暴風工程:建造與救援

暴風工程:建造與救援

《暴風工程:建造與救援》以載具設計為核心:拼裝並編程救援設備,再投入受風暴和天氣變化影響的任務。Steam 目前售價為 HK$ 156.00,可依照自己對建造過程的興趣,以及願意花多少時間準備救援來衡量。

創意模式偏向自由搭建,職涯模式加入救援服務、資金和任務進度。Steam PC 版有 54,878 則玩家評價,好評率為 90%%;所列介面語言為英文。 已確認的介面語言包括 英語,遊戲發行於 2020年9月17日。

正在取得全網報價
90%Steam 玩家評分5.5萬 則評價
發售日期: Sep 17, 2020
Sandbox · Building · Open World · Base Building · Physics
+1·平台:Steam·香港 Steam 官方價~ HK$156.00去購買
Stormworks: Build and Rescue EN Global+1·平台:Steam·起~ HK$178.87(~ €20.34)去購買
Stormworks: Build and Rescue Steam Altergift+1·平台:Steam·~ HK$191.48-5%起~ HK$181.44(~ $23.12)去購買
史低 ~ HK$88.21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$98.022025-12目前全網低價~ HK$156.00Steam距低價紀錄+59%
~ HK$118.13~ HK$148.05~ HK$177.96~ HK$207.8825-1026-0126-0426-0726-10~ HK$98.02

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 暴風工程:建造與救援

設計並駕駛由模組拼裝、可編程的救援載具,在風暴中應對海陸空的危機任務。你可以營救落水者、撲滅火災、協助維修鑽井平台;晝夜與動態天氣會影響載具表現。 Steam PC 玩家評價:90%% 好評,共 54,878 則評價。 介面語言:英語。 發行日期:2020年9月17日。

製作團隊

開發
Geometa
發行
Geometa

Steam 玩家評價

90%好評極度好評54,878 Steam 評價

近 36 個月最低記錄

≈ HK$98.022025-12-18 · Steam基礎遊戲 · 與上方圖表記錄相同;美元歷史價格,並非某地區 Steam 史低。

語言支援

語言介面字幕音訊
英語是——

Steam PC 版資料 · 2026-10-10

02購買前須知

拼裝並編程載具

用模組和零件搭建救援直升機、船隻、潛水器等,再透過遊戲內邏輯系統編程。任務包括救援、滅火和維修鑽井平台。

創意與職涯模式

創意模式提供自由建造工具;職涯模式從小規模救援服務起步,加入任務、資金管理和基地發展。

合作任務

合作多人模式支援多人操作同一載具,也可協作完成需要規劃和配合的任務。

03常見問題

可以建造哪些載具?

你可以用零件編輯器建造救援直升機、船隻、潛水器等,並編程控制其行為。

海上環境會如何變化?

晝夜循環和動態天氣帶來從平靜清晨到風暴、海嘯的變化;風浪會透過物理系統影響載具。

可以製作並分享任務嗎?

可以。任務編輯器支援建立和分享任務,Steam 創意工坊可用於分享載具與任務。

7.5
綜合評分
外部評分90%Steam 玩家評分5.5萬 則評價
畫面
7
音效
6.8
玩法
8.5
劇情
5.5
內容
8.3

“A maritime testbed staking its depth on engineering and physics; tinkerers will lose hours here, while those wary of a steep curve should look elsewhere.”

評測總結

Add up everything this game does and the picture is unusually coherent for a sandbox: it bets its entire depth on engineering and physics, and it stakes that bet out on the open water. The disaster is only ever the stage. The genuine lead actor is the machine you assembled with your own hands, the contraption that either survives the storm or rolls over in front of you. Once you accept that framing, every other dimension falls into line behind it, and the question stops being "is this a good rescue game" and becomes "do you want to spend your evenings as the engineer who makes the rescue possible at all."

A Testbed That Rewards The Right Player

This is, at its core, a maritime laboratory that puts its whole soul into the workbench. The building is tightly coupled to the simulation, where every block carries mass and every shape translates straight into how the craft behaves once it leaves the dock, and that single rule gives the gameplay a depth that holds up over dozens and even hundreds of hours. Mission mode, the sandbox, and the steady drip of unlocked parts stack into a long-term framework that gradually stops feeling like a game with an ending and starts feeling like a platform you return to. The people who thrive here are easy to describe: the ones who will happily lose a whole night in the editor just to make a hull rock a little less, the ones whose eyes light up at a tangle of circuitry rather than glaze over. For them the steep early grind is not a deterrent but the price of admission to a hobby, and the co-op layer only deepens it, letting a complicated rescue be split into piloting, navigation, mechanical work, and instrument watching so the whole thing plays out like a small staged drama scripted by the weather.

Who Should Walk Away

The flip side is just as clear, and saying it plainly is the honest thing to do. Anyone who wants a clean main line, a steady sense of forward momentum, or a relaxed "drive the boat and save people" loop will get worn down by the cold onboarding and the steep curve long before the depth pays off. The information density is high while the mid-to-long-term goals are thin, so even committed players can find themselves drifting between "what should I build next" and quietly closing the game for the night, and you have to learn to draw your own phase-ending punctuation. The external verdict backs all of this up rather than contradicting it: a string of seven-out-of-ten scores from the press sits next to a roughly ninety-percent positive rating and tens of thousands of recommendations on Steam, the exact signature of a niche title with real depth that asks something of you before it gives anything back.

The longer you stay, the more the thing reveals itself as a platform rather than a product, a long-running hobby rather than a feast you finish in one sitting. There is no credits roll waiting to reward you, and whether that reads as freedom or as aimlessness depends entirely on the kind of player you are. Bring your own finish line and the open water will keep giving you reasons to build one more craft.

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