

群星
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關於群星
探索程序生成的浩瀚銀河,星系中藏有謎團,也有外星文明等待相遇。派遣科研船調查星域與異常現象,透過探索、外交和戰爭塑造自己的帝國。 Steam玩家評價:139,262則評論中好評率為85%。 支援的介面語言:簡體中文、英語、法語、德語、西班牙語、波蘭語、巴西葡語、俄語、日語和韓語。
製作團隊
近36個月最低記錄
≈ HK$31.312024-12-19 · Steam基礎遊戲 · 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7種語言
| 語言 | 介面 | 字幕 | 音訊 |
|---|---|---|---|
| 德語 | 是 | — | — |
| 西班牙語 | 是 | — | — |
| 波蘭語 | 是 | — | — |
| 巴西葡語 | 是 | — | — |
| 俄語 | 是 | — | — |
| 日語 | 是 | — | — |
| 韓語 | 是 | — | — |
Steam PC版資料 · 2026-10-10
02購買前
遊戲模式
Steam PC版支援單人遊戲、多人遊戲與跨平台多人遊戲。
語言
支援的介面語言包括英文、簡體中文與繁體中文等;此處未列明完整配音語言。
03常見問題
《群星》主要玩什麼?
探索程序生成的銀河、調查異常現象,並遇見外星文明。
如何塑造自己的帝國?
自訂帝國,並透過外交、結盟與戰爭決定發展方向。
艦隊可以自訂嗎?
可用艦船設計器自訂艦隊,並選擇複雜多樣的科技。
“Role-playing 4X sandbox welding Paradox event chains onto a 4X skeleton, ten years of long-tail polish”
評測總結
A decade of long-tail operation has proved a single thesis. Stellaris is not "a freshly released good game." It is "a continuously growing modern classic." Entering it today does not mean you get the launch product — that half "exploration wonder, midgame stall" hybrid. You get a deeply polished space sandbox with content density approaching that of an MMO.
Temporal context — from launch year to today
At launch the competition was Endless Space 2 and the Master of Orion reboot. All three games entered the field together, but ten years later only Stellaris is still receiving DLC. Behind that gap is Paradox's long-running operational doctrine and a very large active community pulling in the same direction. Peer 4X titles slowed their updates over time; Stellaris kept accelerating.
The four-year anniversary brought all-time high monthly active users — a curve that essentially does not exist anywhere else in the 4X genre. Most 4X games peak at launch and decline forever after. Stellaris kept gaining players as the years passed. The cost of that longevity is that DLC count has accumulated to genuinely intimidating levels — thirty-plus expansions, more than a dozen narrative packs, over twenty species packs. Buying everything costs more than ten times the price of the base game.
The tenth anniversary giveaway of "base game plus three flagship DLCs" is Paradox's own admission that entry friction had grown too steep. The intervention pulls today's onboarding experience up to "open the box and immediately play the modern core of Stellaris." New players no longer face thirty DLCs in confusion — they can step directly into the core gameplay.
Who should buy
Players who want the trifecta of "macro-scale strategy, science fiction aesthetic, long-form operation" — this is the core audience. If you are weighing Endless Space 2, Sins of a Solar Empire, and the Master of Orion reboot, Stellaris is the highest-density choice across all three dimensions. It is not just a 4X; it is the most complete expression of a decade of long-tail 4X operation.
Players willing to spend a thousand hours on a "role-playing 4X" — the ascension paths, Galactic Custodian, and Become the Crisis triad deliver replay value that no other 4X currently matches. Every campaign can be a different identity. Sandbox replay depth pushes into the territory of dedicated RPGs.
Players who accept the Paradox learning curve and enjoy the "pressing space is the real skill" rhythm — this is not a game that teaches itself in ten minutes, but every hour of learning pays back as "I finally see the system" by the second campaign. That delayed payoff is the classic grand-strategy reward loop, and Stellaris pushes it to the limit.
Who should not buy
Players who want compact turn-based sessions of four to five hours each. Civilization and Endless Space 2 are both better fits for "two hours before bed." The minimum Stellaris campaign already starts at twenty hours, which is unfriendly to fragmented-time players. Weekend-only casual players struggle to keep a single run coherent across many short sessions.
Players unwilling to learn Paradox economics and intolerant of UI density. Stellaris's information density is high, with essentially no hand-holding tutorial; the first ten hours are mostly a mix of wiki reading, watching videos, and trial-and-error. If you only want "press the attack button and have a fleet, expand and have territory," Sins of a Solar Empire is friendlier — it does not require you to understand the economic model first.
Players who insist on "buy once, done forever" — the Stellaris expansion matrix rolls forward indefinitely. You buy seven core expansions today and another core expansion arrives next year. For players who want to stop spending money on a game, this is a hole that never fully fills. Continuous investment is required to stay current.
