灰雨鋼鋒

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英文名稱:Of Ash and Steel
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《灰雨鋼鋒》(Of Ash and Steel)是由Fire & Frost Studio開發、tinyBuild發行的第三人稱中世紀奇幻動作角色扮演遊戲(RPG),於2025年11月7日登陸PC(Steam 與 GOG)平台。以極高的沉浸感、自由度與厚重的世界觀著稱,被視為對經典老派歐式RPG的現代致敬之作。

故事背景設於名為灰矛之地(The Spears of Grey)的殘破島嶼,這裡曾是聖七王國的邊陲領地,如今卻被戰火與瘟疫摧殘得滿目瘡痍。主角崔斯坦(Tristan)原本是地圖學者,在帝國崩潰的亂世中失去了一切。為尋回真相與希望,他毅然踏上危機四伏的旅程。島上遍佈土匪、變異獸與失落文明的遺跡,必須在混沌與腐敗的世界中求生、戰鬥,並最終成為重塑命運的關鍵人物。

以第三人稱動作戰鬥為核心,強調節奏、反應與策略的平衡。自由選擇戰鬥風格——無論是身手矯健的刺劍劍客、以盾反擊的重甲騎士,或是結合法術與戰技的混合型冒險者,都能透過技能樹與裝備搭配塑造出屬於自己的戰鬥哲學。開發團隊特別提到,戰鬥節奏受到《黑暗靈魂》和《哥特王朝》的啟發,但更強調動作流暢度與「環境互動」。在戰鬥中,地形、障礙與天氣條件都會影響戰局,例如雨中滑動的武器、濕地中的陷阱、或火焰在風勢中失控蔓延。

探索是本作的另一大亮點。摒棄現代開放世界遊戲中滿屏圖示與任務箭頭的「導航式設計」,回歸最純粹的探索本能。世界中沒有過多指引,取而代之的是視覺線索、人物對話與環境敘事。當走入被遺棄的村莊或古老的神廟時,線索會以細微的符號、血跡或倒塌的壁畫形式出現。開發者希望玩家「用直覺去探索,而非依賴介面」。

在試玩版(Demo) 中,體驗崔斯坦抵達灰岩島(Greyrock Isle)的開端篇章。這段內容提供數小時的自由探索,包括與盜匪首領的交戰、深入被瘟疫侵蝕的村落、解開封印在廢墟中的古老祕密。主線任務之外,也可自由接受支線委託、協助村民、狩獵怪物或尋找遺失的神器。試玩內容展示初期的裝備系統與技能成長機制:力量、靈巧、智慧三條屬性路線影響著角色的戰鬥與生存策略。

製作團隊Fire & Frost表示,創作靈感來自於2000年代初期的經典RPG——例如《哥特王朝》(Gothic)與《巫師》(The Witcher)系列。他們希望重新找回那種「艱難而真實」的冒險感:沒有明確指引、沒有強制任務節奏,一切由玩家自行選擇。這種設計理念讓遊戲帶有一種懷舊卻新鮮的張力——既有現代化的光影與流暢打擊感,又保持老式RPG的深度敘事與世界韻味。

在畫面表現上,採用自家優化的Unreal Engine開發,場景充滿濕冷的歐洲陰霾氣息。森林、廢墟與港口都以高寫實度呈現,並結合粒子與體積光技術營造出「灰雨瀰漫」的詩意氛圍。音樂由新銳作曲家Lukas Brandt創作,以憂鬱弦樂與民族鼓聲交織出戰爭與孤獨的節奏,完美呼應遊戲標題的意象——「灰燼與鋼鐵」。

市場與玩家反應方面,在Steam新品節期間推出的試玩版獲得廣泛好評。許多玩家稱讚其環境敘事細膩、戰鬥手感紮實,並認為這款作品在獨立遊戲中展現「接近 3A 水準」的完成度。媒體則將其形容為「融合《哥特王朝》的自由探索與《黑魂》系統深度的奇幻新星」。不過部分評論也指出,若正式版在任務設計與戰鬥節奏上未能持續保持平衡,可能導致後期重複感上升。

