtree, because that's the honest frame. Elden Ring wins on a vast open world and bottomless combat depth; it's the rightful benchmark. No Rest for the Wicked doesn't try to trade blows. It offers another route entirely — isometric framing that presses down on you, hand-painted oils, and slower, more inward reads — a "suffering made beautiful" that runs parallel rather than head-on. It isn't a replacement for Elden Ring; it's the smaller, stranger path beside it. The verdict: today's No Rest for the Wicked is a half-built thing of real quality. The combat foundation, the visual ceiling, the atmosphere all already reach the top shelf — what it lacks is time to finish the story, smooth the systems, fill the world. If you're the player it's aiming at, jump in now and walk the Early Access road with it. If not, remember the name, and let it grow up.
《永無寧日》 相關資訊
熱門 Steam 評測
母語評測精選·10則本語言精選的有幫助評測同時包含推薦與批評,不代表總體好評率;觀點反映評測時的遊戲版本。
【負評】155小時心血一秒變廢鐵!官方教你玩遊戲系列之「永無寧日」 原本對個底子同美術都好滿意,但今日呢個 Patch 1 更新,真係令我徹底心死!官方為咗所謂嘅「平衡」同「戰術性」,竟然一刀切將玩家幾百個鐘嘅心血全部當垃圾,完美示範點樣強行噁心玩家。亂削減傷機制,神裝變廢鐵:係,之前堆減傷係誇張,但你依家搞個「遞減機制」(Diminishing Returns),過咗 50% 減傷效益就直線下降。玩家辛苦農返嚟、配好嘅 Build 即刻變廢鐵。大家玩 ARPG 就係為咗砌 Build 爽刷,你依家下下要人同啲怪慢慢磨,仲好意思話咁叫「戰術性」? 155小時砌嘅神裝變廢紙:大家玩 ARPG 最爽就係研究 Build 同農裝備。我辛苦農咗百幾個鐘砌出嚟嘅減傷裝,你依家搞個「遞減機制」(Diminishing Returns),過咗 50% 減傷效益就直線插水。我以前辛辛苦苦打怪農資源,依家一更新,個角色即刻變弱智,下下要同啲怪慢慢磨。咁我之前嗰 155 個鐘係玩緊咩呀? 弓箭手慘變近視眼:明明係遠程武器,依家竟然加個「距離衰減」同「箭矢下墜」。遠少少射出去啲箭無力兼冇傷,逼到啲弓箭手要企喺怪隔籬射箭!如果我要埋身肉搏,我玩大劍唔好?做乜要玩弓? 附魔同好玩流派全砍:原本啲好玩嘅流派同無限疊加附魔組合,爽度滿分,結果官方為咗防「超模」,一刀切全部改走晒。好玩嘅玩法就係要畀你 Ban,官方擺明就係要教玩家點樣打機! 農材料農到癲,強行拉長壽命:最離譜係 Danos 啲升級建築材料需求竟然 Double 咗(雙倍)!放工返嚟打機已經攰,你仲要逼人瘋狂斬樹掘礦!依家仲要搞個咩「舒適度系統」(Comfort System),擺傢俬先有 Buff?我係嚟打怪,唔係嚟玩室內設計同斬樹模擬器呀! 總結: 對唔住,我真係接受唔到自己 155 個鐘嘅努力被官方一個 Patch 就全部摧毀。為咗增加「難度」就夾硬 Nerf 玩家、逼人農材料,完全係本末倒置。未改返好之前,絕對唔推薦任何人入坑,免得你嘅時間同心血好似我咁,一秒被官方清零! [Negative Review] 155 hours of hard work ruined in a second! The devs are literally telling us how to play "No Rest for the Wicked" I've sunk a solid 155 hours into this game. I genuinely loved the core combat and the art style, but today's Patch 1 update just completely killed my passion for it. For the sake of so-called "balance" and "tactical gameplay," the devs took a massive dump on hundreds of hours of player effort in a single sweep. This is a masterclass in how to forcefully disgust your player base. 155 hours of min-maxing down the drain: The best part of an ARPG is theory-crafting builds and grinding for gear. I spent over a hundred hours grinding for my damage reduction gear, and now you introduce "Diminishing Returns"? Over 50% DR and the scaling just falls off a cliff. My character went from a tank to absolute paper overnight, and now I have to painfully chip away at mobs. What exactly was I doing for the past 155 hours? Archers are now legally blind: It’s a RANGED weapon, yet you add "Damage Falloff" and "Projectile Gravity/Arrow Drop." Shoot from a slight distance and the arrows hit like wet noodles. We are literally forced to shoot enemies at point-blank range! If I wanted to play melee, I’d grab a Greatsword. What’s the point