Teardown

Teardown

Teardown結合單人劫案與最多12人的線上遊戲。Steam售價HK$ 218.00,選購時不妨考慮自己的遊玩安排:可破壞場景讓玩家開闢自己的路線,合作模式則可與同伴共同應對混亂。

Steam PC版完整支援控制器,並提供多種介面語言。127,664則評論中95%%好評也能作為決定時的參考。 Teardown在Steam售價HK$218.00,可作為最多12人合作遊戲來考慮;127,664則評論中95%%好評可供參考。

正在取得全網報價
95%Steam 玩家評分12.8萬 則評價80Metacritic/10080OpenCritic/100
發售日期: Apr 21, 2022
Destruction · Physics · Sandbox · Voxel · Multiplayer
·平台:Steam·香港 Steam 官方價~ HK$218.00去購買
Teardown Steam Key GLOBAL·平台:Steam·起~ HK$242.02(~ $30.84)去購買
Teardown Steam Altergift·平台:Steam·起~ HK$264.52(~ €30.08)去購買
Teardown EN Global·平台:Steam·起~ HK$900.68(~ €102.42)去購買
Teardown Standard Edition Steam CD Key·平台:Steam·起~ HK$939.73(~ €106.86)去購買
史低 ~ HK$99.98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$99.982024-07目前全網低價~ HK$218.00Steam距低價紀錄+118%
~ HK$141.77~ HK$177.67~ HK$213.57~ HK$249.4725-1026-0126-0426-0726-10~ HK$117.64

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Teardown

在體素世界中策劃劫案:牆壁、載具和其他環境物件都能破壞,也能變成捷徑。運用物理效果、工具和爆炸物,規劃穿越關卡的有效路線。 Steam玩家評論:127,664則中95%%為好評。 介面語言:簡體中文、英語、法語、義大利語、德語、西班牙語、日語、波蘭語和俄語。 發行日期:2022年4月21日。

製作團隊

開發
Tuxedo Labs
發行
Tuxedo Labs

Steam玩家評論

95%好評壓倒性好評127,664 Steam評論

36個月內記錄的最低價

≈ HK$99.982024-07-08 · GamersGate基本遊戲·與上方圖表記錄相同;美元歷史價格,並非地區Steam最低價。

語言支援

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Steam PC版資料 · 2026-10-10

02購買前須知

遊玩模式

Steam PC版包含單人、多人和合作玩法;線上遊戲最多支援12人。

控制器與介面

完整支援控制器操作。列出的介面語言包括英文、德文、法文、義大利文、西班牙文、波蘭文、日文、簡體中文和繁體中文。

03常見問題

戰役包含什麼內容?

戰役包含40個任務,涉及竊盜、破壞和躲避機器人。

什麼是沙盒模式?

沙盒模式提供無限資源,可自由實驗和破壞。

能和朋友一起玩嗎?

可以。線上遊戲最多支援12人,可建立私人連線或加入公開大廳。

支援模組嗎?

支援社群模組、編輯器、Lua指令碼和Steam工作坊整合。

8.0
綜合評分
外部評分95%Steam 玩家評分12.8萬 則評價80Metacritic/10080OpenCritic/100
畫面
8.5
音效
7.5
玩法
9.5
劇情
6
內容
6.5

“An in-house voxel engine turns every block into a tear-apart physics brick, then a 60-second clock makes you treat demolition as a puzzle”

評測總結

A one-person start that punched far above its weight

Overall mood of the game

Wind the clock back to the start and Teardown is a textbook case of an indie punching above its weight on raw technical force. It entered early access in 2020, hit 1.0 in 2022, and was built almost entirely from scratch by Dennis Gustafsson alone. On nothing but a bespoke voxel engine and a teardown mechanic honed to a fine point, it sold over a million copies while still in early access; after release it was absorbed by a major group, ported to consoles, folded into a subscription library, and cleared 2.5 million cumulative players by late 2023.

The story bears out a plain truth: a core mechanic distinctive and extreme enough is itself a game's sturdiest moat. However thin the surrounding content, as long as "pulling things apart" is done to a degree nobody can reach in the short term, market and press alike will pay up. This is why it belongs to the "singular-tech vignette" class. It does not chase scale or sweeping narrative; it takes one thing to the limit and, with a piece of tech others can't soon copy, carves its own coordinate into the sandbox genre. In a market increasingly obsessed with size and man-hours, it walks the opposite, narrow road — betting everything on mechanical purity — and proves the road still leads somewhere.

Who should buy it, and who should walk away

Players improvising freely

The target audience here is unusually clear. If you take pleasure in treating destruction as a puzzle tool, enjoy grinding away at route optimisation, or already have an appetite for voxel creation and mod-tinkering, the game is all but tailored to you — a near-limitless physics sandbox and a Workshop that never stops updating.

Flip it around. If what you reach for first is narrative thickness, characterisation and a campaign measured in dozens of hours, if you want to be carried along by plot and people, it will most likely let you down. The nine-level campaign ends in a few evenings and the story rounds down to nothing; you'll struggle to get that satisfaction of being pulled through a long arc. Knowing which camp you fall into decides whether you'll like it more surely than any score. This is a game of sharp character that has no intention of pleasing everyone: it treats the right player superbly and lets the wrong one leave early without a fuss. Still unsure which you are? A simple test — do you want a story to sweep you off, or a hard problem to crack with your own hands? The answer tells you outright.

A moat no one can copy in a hurry

The signature voxel-teardown image

Looked at from 2026, Teardown's place in history is firm. It took the 2021 IGF Excellence in Design award and a 2023 GDC Best Technology nomination — honours aimed, to a one, at its technology.

The single hardest thing to replace about it is also the plainest: every voxel takes part in the physics simulation, and the freedom to destroy flows straight from the underlying data structure rather than a pre-set script. Simple to say, brutally high as an engineering bar to clear. The sharpest evidence: its voxel-destruction tech ran advanced enough that Google DeepMind picked it as one of the environments for training the SIMA generalist AI agent. When a top AI lab borrows an indie game's physics world as a training ground, you know how deep the moat on this track runs. Against the Red Faction: Guerrilla it is forever set beside, that game's destruction stays bound by pre-set structure, while Teardown made "every block can come apart" a foundational rule. That gap is not one anybody closes in a hurry.

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