
殺戮尖塔 2
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 殺戮尖塔 2
《殺戮尖塔 2》結合牌組構築與危險高塔的肉鴿爬塔玩法。運用卡牌、遺物與藥水規劃策略,並因應不斷變化的敵人和挑戰。你可以獨自攀登,也能與最多四名玩家組隊合作。 Steam 玩家評價中,好評率為 61%%,共有 186,493 則評價。
製作團隊
近36個月記錄的最低價
≈ HK$196.112026-03-05 · Steam基本遊戲 · 與上方圖表相同的記錄;美元價格歷史,並非地區 Steam 最低價。語言支援
| 語言 | 介面 | 字幕 | 音訊 |
|---|---|---|---|
| 簡體中文 | 是 | — | — |
| 英語 | 是 | — | — |
| 法語 | 是 | — | — |
再顯示 11 種語言
| 語言 | 介面 | 字幕 | 音訊 |
|---|---|---|---|
| 義大利語 | 是 | — | — |
| 德語 | 是 | — | — |
| 西班牙語 | 是 | — | — |
| 日語 | 是 | — | — |
| 韓語 | 是 | — | — |
| 波蘭語 | 是 | — | — |
| 巴西葡語 | 是 | — | — |
| 俄語 | 是 | — | — |
| 拉美西語 | 是 | — | — |
| 泰語 | 是 | — | — |
| 土耳其語 | 是 | — | — |
Steam PC 版資料 · 2026-10-12
02購買前須知
肉鴿牌組構築
每次爬塔都要構築不同牌組,並依照變化的敵人、遺物與藥水調整策略。
模式與操作
可單人遊玩,也可最多四人合作。Steam PC 版完整支援控制器。
03常見問題
每次爬塔都一樣嗎?
每次爬塔都會遇上不同挑戰,卡牌、遺物與藥水能帶來各種策略。
有合作模式嗎?
可以獨自挑戰,也能最多四人合作。
有幾名角色?
共有五名可遊玩角色,其中兩名是新角色。
“Heads up if you've memorized the original: the sequel guts your favorite infinite combos and makes you relearn the climb. The HP-burning Necrobinder and four-player co-op are genuinely fun — but it's still Early Access with monthly balance swings, so anyone wanting a settled build can wait.”
評測總結
Put every fact on the table and the sequel is a tower still under construction whose frame already stands tall. The overall 7.8 holds both truths at once — the brilliance of the combat (9.2) and the turbulence of early access (a 63% reputation). It's an honest compromise.
A 574,000-concurrent phenomenon, and the two review-bomb waves it earned

Start with how big it is. 5.3 million copies in the first month, roughly $108 million in revenue for Mega Crit, and a launch peak of 574,638 concurrent players — almost matching Silksong's record, briefly outpacing Marathon, Arc Raiders, and Resident Evil Requiem, the largest Steam launch of 2026 and the highest-concurrent roguelike in history. For a minimalist indie with no major publisher and no marketing spend, those numbers were snowballed almost entirely by the goodwill the first game banked — and by a price of admission low enough that almost any PC could run it. In March 2026 it reportedly topped Steam's monthly best-seller chart outright, ahead of much larger releases like Crimson Desert.
But attention cuts both ways. Two review-bomb waves — the first over the infinite-combo cull, the second over Doormaker, an Act 3 boss that shut down too many archetypes at once — dragged the rating from Overwhelmingly Positive down to Mixed. Nearly 80,000 negative reviews have piled up, roughly fourteen times what the original drew across nine years. At its core this isn't a collapse in quality; it's a public tug-of-war between "the fun players want" and "the long-term health the developer wants."
Mega Crit's stance is refreshingly candid: "this progress will not be linear, and no change is necessarily permanent" — and it later rolled several contested nerfs back on beta. A Steam analyst put it well: judged by the raw numbers, "in any other case you would say this game is dead," yet the bombing barely dented sales at all.
Who should climb this tower now, and who should wait

The practical call: if you love the original's draw-and-trade tension and can live with a living build that re-tunes its balance monthly and lurches between versions, jumping in now pays off — wider builds than the original, two genuinely new classes, friends to climb with, and a front-row seat as the tower takes shape. But if you want a settled, finalized balance and would resent your favorite build getting axed by the next patch, the rational move is to wait for 1.0. And anyone simply testing whether they vibe with the genre at all can start with the original — finished, cheap, and rock-solid. In the end, much of that 63% is people rating "am I having fun in this exact patch," while the 9s from critics are rating "how good is this underlying design." They aren't grading the same thing — and your job is deciding which one you care about more.
There's a more grounded reference point, too. That Steam analyst noted that judged purely on the scale of the bombing, "in any other case you would say this game is dead," yet sales barely flinched — 5.3 million in a month, a steady 100,000 to 300,000 concurrents long after launch. That's a rare and telling signal: the overwhelming majority of people actually playing voted with their feet, and the negative reviews stem more from the emotional whiplash of each balance change than from any verdict on the game itself. So if you're on the fence, drop that glaring 63% back into this context and read it again. It isn't a quality alarm. It's the sound of a tower popular enough that every controversy gets amplified, taking shape in full public view. All you have to decide is whether you want to be on the scaffolding now, while the design is still being argued into shape, or show up once the dust settles and climb a tower someone else helped finish.