整體而言,《灰雨鋼鋒》是結合古典RPG靈魂與現代動作美學的開放世界作品。它不追求浮誇的劇情或線性史詩,而是讓玩家在荒蕪與戰火中,用自己的方式書寫一段重生的傳奇。崔斯坦的旅途不僅是為戰勝敵人,更是為證明:即便一無所有,人也能在灰燼中鍛造命運之鋼。

 

Of Ash and Steel is a third-person medieval fantasy action RPG developed by Fire & Frost Studio and published by tinyBuild, set to launch on November 7, 2025, for PC (Steam and GOG). It is an immersive open-world adventure that blends the soul of classic early-2000s European RPGs with modern design sensibilities—an ode to games like Gothic and The Witcher, reborn with contemporary technology and fluid gameplay.

The story takes place in the war-torn lands of The Spears of Grey, a once-thriving island now reduced to ash and ruin under the crumbling rule of the Seven Kingdoms. You play as Tristan, a former cartographer turned wanderer, who has lost everything in the chaos following the empire’s collapse. Drawn by whispers of redemption and revenge, he embarks on a perilous journey across desolate villages, haunted ruins, and cursed forests, where marauders and mutated beasts roam freely. As Tristan uncovers the forgotten truths buried beneath the island’s decay, he must decide whether he will become a savior, a conqueror, or yet another relic of a dying age.

Gameplay in Of Ash and Steel revolves around methodical third-person combat and deep player freedom. Players can master a variety of fighting styles, from the nimble precision of a duelist to the brute strength of a heavy-armored knight. The game’s stance system and skill tree allow for near-total customization—your weapons, attributes, and tactics can all be molded into a unique combat identity. Combat emphasizes timing, positioning, and environmental awareness. Rain makes weapons slippery, fog reduces visibility, and fire can spread uncontrollably with the wind. Every encounter demands caution, and survival often hinges on adaptation rather than brute force.

Exploration is the heart of Of Ash and Steel. Rejecting modern “map marker” design and hand-holding quest systems, the game invites players to rediscover the art of curiosity-driven exploration. There are no flashing icons or forced objectives—only visual cues, environmental storytelling, and organic hints scattered throughout the landscape. Abandoned villages, collapsed temples, and forgotten strongholds tell stories through subtle details like blood trails, murals, and symbols etched into stone. The developers describe their approach as: “Let curiosity, not the interface, be your compass.”

The Steam demo, released during the Steam Next Fest, introduces players to the opening hours of Tristan’s journey on Greyrock Isle. It offers several hours of freeform exploration, featuring bandit ambushes, plague-ridden settlements, and the first glimpses of the island’s mysterious ruins. Players can freely switch between main and side quests, experiment with various combat archetypes, and shape Tristan’s progression through three main attributes—Strength, Dexterity, and Wisdom—each influencing both fighting ability and dialogue options.

The development team cites early 2000s RPGs as their primary influence, particularly Gothic and The Witcher 1. Their goal was to recreate the harsh, immersive adventure spirit of those games: a world that doesn’t guide or comfort you, but rewards curiosity, patience, and courage. Of Ash and Steel combines that old-school design philosophy with the power of Unreal Engine, creating a visually rich and atmospheric world drenched in cold rain, mist, and melancholy light.

Visually, the game evokes a somber European mood—rain-soaked forests, weathered ruins, and windswept coastal fortresses rendered with cinematic realism. Dynamic lighting and particle effects enhance the sense of weight and decay. The score, composed by Lukas Brandt, uses mournful strings and tribal percussion to build a rhythm of solitude and defiance, echoing the game’s central theme—ashes and steel.

Reception for the demo has been highly positive. Players praised its immersive environments, satisfying combat, and world design that feels truly alive without the crutch of UI guidance. Critics have described it as “a rare fusion of Gothic’s freedom and Dark Souls’ combat depth.” Some, however, expressed cautious optimism, noting that the final game must maintain a strong pacing balance between exploration and combat to avoid repetition in later stages.

Ultimately, Of Ash and Steel is shaping up to be a modern classic in the making—a game that honors the grit and mystery of old-school RPGs while embracing the emotional and technical sophistication of today’s gaming landscape. Tristan’s odyssey is not just a fight for survival, but a testament to the human spirit:
Even in ruin and loss, the fire of destiny can be forged anew—from ash, and from steel.

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