
Kidnapped and taken to an unfamiliar location, nine people find themselves forced to participate in a diabolical Nonary Game by an enigmatic mastermind called Zero. Why were they there? Why were they chosen to put their lives on the line? And more importantly, who can be trusted?
Modeled estimate, not a reported figure. How we estimate →
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 2.43/day in the week to Sep 4 → 2.71/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 24 chart moves that followed a price cut of more than 20% went a median of 9 places towards #1, and the 2,404 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; PlayStation, Xbox publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 7.4Kreviews | 93% | — | $3.3M |
| $29.99 | 1.6Kratings | 95% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 904 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1][b]8.5分:密室悬疑巅峰之作——[/b][/h1] [table] [tr] [th][h2][b][u][i](本评测基于PC版游戏)[/i][/u][/b][/h2][/th] [/tr] [tr] [td][h1]游戏类型:文字冒险/剧情/视觉小说/解谜[/h1][/td] [/tr] [tr] [td][b]综合评分:⭐⭐⭐⭐⭐(8.5/10) 支持平台:PC/PlayStation4/XboxOne(建议PC游玩,可以打汉化补丁) 萌新上手难度:⭐⭐⭐(解密较有难度) 可游玩时长:⭐⭐⭐⭐(一二代合集,三十小时左右) 联机适配度:⭐(完全单机游戏) 剧情:⭐⭐⭐⭐⭐(除了留坑没毛病,神中神) 玩法:⭐⭐⭐(一代纯Galgame,二代有较多分支剧情) 画面及配乐:⭐⭐⭐(二代演出比较灾难,还不如用2D) [u]性价比和版本推荐:剧情占比较大,喜欢该类型玩家可以尝试。[/u][/b][/td] [/tr] [quote][table equalcells=1] [tr] [th][h2]喜欢我们的评测,就点击此处加入我们吧。 ↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓ [u][b][url=https://steamcommunity.com/groups/njwelcome] 建康游赏家(宁游赏)欢迎各位新人加入 [/url][/b][/u][/h2][/th] [/tr] [/table][/quote] [hr][/hr] [h1]生死迷局与密室美学——[/h1] 在文字冒险与密室解谜的交叉领域,本作可以说是一座无法绕过的里程碑。这部由SpikeChunsoft推出、打越钢太郎执笔剧本的合集作品,将系列初代《9小时9人9之门》与二代《善人死亡》高清重制、系统优化后打包呈现,以环环相扣的科幻叙事和精巧严谨的密室设计,成为悬疑解谜类AVG的标杆之作。在近30小时的流程里,用压迫感十足的生存规则、碎片化的真相拼图,让玩家在解谜与读剧情的双重快感中,彻底沉浸于「零」所构筑的疯狂世界。本次评测全程无关键剧透,兼顾新玩家入坑参考与老玩家重温视角。 [h1]两部神作的完美合集,重制诚意拉满————[/h1] 《九人游戏》作为系列开篇合集,完整收录了《极限脱出》系列的前两部核心作品,是玩家入坑该系列的首选。初代《9小时9人9之门》最初登陆NDS平台,就以双屏叙事与密室逃脱结合的创新玩法惊艳业界;二代《善人死亡》则在3DS/PSV平台推出,进一步拓展世界观、深化博弈机制与时空叙事。