河狸浮生記 Timberborn

河狸浮生記 Timberborn

《河狸浮生記 Timberborn》把水資源管理、地形改造和立體城市建設融入獨特的海狸社會。喜歡安排生產鏈、應對旱季的玩家,可以長期嘗試自己的解決方案。Eneba目前價格為≈ HK$94.09,現在入手不必等待下一次機會。遊戲尤其適合作為長期單人建設專案,兩支部族也為聚落發展提供不同方向。 相比Steam目前價格HK$152.60便宜≈ HK$58.51,這款以水利規劃和自動化為核心的遊戲值得考慮。

正在取得全網報價
96%Steam 玩家評分3.9萬 則評價85Metacritic/10086OpenCritic/100
發售日期: Mar 12, 2026
City Builder · Colony Sim · Voxel · Sandbox · Automation
Timberborn (PC) Steam Key LATAM+1·平台:Steam·-57%起~ HK$94.09(~ $11.99)史低比 Steam 省 HK$58.51去購買
Timberborn+1·平台:DRM-Free·-31%起~ HK$150.10(~ CN¥128.00)去購買
+1·平台:Steam·香港 Steam 官方價~ HK$218.00-30%~ HK$152.60去購買
Timberborn Steam CD Key+1·平台:Steam·~ HK$184.59-14%起~ HK$158.20(~ €17.99)去購買
Timberborn Global+1·平台:Steam·-27%起~ HK$158.91(~ €18.07)去購買
香港不可用(2)

以下報價已明確標記為在香港不可用(無法購買或無法啟用),仍可前往商店查看並核實限制。

Timberborn+1·平台:Steam·~ HK$258.89查看商店
Timberborn+1·平台:Steam·~ HK$258.89查看商店
史低 ~ HK$130.74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
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價格歷史

近 36 個月 · 資料每日更新
全網低價紀錄~ HK$130.742024-10目前全網低價~ HK$192.19DLGamer距低價紀錄+47%
~ HK$181.68~ HK$218.14~ HK$254.60~ HK$291.0725-1026-0126-0426-0726-10~ HK$161.35

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關於河狸浮生記 Timberborn

《河狸浮生記 Timberborn》是一款沙盒城市建造遊戲,你要帶領海狸聚落應對反覆乾旱與有毒廢料。收集木材,保障水和食物,逐步建立生產鏈,讓聚落持續發展。 兩支部族擁有不同的建築、科技與玩法特徵。 3D水物理、地形改造、堤壩、閘門和灌溉讓水資源成為規劃核心。 垂直建築、自動化、機械海狸、地圖編輯器與官方模組支援擴展建設方式。 Steam PC版支援單人聚落建設。 目前玩家好評率為96%,共有38,853則評測。

製作團隊

開發
Mechanistry
發行
Mechanistry

Steam玩家評測

96%好評壓倒性好評38,853 Steam評測

36個月內記錄最低價

≈ HK$130.742024-10-18 · DLGamer本體遊戲 · 與上方圖表相同的記錄;美元歷史,不是地區Steam最低價。

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Steam PC版本資料 · 2026-10-11

02購買前

遊玩模式

《河狸浮生記 Timberborn》Steam PC版提供單人城市建造玩法,可選擇「神尾」或「鐵牙」兩支海狸部族;每支部族都有獨特建築、科技與玩法特徵。

語言

Steam PC版介面支援英語、簡體中文與繁體中文。資料未說明完整語音。

03常見問題

《河狸浮生記 Timberborn》是什麼遊戲?

你要在乾旱、有毒廢料肆虐的世界中經營一座海狸聚落。

有哪些工程工具?

你可以建造堤壩、閘門、運河、隧道、渡槽和灌溉系統,並改造地形。

能製作自訂地圖嗎?

你可以遊玩內建地圖,用地圖編輯器製作地圖,並使用官方模組支援。

8.0
綜合評分
外部評分96%Steam 玩家評分3.9萬 則評價85Metacritic/10086OpenCritic/100
畫面
7.5
音效
7
玩法
9
劇情
6
內容
8.5

“If you love planning, fighting off disasters, and slowly turning a dustbowl into a thriving beaver city, Timberborn hands you a water-engineering puzzle you won't find anywhere else, and dozens of brain-bending hours with it.”