Recommended onboarding path
New player path: start with the base game and the tenth-anniversary free DLCs. Play thirty to fifty hours to build a high-level mental model. Then prioritize purchases — Federations, then Nemesis, then Overlord, then Galactic Paragons, then The Machine Age. These five core expansions plus the gifted Utopia and Synthetic Dawn cover more than five hundred high-quality gameplay hours.
Narrative-driven players follow up the core stack with Distant Stars, Ancient Relics, and Astral Planes — these three significantly increase event chain density. Species packs are taste-driven purchases. Mechanical packs vary in value — Cosmic Storms can wait.
Console players should follow the "console base plus current season" route. That is the simplest path, at the cost of the mod ecosystem. PC players are strongly encouraged to enable the Steam Workshop once the basic gameplay is internalized — "Extended Notes" plus "More Events" is the canonical community pair, and it lets second-campaign new players actually read the economy.
The tenth anniversary window is the optimal entry moment. Across the full Steam discount cycle the price curve hits its long-run low. New players can configure roughly eighty percent of the core content in a single transaction. By per-hour cost, Stellaris remains one of the lowest-cost-per-hour options the 4X genre has ever offered.
群星 相關資訊
熱門Steam評論
原語言評論 · 10則此語言中精選的有幫助評論包含推薦與批評。此選集不代表整體好評率;評論內容反映受評版本。
我用時數講話展開收起
(201811)DLCdox社喜歡使用錯誤的行銷手法,但這仍然是好遊戲 (201706)夏季特賣之前,貪婪的瑞典蠢驢一次把所有發行過的舊遊戲和DLC大幅加價。他們必須要知道這是錯誤的行銷手法。而我們會讓他們知道。展開收起
玩了6小時的感想,PARADOX還是很厲害,綜合了幾款4X遊戲的特色,融合在一起,那些特色在各別遊戲裡面有時候顯得單調,但Stellaris挑選出優秀的特色並且統合為一體,使得系統保持P家的深度與變化,卻不會帶給玩家太多負擔。 比如要選擇科研項目,一次只給你三個選項,三個科研領域各三個選項,每次研發完再給你新的選項,不用看科技數頭暈眼花,不會有太多的選擇問題;僱用領導者也是各領域一次只有三個人選,如果玩的是民主人類,領導者們還會參與總統選舉。系統介面的浮動資訊很詳細,教學採取提示解說+非強迫性的任務走向,單人遊戲可以快轉跟暫停,不用擔心手忙腳亂。 目前唯一可以說是缺點的地方,大概就是P家遊戲向來非常消耗時間(笑)展開收起
https://forum.paradoxplaza.com/forum/index.php?threads/is-ther-any-plan-to-add-chinese-support-in-ck2%E3%80%81eu4%E3%80%81hoi4-and-stellaris%EF%BC%9F.1077611/ Just today I saw the paradox support rep. refused the request from a Chinese player that supporting official Chinese. 就在今天,我看到了P社客服對一位玩家的官方中文請求表達了拒絕。 They said: 他們說: "We sell our games to people in many many countries in the world, we can't localise for all of them. Aside from China we've had similar comments (in some cases demands) from Turkey, Japan, Russia, and others I can't think of right now." “我們遊戲賣到了全世界,我們不能為每個國家都推出其語言。