2017年推出的重制版登陆PC、PS4等平台,完成了高清画质重构、全程语音追加、流程系统优化、Flow流程图实装四大核心升级,彻底解决了原版重复游玩的繁琐问题,让新老玩家都能以最舒适的方式体验这段传奇故事。 [h1]时空与博弈——[/h1] 本作的核心框架高度统一,两组各9名陌生人被神秘人「零」绑架,被迫参与名为「NonaryGame(九人游戏)」的生死实验,参与者手腕被植入致命装置,必须严格遵守游戏规则、破解密室谜题、在信任与背叛间做出选择,最终活着逃出封闭空间。初代的舞台是9小时内不断下沉的巨型游轮,以「数字根」为开门核心规则;二代的舞台是废弃火星研究所,以「色彩混合+AB游戏投票博弈」为核心机制,两部作品既独立成篇,又在世界观、角色、伏笔上深度联动,构成完整的叙事闭环。 [h1]悬疑巅峰,打越钢太郎的叙事艺术——[/h1] 《九人游戏》的核心魅力,永远是打越钢太郎执笔的剧本。这位以《Ever17》《命运石之门》系列编剧功底闻名的创作者,在本作中把[h3]「碎片化叙事、叙事诡计、科幻设定、人性刻画」[/h3]融合到极致,用[h3]「不看到最后,永远猜不到真相」[/h3]的叙事节奏,牢牢抓住玩家的注意力。 这两部作品的「九人游戏」规则,都是用极简的约束制造极致的冲突。 [h1]一场生存游戏——[/h1] 初代规则围绕「数字」展开:9名参与者佩戴标有数字的腕表,必须组队让队伍数字根与门上数字匹配才能开门,9小时内未逃出则船毁人亡,违反规则会被腕表直接处决;二代规则升级为「色彩+博弈」:参与者分为单人/组队类型,通过混色匹配彩色门,解锁密室后进入AB投票房,「协力」与「背叛」的选择直接决定生死点数,点数归零则淘汰。 这种设定的高明之处在于:它把人性的善恶、信任与自私,压缩在生死一线的极端环境里。没有绝对的好人与坏人,每个角色的行为都源于过往的经历与当下的求生本能,玩家在剧情中看到的每一次争执、结盟、背叛,都不是刻意的戏剧冲突,而是极端情境下的自然反应。同时,[h3]「零就在参与者之中」[/h3]的核心悬念贯穿始终,让玩家在解谜之余,始终带着「谁是幕后黑手」的疑问推进剧情,悬疑感拉满。 [h1]碎片化拼图,真结局的终极救赎——[/h1] 打越钢太郎最擅长的「多结局+真结局解锁」结构,在本作中被运用到炉火纯青。两部作品均采用[h3]「分支叙事+锁钥系统」[/h3]:玩家的每一次选择(开门路线、对话选项、投票决策)都会导向不同分支,衍生出BadEnd、NormalEnd与TrueEnd,BadEnd并非无用的失败,而是解锁真相的关键线索。真相被拆分成无数碎片,散落在所有结局里,只有走完所有分支、收集全部线索,才能解锁TrueEnd,在最后一刻完成所有伏笔的回收、所有谜团的解答。这种「先迷茫,后顿悟」的叙事体验,是传统线性剧情无法比拟的——当玩家历经数小时的分支探索,最终揭开「九人游戏」的真正目的、「零」的真实身份、两代故事的联动真相时,那种豁然开朗的震撼感,是本作最珍贵的情感回馈。 [h1]九位陌生人,九段人生——[/h1] 两部作品的主角团均为9人,每个角色都有完整的背景故事、鲜明的性格弧光、不可替代的剧情作用。初代主角淳平的冷静与执着、茜的温柔与神秘、一宫的沉稳、四叶的灵动;二代主角西格玛的善良、法伊的高冷与聪慧、露娜的温柔、迪奥的桀骜,都被刻画得入木三分。 角色的魅力在于「复杂性」:[h3]他们会恐惧、会自私、会动摇,也会勇敢、会牺牲、会坚守[/h3]。随着剧情推进,玩家会逐渐揭开每个角色被绑架的原因、过往的伤痛、参与游戏的秘密,原本陌生的9人,最终成为彼此羁绊的伙伴。这种「从猜忌到信任」的角色关系演变,让剧情的情感张力拉满,也让玩家在结局时,对每个角色都产生深刻的共情。 [h1]密室解谜+博弈抉择——[/h1] 《九人游戏》的玩法是「AVG叙事+密室逃脱解谜+博弈抉择」的三位一体设计,三者完美融合,既不会因解谜打断剧情节奏,也不会因剧情弱化解谜的趣味性,玩法逻辑严谨、难度适配合理,兼顾解谜新手与硬核玩家。 密室解谜是本作的核心玩法支柱,初代游轮密室、二代研究所密室,每个场景都有独特的主题与氛围,场景内的道具、线索、机关环环相扣,解谜过程如同「沉浸式推理」。 谜题类型涵盖道具组合、数字逻辑、图案推理、机械操作、数理计算等,难度循序渐进:前期密室以基础道具解谜为主,引导玩家熟悉机制;后期密室逐渐加入复杂逻辑与跨场景线索,考验玩家的观察力与推理能力。二代重制版追加了「解谜难度调节」,新手可选择低难度获得更多提示,硬核玩家可选择高难度挑战自我,适配所有人群。同时密室中的密码、机关、道具,往往与剧情设定、角色背景、世界观伏笔相关,解开密室的同时,也在拼凑真相的碎片。这种「解谜即推进剧情」的设计,让玩法与叙事深度绑定,避免了「解谜与剧情脱节」的通病。 [h1]张弛有度,叙事与解谜平衡——[/h1] 游戏的流程节奏为[h3]「剧情推进→密室解谜→抉择分支→新剧情」[/h3],张弛有度:紧张的密室解谜后,是角色对话与剧情铺垫;平缓的叙事之后,是生死抉择与高压博弈,始终保持玩家的注意力。单轮密室解谜时长控制在15-30分钟,不会因过长解谜导致疲劳;剧情段落信息量适中,伏笔与悬念穿插其中,避免了冗长的文字堆砌。这种节奏设计,让近30小时的流程全程无尿点,玩家会不自觉地「再玩一个密室」「再看一段剧情」。 [h1]2D立绘精致,3D建模中规中矩——[/h1] 本作的美术分为2D角色立绘与3D场景/建模两部分。角色立绘重制后高清化,线条细腻、表情生动,精准贴合角色性格,初代角色的立绘升级尤为明显,彻底摆脱了原版的低分辨率质感;场景设计以「压抑、封闭、悬疑」为核心,游轮的潮湿昏暗、研究所的冰冷空旷,完美烘托出生死游戏的压迫感,场景细节(血迹、废弃道具、机关痕迹)暗藏剧情线索,提升了探索的趣味性。唯一的瑕疵是二代的3D角色建模:受原版平台限制,重制版未彻底重构建模,人物动作略显僵硬,面部表情不够细腻,与精致的2D立绘形成反差。但好在游戏以文字叙事与密室探索为主,3D建模仅用于场景互动,对整体体验影响有限。 [h1]推荐人群:谁最适合玩这款游戏?——[/h1] [h3]悬疑叙事爱好者[/h3] 喜欢《Ever17》《命运石之门》《弹丸论破》等烧脑叙事作品,追求反转与伏笔回收的玩家。 [h3]密室解谜爱好者[/h3] 喜欢逻辑严谨、场景沉浸式的密室逃脱,厌恶无理谜题的玩家。 [h3]文字AVG忠实玩家[/h3] 享受剧情驱动、角色塑造、多结局探索的AVG核心玩家。 [h3]不推荐人群[/h3] 纯粹追求动作玩法、反感文字阅读、无法接受多结局重复探索的玩家。 [h1]简评——[/h1] [table equalcells=1] [tr] [th][h2][b][i]优势[/i][/b][/h2][/th] [th][h2][b][i]不足[/i][/b][/h2][/th] [/tr] [tr] [td][olist][*][h3]剧本悬疑反转极具震撼[/h3] [*][h3]多结局碎片化叙事设计精妙[/h3] [*][h3]音画配音出色,氛围沉浸感强[/h3] [*][h3]科幻人性主题深刻有深度[/h3] [/olist][/td] [td][olist][*][h3]二代 3D 建模僵硬粗糙[/h3] [*][h3]少数数理谜题难度偏高[/h3] [*][h3]部分配角戏份分配不均[/h3] [/olist][/td] [/tr] [/table]
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese**languages with full audio support
| $29.99 |
| 825ratings |
| 82% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 904 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I've only played 999 so far, but it has such an amazing story that I implore you to play it if you're even remotely interested in the concept. If possible, you really should play it on a DS, that's how I experienced 999 and it might just be the best game on that platform. Each ending dripfeeds you more and more information and it lets you piece together everything in your head so that, by the finale, you realise everything yourself before the game explains it. The puzzle gameplay is pretty fun as well but it drags on repeat playthroughs, especially on DS where you don't have the flowchart system. I think I've managed to get the first room puzzle done in just over a minute from the amount of times I had to redo it.