評測總結

The beavers won because water is the whole game, not just a resource

Timberborn screenshot

Timberborn is one of those city-builders that sounds like a joke until it starts quietly eating your weekend. Post-human world, lumberpunk beavers, droughts, toxic waste, ridiculous amounts of wood — sure, cute pitch. But the reason it actually works is simple: water is the spine of the entire thing. Not food. Not housing. Not some happiness meter. Water. You dam it, store it, route it, waste it, panic when it’s gone, and then redesign half your settlement because the next drought is coming and your “brilliant” canal system was actually a mess.

That’s what makes it feel different from most survival city-builders. Frostpunk is still the obvious comparison, because both games are about building under pressure from a hostile world. But Frostpunk is more dramatic. It’s colder, meaner, more narrative-driven. Timberborn is less theatrical, but the engineering is deeper. The fun is in stacking buildings vertically, shaping the land, controlling water flow, and eventually using badwater as part of the plan instead of just treating it like a disaster.

And yeah, the reception backs that up. Metacritic has it at 85, OpenCritic sits at 86 with 94% recommended and a “Mighty” rating, and Steam is sitting at 95% positive across 36,995 reviews, with that big “Overwhelmingly Positive” badge. That’s not hype from a huge studio machine, either. Mechanistry is a small team, and this thing took a long four-year run to hit 1.0. For a seven-person indie team, that’s a pretty wild result: strong reviews, strong word of mouth, and a game that actually feels finished.

Buy it if you like solving disasters, skip it if you just want cozy decorating

Timberborn screenshot

Here’s the cleanest way I can put it: if you enjoy city-builders because you like planning around limits, Timberborn is absolutely your thing. If your brain lights up when a game says, “Okay, here’s the map, here’s the problem, now make the machine work,” this is the good stuff. The vertical building alone gives it a ton of personality. You’re not just spreading houses across flat land. You’re stacking walkways, platforms, storage, power, production, and homes into these chunky wooden towers that look silly and clever at the same time.

The two factions help a lot, too. Folktails and Iron Teeth don’t just look different; they push you into different rhythms. That gives the same basic rule set two pretty distinct journeys, which matters in a sandbox game where you’re mostly making your own goals. And the badwater systems are a great twist. Toxic water and badtides aren’t just “oops, you lose” events. You can refine that mess into dynamite, blow up terrain, and reshape the map. That’s Timberborn at its best: disaster becomes a tool, and your city becomes this weird little engineering argument with nature.

But if you want a relaxed “place pretty houses and vibe” builder, be careful. Timberborn is cute on the surface, but it’s not brain-off cozy. The tutorial is weak, and the early hours can be rough because water physics and vertical layouts are not instantly obvious. The pacing is a little uneven, too. Some deeper systems, like factory automation, show up late, so the front half can feel loose, then the back half gets busy fast. And once you’ve got giant settlements with thousands of beavers, performance can start to sweat.

1.0 is the right time to jump in, but don’t expect endless endgame carrots

Timberborn screenshot

If you’ve been waiting for Timberborn to leave early access, yeah, 1.0 is the right time. The full release on March 12, 2026 is the most mature version of the game, and that matters here because this is not a tiny toy builder anymore. It’s a proper single-player, bird-view, isometric survival sandbox with a lot of interlocking systems. The four-year polish shows. It doesn’t feel like a promising prototype. It feels like a complete game with a clear identity.

Platform-wise, the obvious recommendation is Steam on PC. That’s where the huge player base is, that’s where the 95% user rating is, and that’s where this kind of mouse-driven planning game makes the most sense. You want to zoom around, check water levels, drag paths, rebuild dams, pause, rethink, and curse yourself for forgetting storage. Timberborn is very much a “sit down at the desk and optimize the colony” game, not something I’d want to wrestle with casually.

The catch is the endgame. Timberborn is strong at teaching you how fragile your settlement is, then letting you overcome that fragility through better engineering. But once your water systems are stable and your beavers are thriving, the long-term goals can feel thin. It doesn’t have the same endless late-game mountain that some players want from a 1.0 city-builder. So my overall take is an 8 out of 10: genuinely special, mechanically sharp, and easy to recommend to planning sickos — but not quite endless, not always smooth for beginners, and definitely not for players who want the game to do the thinking for them.

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