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母語評論精選 · 10 則此語言精選的實用評論包含推薦與批評,並不代表整體好評率;評論反映其所評版本。
我打出一個好評,但是下回合才能生效,我打出一個五星好評,但是每打一個字星數減一,你打出的每一個好評都會被消耗,這回合禁止打出好評展開收起
你說的對,但我每回合只會受到二十點傷害,玩家每用一張牌便失去一力量和敏捷,每次玩家造成傷害將一張眩暈加入抽牌堆,每回合第一次受到傷害獲得26點護甲,每回合打25並將感染加入玩家的抽牌堆,死之後還會爆四條單次只能收到九點傷害的蛆展開收起
通常來說我都懶得評價 卡牌削弱我都沒意見 但這次更新太離譜了 門扉締造者這BOSS是人設計的? 第一回合血無限無傷 第二回合燒你牌 第三回合不能抽牌 第四回合打一張牌失去一點費用 而且每回合傷害打你20-30 設計師自己打得過嗎?展開收起
好好玩喔 只是當我想多人遊戲時 才意識到沒人陪我玩 哈哈展開收起
好評第一回合被消耗了 第二回合抽不到 第三回合費用扣除無法打出展開收起
高塔,現在站在你面前的是一代通關進階20的傳奇鐵衛士,你準備好面對我的挑戰了嗎展開收起
原則很簡單,我是獵手,雜技是我爹,你動我爹,我們沒完展開收起
不要買 下午才買怎麼就凌晨三點了 由此可見這遊戲很有問題 各種偷時間 別買 想要妻離子散、夫妻反目、家庭失和的倒是可以買(X展開收起
作為一名玩家,我想分享一些對這次平衡更新的看法。 我認為這次問題的核心,並不在於「無限流過強」,而是在目前的系統環境下,其他流派在穩定性與容錯率方面仍然存在明顯差距。 在目前版本中,不少流派在前期需要以血量換取節奏或輸出,而整體遊戲提供的回血手段相對有限,且穩定性較低。這使得玩家在多場戰鬥之間持續消耗HP,而HP成為一項需要謹慎管理的關鍵資源。 理論上,營火應該提供「升級卡牌」與「回血」之間的策略選擇,但在實際遊玩體驗中,為了生存而優先選擇回血的情況相當常見,讓升級變成一種較高風險的選項。 同時,精英怪的強度以及敵人隨回合成長的壓力,與目前HP與資源機制的互動,進一步放大了這個問題。當戰鬥拖得越久,風險越高、效率越低,這使得玩家更傾向於構築能夠快速結束戰鬥的牌組。 在這樣的環境下,部分節奏較慢或依賴逐步成型的流派,往往較難跟上敵人的成長速度,容錯空間也相對較低。 在這樣的整體環境中,無限流並不一定是唯一的解法,但確實是其中一種較為穩定、且較不依賴特定運氣或資源的通關方式。 因此,這次削弱無限流本身並沒有問題,但在削弱之後,我暫時未能感受到有足夠穩定的替代流派可以填補這個空缺。 整體體驗上,在某些開局或資源條件下,會讓遊戲更依賴前期資源與隨機因素,而非長期的策略規劃與構築選擇(至少在目前版本中是這樣的感受)。 我理解這仍然是 Early Access,也樂見平衡調整的嘗試。希望未來的方向能讓不同流派在目前的資源與HP機制下,都能有相對穩定的發展空間,並在效率與容錯之間取得更好的平衡。 目前不同流派在效率與容錯之間的整體平衡,體感上仍然存在一定差距。 我仍然很喜歡這款遊戲,也會持續關注後續更新。 -------------------------- As a player, I’d like to share some thoughts on the recent balance update. In my view, the core issue is not that infinite builds were “too strong,” but that other archetypes currently struggle to match their consistency and margin for error within the existing system. In the current version, many builds rely on trading HP for tempo or damage, especially in the early game. At the same time, healing options feel relatively limited and not always reliable, making HP a critical resource that must be carefully managed across fights. Campfires are intended to offer meaningful choices between upgrading and healing, but in practice, healing often takes priority for survival, making upgrades a higher-risk option. In addition, the strength of elites and enemy scaling over turns, combined with the current HP and resource systems, further amplify this issue. As fights go longer, risk increases and efficiency drops, naturally pushing players toward faster, more efficient builds. In this environment, slower or more gradual archetypes often struggle to keep up with enemy scaling, resulting in a lower margin for error. As a result, infinite builds were not necessarily the only viable strategy, but they did feel like one of the more reliable and less RNG-dependent ways to achieve consistent clears. Therefore, nerfing infinite builds is not inherently a problem. However, after the nerf, I currently don’t feel that there are equally stable alternatives that can fill that role. Overall, in certain openings or resource conditions, runs can feel more dependent on early resources and RNG, rather than long-term planning and deckbuilding decisions — at least in my current experience. I understand the game is still in Early Access, and I appreciate the ongoing balance efforts. I hope future updates will focus on making multiple archetypes viable within the current HP and resource systems, while better balancing efficiency and margin for error. At the moment, the overall balance between efficiency and margin for error across different archetypes still feels uneven. I still really enjoy the game and will continue to follow its development.展開收起
來源:Steam 使用者原始評論。有用票數是封存快照,並非即時資料。最後收集:2026/08/14。