腐蝕

腐蝕

Rust結合生存、基地建造與玩家間遭遇:你可以合作、交易,也能襲擊對手營地。Steam售價HK$ 119.00,考慮購買時,不妨先想想自己是否想投入這種目標開放的多人玩法。1,173,869則評價中87%的好評率提供另一項參考,但不能保證競爭式生存玩法符合你的喜好。 將Steam的HK$119.00與組隊探索、交易和共同建造基地的計畫一併衡量。

正在取得全網報價
87%Steam 玩家評分117.4萬 則評價69Metacritic/10067OpenCritic/100
發售日期: Feb 8, 2018
Survival · Crafting · Multiplayer · Open World · Open World Survival Craft
+1·平台:Steam·香港 Steam 官方價~ HK$238.00-50%~ HK$119.00去購買
Rust Steam Altergift+1·平台:Steam·~ HK$281.32-50%起~ HK$140.70(~ €16.00)去購買
Rust (PC) Steam Key GLOBAL+1·平台:Steam·起~ HK$194.15(~ $24.74)去購買
Rust EN Global+1·平台:Steam·起~ HK$194.96(~ €22.17)去購買
Rust Standard Edition Steam CD Key+1·平台:Steam·~ HK$439.61-54%起~ HK$203.14(~ €23.10)去購買
史低 ~ HK$53.29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$156.872023-12目前全網低價~ HK$119.00Steam目前即為低價紀錄
~ HK$189.05~ HK$236.92~ HK$284.78~ HK$332.6525-1026-0126-0426-0726-10~ HK$156.87

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 2026-10-09 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關於腐蝕

在危機四伏的島嶼上搜集資源,抵禦飢渴與惡劣天候,並建造庇護所。探索廢棄地點、製作裝備,再決定與人合作求生、交易,還是襲擊他人的基地。 Steam玩家評價:1,173,869則中好評率為87%。 發行日期:2018年2月8日。 Steam PC版介面語言: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、俄語、烏克蘭語、波蘭語、葡萄牙語、土耳其語、阿拉伯語、捷克語、丹麥語、荷蘭語、芬蘭語、希臘語、挪威語、巴西葡語、拉美西語、瑞典語和越南語。

製作團隊

開發
Facepunch Studios
發行
Facepunch Studios

Steam玩家評論

87%好評極度好評1,173,869 Steam評論

近36個月紀錄最低價

≈ HK$156.872023-12-14 · Steam基礎遊戲 · 與上方圖表紀錄相同;美元歷史價格,並非地區Steam最低價。

語言支援

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Steam PC版資料 · 2026-10-10

02購買前

遊戲模式

Steam PC分類包含單人、多人與合作模式,也列有跨平台多人遊戲。

語言

Steam PC版語言列表包含繁體中文,並標示完整音訊與字幕支援。

03常見問題解答

遊戲目標是什麼?

收集材料、建造庇護所,並應對飢餓、口渴、炎熱與寒冷。

能和其他玩家互動嗎?

遊戲介紹提到與玩家合作、結盟、交易,以及襲擊他人基地。

遊戲世界如何生成?

介紹稱世界由程序生成,並支援社群地圖編輯器。

7.5
綜合評分
外部評分87%Steam 玩家評分117.4萬 則評價69Metacritic/10067OpenCritic/100
畫面
6
音效
6.5
玩法
9
劇情
7.5
內容
8.5

“A hardcore social survival sandbox where building, raiding and wipes lock together, and every reward is mined from human conflict, not a script”

評測總結

Stack every dimension together and Rust is a game of extremes. It hits the genre ceiling on the gameplay and content it cares about, and hands in a failing grade on visuals, music and newcomer friendliness. It is not a game for everyone — but for the people it is for, almost nothing replaces it. That is why it lands at 7.5: not a verdict of mediocrity, but the honest coordinate where towering strengths and glaring flaws pull against each other.