of playing a bow build anymore? Enchantments and fun builds gutted: We used to have incredibly fun, infinitely scaling enchantment combos that felt incredibly rewarding. But because the devs are afraid of players being "overpowered," they just blanket-nerfed everything into the ground. God forbid we find a fun way to play—the devs clearly want to dictate exactly how we should enjoy the game! Insane material grinding to artificially pad playtime: The most ridiculous part? Danos' building material requirements have literally DOUBLED! I'm already tired after a long day of work, and now you force me to play a logging/mining simulator? And don't even get me started on the new "Comfort System." I have to play interior designer and place furniture just to get buffs? I bought an Action RPG to kill monsters, not to play Animal Crossing! Conclusion: Sorry, but I simply cannot accept 155 hours of my dedication being completely wiped out by a single patch. Artificially inflating the "difficulty" by forcefully nerfing players and forcing them to grind materials is completely backwards. Until they revert these awful changes, I absolutely DO NOT recommend anyone buy this game. Don't let your time and effort get zeroed out by the devs like mine did!展開收起
非常好玩 一定要推薦給你朋友玩 法杖一定要選火屬性最強最威猛最厲害的法杖就是火屬性法杖了 千萬不要選暗屬性的法杖 那是下等人在用的武器 難度一定要選最難的 剩下兩個會太簡單玩到無聊想睡覺的那種 遊戲的畫面好 音樂好 打擊效果也一流 尤其是自動鎖定敵人的視角 非常的人性化 我睡覺都夢到我視角卡在牆壁裡面被怪物當孫子揍 牛的一批 全世界 怪物 NPC 地形 都在演你 聯合起來看你上串下跳當猴子的糗樣 如果我能推薦給我朋友 我一定會推薦給我朋友 他不買 我就打到他買為止展開收起
免費修裝備法 開一個新領域打到鐵匠不推進 裝備壞了隨時可以回來這個領域免費修裝 以下是評論本文 控制器的手感很好 回饋震動很有感 鍵鼠是反人類設計而且不能改鍵位 環境美術很棒 但捏角人物卻醜得離譜 只能當個猿人 捏角系統基本沒有存在意義 遊戲偏困難 體力跟血量上限少 體力槽打兩三下就空 打小怪也是貪刀即死 小怪比王強 隨機刷新通常幾隻一起上來圍毆 遠近攻擊一起來 有部份生成點更是噁心 像是在上岸點附近生兩三隻小怪 就算成功上岸也會不停被他們打下水 相反王卻都出奇的簡單 都是初見殺 沒有魂系的成功感 只有被小怪噁心死的不爽 死亡懲罰是掉裝備耐久 修裝備昂貴 賺錢要回到之前的地圖刷怪刷懸賞 而且懸賞跟地圖刷新要等很久 裝備屬性更是奇異 全身穿滿普通裝就已經超重 成長點數拿去點負重又沒有點數去點其他屬性 打出來的武器都不符合條件用不到 更要命的是沒有洗點 武器都要打出來才知道屬性需求 也不能試用 好不容易點滿需求屬性 穿上去才發現手感差傷害低 這時已經不能重新配點玩其他武器 沒有難度選擇 稍為不熟練遊戲操作的玩家大概會卡死不能推進 即使推進任務了 整體遊戲體驗也是非常糟糕 目前遊戲的數值平衡需要大幅修改 才有可能做到較好體驗 RTX4080 1080p 全max 平均能穩100fps 但過場會有一兩下不嚴重的掉幀 現階段不推薦入手遊戲展開收起
這個遊戲會因為你遊玩習慣而體驗不同,簡單來說,如果你是每天玩一點,那體驗會比較好,因為怪和補血的材料重生需要時間,你可以靠打怪和製作補藥,提升等級和積攢補藥;如果你是一天一次想玩很多進度的,那你可能會很挫折,因為弱怪暫時不重生的情況,當你遇到比較難打的怪時,通常你會一直死,搞得自己沒補品而且裝備壞掉還需要花錢修,最後沒錢也沒補藥,陷入類似卡關的痛苦。 當你撐過前期,裝備、等級以及你操作的熟練度提升後,體驗會提升,但大後期我就不知道了,因為我目前還沒玩到那個階段。 結論:這遊戲動作和美術頂級,但面對現今的社會,這種慢熱的遊戲很難讓時間不多的休閒玩家,在前期就能快速體驗到爽感。 補充:我個人最後還是給個好評,幫它回個血,因為不希望這款遊戲因為負評太多影響到後面的開發,如果它把難度平衡一下,真的是神作!沒騙各位,建議大家可以持續關注這遊戲。展開收起
根本不能玩 創建完人物就卡在 正在準備國度....的畫面 卡了半天根本都沒辦法開始遊玩展開收起
中國怎麼那麼多巨嬰玩家啊?明明就有時差的問題,在那邊一直喊更新咧更新咧,跟本就來找碴的吧? 中國玩家越來越不受待見真的不是沒有原因的。展開收起
不推薦展開收起
更新速度比我阿嬤走路還慢,但我很愛我阿嬤。展開收起
美術與音樂都相當不錯 敵人配置與視角讓整體戰鬥感覺有點差 官方特別愛放會丟火瓶的敵人 也特別愛製作各種你會滾落平台的地形再配隻火瓶怪讓你滾下去又爬上去又滾下去 裝備負重是一個大問題讓你感覺不出角色升級有變強 因為你要花點數去點那個獨立出來的裝備負重屬性 不然你多穿個布帽就沉重 拿個雙手武就沉重根本沒辦法玩配裝 配合上面的問題你得花時間農材料作一堆料理來跟敵人消秏 然後傳送設計又讓你覺得農材料很麻煩 也不能直接睡覺睡一天讓材料重生 升級城鎮各項設施除了花材料外還要花你的「真實時間」等待完成 花時間把旅館升到二級結果根本不能靠睡覺回血也不能快速渡過時間 你不修樓梯你要繞一大圈才能走到存東西用的箱子 修了樓梯也是要花時間跑一段路才能走到 就不能直接在市場放一個箱子嗎 總之各種莫名奇妙不順暢的設計讓人玩起來不爽快 而這次的大更新可是官方十分自豪在QOL上聽了意見下了功夫改善的 目前版本個人不推薦購買展開收起
來源:Steam 使用者原始評測。有幫助票數是存檔快照,並非即時資料。最後收集時間:2026/08/15。