Just emulate (legally) 999 and don't touch the rest of the games
优缺点都很鲜明的游戏 缺点:除了广为吐槽的第二部的雷霆建模和电梯动画,我觉得更受不了的是不管是主角还是配角,总是时不时就冒出一些让人鬼火直冒的言语或行为,尤其是第二部的主角动不动就小头控制大头讲话了,拜托大哥你在玩逃命游戏诶。。。[spoiler] 也接受不了淳平第二部的剧情,第一部的茜搞得很爱他的样子,结果第二部就这么把自己的救命恩人当狗耍呢[/spoiler] 优点:密室部分管饱,第一部的密室属于傻瓜水平,第二部的密室更有意思一点,个人觉得密室部分比剧情有意思,第二部的剧情比第一部有意思,结局用一堆很绕的理论基本算是把剧情圆回来了[spoiler] 这里我觉得有个很有意思的点是,第二部中途一度在想凭什么每次别人开九号门就能顺利出逃,我开九号门就总是被抓住,但是原来我是老头子啊,那怪不得干不过别人呢哈哈哈[/spoiler];以及分支树的方式实在是太!棒!了!避免了重复刷流程,这个价格还要什么自行车呢)
Masterpiece
El primer juego una maravilla el segundo flaquea mucho mas muchas partes que se repiten y tedioso pero el final es god
Zero Escape (999 and Virtue’s Last Reward) gets a lot out of a deceptively simple structure. What carries it is the writing: the character dynamics, the situations they’re thrown into, and the way the tone balances moments of connection (and even romance) against constant tension and dread. Each branching path adds new pieces to the larger narrative or shifts your perspective through other characters, so progression always feels purposeful. What stands out most is how the bigger picture comes together. Even with all the branching, it’s designed so you gradually piece everything together in a way that feels serendipitous rather than messy, and the overall payoff lands because of that. 999 has solid puzzle balance, challenging but mostly intuitive. VLR goes bigger in scale and complexity. The puzzles are more confusing and less intuitive by default, which can spoil that feeling of satisfaction at times. 999 is an easy recommendation on its own, and if you vibe the format, VLR builds on the formula and pushes the limits whilst also bringing solid quality-of-life improvements. Big recommend.
Santa is so cute
如果解密是你的力量,那么没了它你又是什么
My history with the Zero Escape series may be somewhat unconventional: I actually watched several video essays of all the games before getting to them myself. In other words, the whole plot—and all the twists within—were spoiled to me (of my own volition) years before I even began playing. I can't say if I regret my choice or not, but it gave me the unique opportunity to act as a sort of "shepherd" for other people. Let me explain: I played through these games with friends who went in blind. And I had an absolute blast guiding them through the story! Honestly, I think these games are best experienced with company not only because piecing the plot together with other players is fun as hell, but also because it transforms all the puzzle segments into actual virtual escape rooms! IRL escape rooms are often designed to be a team effort, relying on different people excelling at different aspects of puzzle solving—and that worked out beautifully for our gaming group! Now that you know about my history and the circumstances of my playthroughs, here are my further thoughts: 999: Nine Hours, Nine Persons, Nine Doors I'm often apprehensive of VNs since they tend to have little to no gameplay. However, I find that 999 strikes an excellent balance between gameplay (the puzzles) and pure narrative sections; I was kept engaged throughout the experience. The flowchart, introduced in the Nonary Games version, makes it easy to play through the whole story with minimal backtracking. This version also has beautiful redrawn visuals and great dual-language(!) voice acting. However, all this comes at the cost of losing a key element of the original story that requires the dual screens of the Nintendo DS to work. That is the elephant in the room here, I suppose. Yes, I think the final twist—and the subsequent final puzzle—should have been handled better, but at the same time, the quality-of-life improvements (the flowchart especially) may be just as much of a deal breaker. In the end, it's up to you which version to pursue: the OG DS one, or the Nonary Games one. However, one thing is certain: this game is a once-in-a-lifetime experience! Zero Escape: Virtue's Last Reward Like its predecessor, VLR strikes the same great balance between gameplay and pure narrative—although I don't think the story sticks the landing quite as well. Moreover, I find myself disappointed with the 3D visuals, especially after the beautiful 2D art in the previous game. All in all, I think VLR is an overall step down after the glorious insane high that was 999—but that does not make it a bad game. If you liked 999, you will most likely like VLR. (And considering the Nonary Games lets you experience both games, you should certainly give VLR a try!) Fortunately, unlike with 999, it does not matter which version you play (story-wise at least: the Nintendo 3DS version has a nasty save-breaking bug). So have at it; seek a way out!
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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