Rust is a bonfire that keeps burning

"Fair" from the press, "Very Positive" from the players

You cannot read Rust without that glaring reputation fault line. On one side, the press: Metacritic 69, an OpenCritic top-critic average of 66.8, a recommendation rate of just 32.1%, nailed firmly to the "Fair" tier. On the other, the players: 1.14 million Steam reviews at 87% positive, "Very Positive" for years, "Overwhelmingly Positive" of late. The crack runs deep because two scoring systems are measuring two different objects. The press scored a snapshot of launch-day Rust — genuinely rough, cheater-flooded, brutal to beginners, and "Fair" was not a robbery. Players are championing a decade of evolution since, and the live human stories every wipe grows on its own. Scoring systems are good at grading a static finished product and bad at grading a living thing that never stops changing — and Rust is emphatically the latter. The takeaway for anyone sizing it up: don't put much stock in that critic number. This is not a game you can grade off a completion run; its value only surfaces after dozens or hundreds of hours and a few lived double-crosses, which is a rhythm traditional reviews were never built to catch.

Who it's for, and who should walk away

Because it is so extreme, the borders of who belongs here are unusually crisp. Rust is for people who treat scheming against other humans as the point — who relish the alliance-treachery-negotiation-revenge script, who will pour serious time into a single wipe, who can lose a night of grinding to a raid and come back grinning to start over. If you also love the engineering of base defense and power automation, Rust is your heaven. The common thread is a tolerance for chaos and a taste for stakes that actually bite — the kind of player who finds a clean, fair, frictionless game faintly boring, and who would rather earn a brutal victory than be handed a comfortable one. For that person, Rust is not just a good game; it is one of the only games that scratches the itch at all.

Hardcore social conflict is the core

It is just as plainly not for another crowd: single-player fans wanting scripted story and cutscenes, time-fragmented casuals who can't hold an online defense, glass-hearted players who can't stomach being raided and trash-talked, and lone wolves unwilling to socialize. Throw those people into an official PvP server raw and they'll mostly harvest frustration. A PvE or low-pop server first is the saner way in.

A bonfire that burns brighter with age

Set against the whole history of the medium, Rust is one of the most successful evergreen cases the early-access era ever produced. As the flagship of Garry Newman and Facepunch — the studio behind Garry's Mod — it spent a decade proving something counterintuitive: a multiplayer survival game with no traditional story and no top-tier visuals can, on the strength of metronomic monthly updates, a season-style wipe cycle and live social conflict, set a 262,284-player all-time peak, clear two billion dollars in revenue, and pass 20 million copies eleven years after launch. In an industry drowning in sequels and disposable new releases, that "stronger with age" trajectory is vanishingly rare. Its success is also fused to streaming: every so often a marquee streamer's locked-down "streamer server" event packs a roster of creators onto one map, live the whole way, and rockets the game up the Steam and broadcast charts. That early-2025 record peak rode exactly such a wave. Rust is one of the few multiplayer games where watching others play is itself a core engine of reach — audiences tune in not for the mechanics but for the human intrigue playing out, and that spectacle loops straight back into new players.

What nothing else can copy is the drama that grows itself

In the end, the single thing no rival can copy is not the building system or the tech tree — those can be cloned. What is genuinely Rust's own is that, with no script whatsoever, it lets every server grow its own one-of-a-kind drama of real human scheming. ARK has dinosaurs and a thicker PvE layer, but it cannot give you Rust's distilled, ruthless human treachery and conflict; other survival games may look prettier and treat beginners gentler, yet none pushed human-versus-human drama this high. That singularity wasn't stacked out of one feature; it was cultivated over ten years of holding to one design creed — hand the rules to the players and leave the stage to real people — so even a rival that copied the full mechanic set could never reproduce the lived ecosystem time and community deposited here. The press said "Fair." Twenty million players spent a full decade voting, and turned this coarse, hardcore, everyone-wants-you-dead game into a bonfire that only burns brighter, still roaring with voices today. It is not perfect — its flaws are sharp enough to sting — but on the road it chose, it walked further than anyone else. That is the final answer.

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