除了中國,我們還有來自土耳其,日本,俄羅斯以及其他我現在說不上來的國家的類似的評論(有時是需求)” "The answer is always that our marketing department constantly evaluates all these markets to see if a localisation makes economic sense; so far it has not for those PDS games, it seems. Cities:Skylines has Chinese, if you're interested in that game." “我們的回答不變:我們的市場部門一直在評估所有國家的市場,以發掘推出本地化語言包是否可以帶來經濟效益;對於這些遊戲來講,至今為止似乎並不能。城市:天際線有中文版,如果你喜歡的話可以去玩。” "The other point is that old games like CK2 and EU4 are never going to be completely re-written at this late stage in their lives." “另外,像CK2和EU4這樣的老遊戲不會在他們的晚年被完全重做。” Firstly I must say that, for stellaris, Chinese players have contributed 100K sells, It's the fifth most purchase in all nations. However, Chinese is still not be included in the newly updated official localizations. So I don't know why they are thinking the 100K cannot afford a readable official Chinese update. Or, let me ask, is the new sellings more important than the money from 100K players they have already gained? 首先必須說的是,中國玩家已經為群星貢獻了10萬的銷量。這個數字排在世界銷量的第五。然而,最新發佈的官方語言包仍然沒有中文。所以我不知道為什麼他們會覺得100K銷量無法換來一個官方中文版。或者,我想問的是,難道新的銷量比已經到手的100K玩家的錢更重要嗎? Okey Okey, let me share some records. FM2016, without Chinese, sold 50k in China; FM2017, with Chinese and a selling number more than 100k. Total War : Warhammer updated a Chinese language very late and gained 60k Chinese buyers, and Total War : Warhammer II with Chinese language is released for half a year, obtained the 50K purchase in Chinese and of course the number is increasing. No I'm not talking about the economics stuff but the attitude of Chinese people: we respect the producers who respect us. 好吧好吧,那讓我來提供更多的數據。沒有官中的足球經理2016在中國賣了5萬,有官中的足球經理2017在中國賣了10萬以上。戰鎚1在後半段才有官中,在中國賣了6萬;而有官中的戰鎚2發售了半年,銷量已經超過5萬,當然這個數字還在增長。不,別誤會,我不是在說經濟問題,我是在說中國玩家的態度:我們尊重那些尊重我們的廠商。 I also don't know what is "CSL has Chinese if you are interested in that game" meaning. Dude he purchased for your products and when someday he is asking for a service, you says he can play another game?! I don't think it is respectful words for a customer group. Do you think we are only focusing on Chinese language? Our emphasis is THE RESPECT TO 100K PLAYERS. 順便我不太明白“城市天際線有中文,你喜歡可以去玩”是什麼意思。大哥,人家賣了你們的遊戲,然後人家在請求服務時候,你跟人家說你可以玩別的?我不覺得這話尊重一個玩家群體。你覺得我們只關注中文嗎?不不不我們關注的是你們是否尊重這10萬個買了遊戲的人。 There is such words on steamworks: The less a language looks like English, the higher the expected return. Many customers in Asian territories for example do not speak English, while many customers in European countries do. Also, I know while the producers are releasing new games, there would be a notice mentioning that they are going to have a lot dislikes from Chinese player if the games do not have Chinese localization. Thanks a lot for steam. 在steamworks文獻庫上有這麼一段話:最不像英文的語言,投資回報率越高——比方說,許多亞洲的顧客不說英文,而許多歐洲國家的顧客會說英文。同時我也知道在廠商們上線新遊戲的時候,會得到一個提示,說如果遊戲不支持中文,廠商可能會得到大量中國玩家的差評。非常感謝steam。 Thank you for reading it. 感謝閱讀。展開收起
