森林之子

森林之子

在Steam以HK$ 187.00購買時,森林之子適合想結合自由探索、建造與生存的玩家。遊戲支援單人、多人與合作遊玩,Steam PC 版也支援完整控制器;你可以獨自踏上島嶼,也能和朋友共同遠征。285,989則評價中的88%好評率可作為購買時的參考。

正在取得全網報價
88%Steam 玩家評分28.6萬 則評價86Metacritic/10078OpenCritic/100
發售日期: Feb 22, 2024
Survival · Open World · Multiplayer · Co-op · Survival Horror
·平台:Steam·香港 Steam 官方價~ HK$187.00去購買
Sons Of The Forest Steam Altergift·平台:Steam·~ HK$254.94-19%起~ HK$207.10(~ €23.55)去購買
Sons Of The Forest Global·平台:Steam·起~ HK$210.44(~ €23.93)去購買
史低 ~ HK$68.20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$70.552026-03目前全網低價~ HK$187.00Steam距低價紀錄+165%
~ HK$109.99~ HK$156.48~ HK$202.98~ HK$249.4725-1026-0126-0426-0726-10~ HK$70.55

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關於森林之子

你將在孤島上尋找失蹤的億萬富翁,並在充滿食人生物與變異怪物的開放世界中求生。收集資源、製作工具與武器、建造庇護所,自由決定前進路線。四季變化會影響食物與儲備;你可以獨自探索地上地下,也能和朋友一起行動。 Steam PC 版支援單人、多人與合作遊玩。 玩家好評率為88%,共有285,989則評價。 已確認的介面語言會顯示為簡體中文、繁體中文、英語、法語、義大利語、德語、西班牙語、捷克語、芬蘭語、日語、韓語、波蘭語、巴西葡語、俄語、瑞典語和土耳其語。 遊戲於2024年2月22日推出。

製作團隊

開發
Endnight Games Ltd
發行
Newnight

Steam玩家評價

88%好評極度好評285,989 Steam評價

36個月內記錄的最低價

≈ HK$70.552026-03-19 · Steam基本遊戲·與上方圖表相同的記錄;美元歷史,不是地區Steam最低價。

語言支援

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Steam PC 版資料 · 2026-10-10

02購買前

模式與操作

Steam PC 版支援單人、多人與合作遊玩,並標示完整控制器支援。

語言

英語支援完整語音。已確認的介面與字幕語言會顯示為{supportedLanguages}。

03常見問題

遊戲設定是什麼?

你要在一座被食人生物佔據的孤島上尋找失蹤的億萬富翁並努力生存。

支援合作模式嗎?

你可以獨自遊玩或和朋友組隊,分享物品並共同建造防禦設施。

有哪些生存要素?

季節會改變可取得的食物與資源;春夏可以捕捉鮭魚,也能為冬季儲存肉類。

8.0
綜合評分
外部評分88%Steam 玩家評分28.6萬 則評價86Metacritic/10078OpenCritic/100
畫面
8.5
音效
7.5
玩法
9
劇情
6
內容
8

“A three-way fusion of horror, hands-on building and AI companions you grow attached to, best played co-op while you slowly make a cannibal island home”

評測總結

Add it all up and you get a survival game that does three hard things at once and refuses to do any of them halfway. The horror, the building and the companionship each could have carried a lesser game on their own; here they share a single island, and the friction between them is the entire point.

Where it lands on the map

The critical record reads as broad acclaim with a real fault line running through it. Metacritic settled at 86, OpenCritic's top-critic average at 78, and IGN handed it a 9 — but Shacknews came in at 6, and that spread is honest rather than noisy. The split is almost always about the same thing: how much the open-ended story bothers you. Score it for atmosphere and systems and it soars; score it for narrative resolution and it dips, and where you sit on that question decides which of those review scores you will end up agreeing with.

Commercially there was no ambiguity at all. The game cleared two million sales inside 24 hours, topped the Steam best-seller chart, and at one point overtook Starfield to sit at number one on Steam's wishlist count. That is not a cult success; that is a phenomenon, and the 88% positive rating across 271,391 reviews shows the audience stayed long after the launch spike faded — a much harder feat than a strong opening weekend. The gap between the louder critical disagreement and the broad player approval is itself the story: this is a game that divides reviewers on one axis while quietly satisfying the vast majority of the people who actually live in it for forty hours.

Who should buy it

This is for the player who wants horror, hands-on building and characterful AI companions fused into one experience, and who would rather settle a cannibal island slowly with friends than rush a campaign solo. If the idea of sketching a cabin by firelight while Kelvin hauls timber and Virginia watches the treeline sounds like an evening well spent, this was built specifically for you.

It rewards patience and it rewards company in equal measure. The eight-player co-op is not a bolt-on afterthought; it is arguably the intended way to play, turning survival logistics into a shared project and the difficulty into something a crew tunes together. Bring friends, set aside a few unhurried evenings, and the island opens up in a way it simply never does for someone speedrunning it alone with a checklist. The players who get the most out of this are the ones who treat it as a place to inhabit rather than a campaign to clear — the ones who want to build a home, not just hit credits.

Who should skip it

Be honest with yourself if you came for story. Players who need a complete, tidily answered plot will find the open-ended, multi-ending finish frustrating rather than tantalising — it trails off where they wanted it to land, and no amount of atmosphere fully compensates for that if a sealed narrative is what you value most. If your favourite part of a game is the ending that ties everything together, this is not the island for you, and no amount of clever survival design will change that on its own.

And anyone who cannot stomach the occasional frame dip across large spaces and crowded caves should go in clear-eyed: the optimisation is the game's softest spot, and a marginal machine will feel it most when the action and the scenery peak together. Narrative-first players and performance purists are the two groups most likely to walk away cold, not because the game failed at what it set out to do, but because what it set out to do was never aimed at them in the first place. Knowing which camp you fall into before you buy will save you a refund and spare the game a review it was never built to earn.

The thing rivals still cannot copy

Strip everything back and the irreplaceable core is emotional, not mechanical. Valheim builds and fights with more system depth, but it has no cannibal-island dread and no Kelvin, no Virginia — no companions who earn your attachment without a single line of dialogue. That wordless bond, the slow turn from reaching for a weapon at the sight of a silhouette to fighting at that same silhouette's shoulder, is the one thing this game does that the genre has spent years failing to reproduce.

It is also what you will remember long after you have forgotten how the story ended or which frame rate you settled on. Rivals can copy the blueprint building and the season cycle; what they have not managed to copy is the feeling of looking up from a task to check whether Kelvin is all right. That is the moat, and it is why the island lingers. Mechanics can be reverse-engineered in a patch; the precise emotional alchemy of a wordless companion you come to depend on cannot, and that is the thing this game quietly got right when so many bigger budgets did not.

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