SpaceCraft

SpaceCraft

《SpaceCraft》將探索延伸為大型經濟事業:開採資源、組裝飛船,並自動化行星生產。在GAMIVO售價為≈ HK$103.95;喜歡自行設定目標、與他人交易或合作的玩家,可以照自己的規劃逐步發展。購買前可確認介面語言是否適合自己。 《SpaceCraft》在GAMIVO售價為HK$119.42,達到本站目前記錄的歷史最低價;玩家評價好評率為63%%,共2,686則。

正在取得全網報價
63%Steam 玩家評分2686 則評價
發售日期: Jun 11, 2026
Space · Sci-fi · Open World · Massively Multiplayer · Multiplayer
SpaceCraft - EN/DE/FR/PL/PT/RU/ZH/ES Global·平台:Steam·-43%起~ HK$103.95(~ €11.77)史低比 Steam 省 HK$15.47去購買
·平台:Steam·香港 Steam 官方價~ HK$180.95-34%~ HK$119.42史低去購買
SpaceCraft PC Steam Altergift·平台:Steam·~ HK$264.86-30%起~ HK$185.29(~ €20.98)去購買
SpaceCraft Steam Key (PC) GLOBAL·平台:Steam·~ HK$211.12(~ $26.90)去購買
·平台:Steam·~ HK$235.37-10%~ HK$211.82(~ $26.99)去購買
SpaceCraft Steam CD Key·平台:Steam·~ HK$264.86-13%起~ HK$229.71(~ €26.01)去購買
·平台:Steam·~ HK$260.01-10%~ HK$234.03(~ $29.82)去購買
·平台:Steam·~ HK$263.62-10%~ HK$237.25(~ $30.23)去購買
史低 ~ HK$155.32含 Steam 及第三方通路目前價格處於歷史最低水準
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$200.052026-06目前全網低價~ HK$211.82GamesPlanet US距低價紀錄+6%
~ HK$197.41~ HK$214.77~ HK$232.13~ HK$249.4926-0626-0726-0826-0926-10~ HK$200.05

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 2026-10-16 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SpaceCraft

《SpaceCraft》將浩瀚宇宙探索與採礦、製作和飛船建造結合。掃描行星、收集原料,組裝會影響飛船性能的零件;之後可與其他玩家交易,或在企業中合作。無人機和貨運飛船也能自動化行星基地與星際物流。 Steam玩家評價:2,686則評價中好評率為63%%。

製作團隊

開發
Shiro Games
發行
Shiro Games

Steam玩家評測

63%好評褒貶不一2,686 Steam評測

近36個月紀錄最低價

≈ HK$200.052026-06-11 · GamesPlanet US基本遊戲 · 與上方圖表為相同紀錄;美元價格歷史,非地區Steam最低價。

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Steam PC版資料 · 2026-10-18

02購買前須知

遊戲模式

Steam PC版包含單人、多人與合作模式。線上玩法包括交易,以及透過企業協作。

語言與音訊

介面支援英語、德語、法語、義大利語、日語、波蘭語、簡體中文和繁體中文。支援英語完整語音,所有列出的語言皆有字幕。

03常見問題

能和其他玩家合作嗎?

可以。玩家能建立或加入企業,共同協調生產、分工與物流。

經濟系統包含哪些內容?

玩家可以製作並交易資源與飛船零件,也能買賣飛船藍圖。

可以自動化生產嗎?

可以擴建基地,並以無人機和貨運飛船自動化生產、採礦與運送。

7.0
綜合評分
外部評分63%Steam 玩家評分2686 則評價
畫面
7.5
音效
6.5
玩法
8.5
劇情
5.5
內容
6.5

“Ever wished Factorio's automation rush could move into space with real people alongside you? Shiro Games spreads that mine-to-automate loop across a galaxy, no loading screens orbit to ground. But it's fresh into Early Access: steep, thin, no Chinese, an early ticket more than a finished game.”

評測總結

Tally it all up: SpaceCraft is a foundation full of ideas that isn't built yet. Its score doesn't measure a finished product's height — it weighs two things at once, "loaded with potential" and "rough this early."

A crowded genre, threaded through a narrow gap

An interplanetary supply-chain network

By 2026 the automation genre is packed. Factorio, Dyson Sphere Program, and Satisfactory each hold their ground, and breaking through is hard. SpaceCraft's angle is to stack dimensions: take a mature automation loop, add a layer of seamless space-to-surface flight, then add another of real-player Corporations with their collaboration and economic friction.

That weld is ambitious, and the risk is just as blunt. Automation lives on systemic depth; an MMO lives on human cooperation and conflict — both lean hard on late-stage content polish and number balancing. Whether a build this fresh and this thin can hold up both hard things at once is its biggest test ahead. Plenty of games have nailed one of those pillars and stumbled on the other; doing both, simultaneously, on a live service that also has to stay stable, is a genuinely tall order for any studio, let alone one making its first leap into the MMO sandbox. The market clearly has an appetite, mind you: it showed at the Triple-i Initiative Showcase before launch, banked over 300,000 wishlists, and opened to 70% positive across those first 854 reviews. Passing final judgment now would be both unfair and far too early.

Who should climb aboard now, and who should wait

So who's this for today? The picture is clear: you've played Factorio or Dyson Sphere Program and love optimizing chaos into a precise system; you want to go a step further and run an interplanetary supply chain alongside real people; and you don't mind a game that won't hold your hand, happy to hit walls and figure it out. Nod to all three and this build is for you. Especially the player who enjoys getting in early and watching a game grow under their own feedback — you're less a consumer than a participant during the pour, and for some that involvement is the fun itself.

Hold off, on the other hand, if a few things describe you. Want a polished, system-rich complete experience? Wait for 1.0 — today's breadth will feel short. Counting on pure solo offline saves? It leans online and depends on servers, with persistence not guaranteed, so weigh that. Need Simplified Chinese? Launch ships only English, French, German, Spanish, Polish, and Brazilian Portuguese — menus, tutorials, and contract text are all foreign-language, a real wall, so wait for a translation. And lighter players who can't stomach hours of early fog, used to being led by the hand, will mostly turn around at that steep gate — a big slice of the early bounce-off starts right there.

There's a middle group worth naming, too: the curious veteran who's intrigued but burned out on unfinished promises. For you, the honest move is the wishlist. Watch the patch notes for a couple of months, see whether the server optimization lands and whether the galaxy actually widens, and jump in when the roadmap turns into shipped features rather than bullet points. Nothing about this game punishes patience — the price won't crater overnight, and a fuller, more polished build only makes the very same money go that much further down the line.

An early ticket to ride it to 1.0

It runs $26.99 to start, mid-to-upper for an Early Access sandbox. But given Shiro Games' long-update track record — Northgard and Wartales both entered Early Access and were patched until reception turned solid — that price reads more like an early ticket than full payment for a finished thing. As for whether anyone can copy it: nobody else has welded the Factorio-style automation loop, loading-screen-free orbit-to-surface flight, and real-player Corporation economy into one game. That's its genuine reason to exist, the one thing it can point to that no rival currently matches. Then again, potential isn't delivery. It's a promising opening, and whether it cashes out depends entirely on the next six months of updates — which is exactly what Early Access should be: you're not buying the answer, you're buying a process worth sticking around to see through.

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