這可能是steam上最好玩的太空4X遊戲。 這篇包含了心得以及新手導引,不管是考慮是否要購買,或是買了不懂怎玩,都可以參考此篇心得。 比較知名的太空策略遊戲我都有接觸,像是 .Endless Space(萬艦穿星,又譯無盡空間) .Sins of a Solar Empire(太陽帝國的原罪) .Homeworld (家園) 其中太陽帝國與家園的玩法,算是RTS即時戰略,如果想要慢慢探索宇宙,享受揭開宇宙奧秘的遊戲。 那麼就是推這款Stellaris(群星戰役)與Endless Space(萬艦穿星)。 其實這兩款遊戲我都滿喜歡的,也都有各自的特色,不過我喜歡群星戰役又多了一些。 詳細比較這兩款遊戲,要花好大一則篇幅,因為這篇評論是給群星的,所以講講群星的優點。 *詳盡的戰爭目標 一般4X遊戲,把別人建築拆光,或是佔領領地就贏了。但是在群星裡的戰爭分成好幾種目標,像是強迫對方當附庸國、強迫對方朝貢、因為意識型態不同強輸觀念、單純就是侮辱對方開戰,以及最重的要征服領主戰。要征服對方領土,還必須宣稱所有權,讓宇宙諸國承認,打贏才能合法佔有。打仗期間雙方還可以就不同條件進行談和,NPC在評估談和條件時,會衡量戰爭的進行狀況,以及雙方剩餘艦隊實力,可說是相當詳盡,鮮有遊戲的戰爭目標可以到這麼細。也因為有所有權的關係,國與國除非國力相當懸殊,否則無法一、兩場戰爭就完全毀滅敵對國家,必須逐步蠶食,而不會一戰定勝負讓人覺得不寫實。 *寫實的交戰設定 交戰採戰爭點數,會依照雙方的國策、戰損、戰役勝負、交戰時間,來計算雙方的消耗,當某一方的消耗值達100%,就算有剩餘的艦隊或是產能,也會被迫結束戰爭。這代表人民厭戰情緒已經達到最高,士氣已跌到最低點的表現。因此較弱小的國家,只要把大國打到損傷過高,也依然可以勝出戰爭,而無須被大量資源消耗到死。 *滿載的探索要素 宇宙有許多奧秘等待我們挖掘,在群星戰役有許多奇異點可以探索,遊戲設計團隊很用心,每個奇異點都有背後的故事,不是單純點選拿資源就沒了,頗有探索宇宙的感覺。 *豐富的意識形態與國策 遊戲的意識形態與國策非常豐富,基本上想得到的政治模式都可以執行,不管要搞軍事獨裁還是神權統治都可以,其中又可以分成走和平路線或是排外,甚至可以搞奴隸社會或是種族淨化。另外走軍事國家也依然可以在意識形態上選擇和平共處,只在必要時才動武。民主、寡頭、獨裁、君主......還有蟲群意識,豐富的政體讓人眼花撩亂,而且會在遊戲產生實際影響,比如說選擇排外的意識形態,甚至肅清其它種族的外星人,都會在銀河引起其他勢力反感。 *其它優點 像是船艦可以自由改造,可以自創種族這些太空遊戲常見的優點,就不詳述了。 不過官方在自動種族以及MOD上有很大的支援,讓遊戲的耐玩度大大提升。 當然,這遊戲還是有幾個讓人比較不滿意的點,供大家參考下。 ※船艦設計平庸 雖然稱不上難看,但大多都沒有甚麼特色,尤其是哺乳類船艦......可說是挺俗的。 很多早期的太空遊戲,船艦都設計得比這款遊戲好看。 ※經營部分有點無聊 看起來內政系統好像很複雜,其實玩法很單調。 產能量設施→產礦石設施→注意食物是否有盈餘→蓋特殊建築輔助 以上只要無限循環,你也是群星建設大師。 連內政常被詬病太過簡化的Total war全面戰爭系列,我都覺得做得比群星有趣。 不過群星在人口表現上比較直觀,也可以明顯感受到人口增長的感覺。 這點設計得還不錯,也很有成就感。 寫了這麼一大段,無疑是想向各位推薦這一款優異的4X遊戲。只要你喜歡4X遊戲,又不排斥外太空題材,都值得來嘗試看看群星戰役。另外不少人表示這遊戲很難上手,其實這遊戲滿簡單的。這邊給想嘗試的新玩家一點提示: .探索與建設方式 科研船:類似斥候,新的星系需要勘查才能建設前哨。發現特異點要派科研船才能調查,船上要有科學家。 工程船:類似工人,就是即時戰略用來建設的工人。不管是要採集還是殖民,都需要先在該星系建設前哨。 →宇宙採礦場:可以採能量或是礦石。 →宇宙科研中心:增快研發速度 .生船方式 星艦(宇宙軍艦):要在宇宙基地生產,宇宙基地由前哨升級,升級後會解鎖欄位,在欄位蓋船塢即可造星艦。 科研船、工程船、殖民船:在殖民地(已殖民星球)上生產。 運輸船(登陸艦):在殖民地(已殖民星球)上生產,這遊戲若要佔領敵人星球,必須使用運輸船。運輸船在建造的時候,上面就已經放好登陸軍隊,在這遊戲被劃分為陸軍,陸軍對敵人星艦沒有抵抗力,需要用我方星艦護航。 .增加人口方式 讓食物產生盈餘增加速度,也有些科技可以增快速度。要提醒的是,遊戲建立採礦與科研基地的效益,在中期前遠大於殖民。所以除非是為了建立前線基地(只有殖民地才能產生陸軍),否則建議在中期前都以擴張為主,殖民為次。 .傳統選擇 個人首推繁榮點滿,可以節省很多資源消耗。 下一個可以點選探索,增加瞭解宇宙的速度。 第三個就看自己的方向與流派來決定,另外傳統點滿選擇飛昇特典,是極大的增益。 因此建議是先集中點同一個,點滿再換下一個。 遊戲其實就這麼簡單,那麼祝各位玩得愉快。展開收起
游戏是个好游戏,只不过厂商的态度不值得好评展開收起
P社給你 由中世紀玩到大航海時代 由工業革命玩到世界大戰 由探索宇宙玩到稱霸銀河 由初生之犢玩到白頭到老展開收起
一個遊戲被滿滿的付費DLC、萬年不改的單核優化和難以理解的機制改動荼毒,實在令人唏噓 DLC:漢堡圖,懂得都懂 只不過P社還會把你的麵包和芝麻拿走再做成DLC賣回給你,根本商業鬼才 單核:你個4X遊戲,每一顆星球甚至每一單位的人口都要分別計算增減益然後不做多核優化 機制:3.11的科研降速可能是想放慢節奏,但不管單核造成的卡頓還要這樣改,真的以為有人會花一整天看被天災墮落爆打的PPT嗎? 在P社至少修正機制問題前不推薦購買或遊玩展開收起
帳號申請頁面有中華民國可選展開收起
瑞典王八冬天在室內沒事做就只會把參數調來調去,調完包裝成大更新釋出後還能拿薪水。如果主管覺得內容稍嫌單薄的話再掏出中位數射程炮擊腦檔案和最遠射程炮擊腦檔案,輪流放進更新裡就可以了展開收起
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。最後收集日期:2026/08/14。

