
Nine participants awaken, trapped in an underground facility. To escape, they must play a game with deadly consequences. Who will live, and who will die? The choice is yours. Let the Decision Game begin…
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 1.29/day in the week to Sep 4 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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 | $3.99−80% | 4.9Kreviews | 82% | — | $314.8K |
| $19.99 | 812ratings | 91% | — | 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 123 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Loved it.
[h1][b]6分:狗尾续貂终于完结——[/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:⭐⭐⭐⭐(6.0/10) 支持平台:PC/Xbox One/PlayStation 4 萌新上手难度:⭐(非常简单) 可游玩时长:⭐⭐⭐(二十小时左右) 联机适配度:⭐(完全单机游戏) 剧情:⭐⭐⭐⭐(至少把坑填了) 玩法:⭐⭐⭐⭐(从各个视角展现故事的全貌) 画面及配乐:⭐⭐(演出十分灾难,还不如用2D) [u]性价比和版本推荐:玩完前两代的粉丝可以尝试。[/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]争议or遗憾?——[/h1] 作为《极限脱出》三部曲的收官之作,本作肩负着为系列前两作埋下的所有伏笔画上句号的重任。这部由打越钢太郎领衔,在玩家众筹呼声中诞生的作品,以极具颠覆性的碎片化结构,试图为这个以科幻悬疑与密室解谜著称的系列带来一个“震撼”的终结。然而,在创新的玩法设计之外,粗糙的技术表现与失衡的节奏也让它成为系列中最具争议的一作。本次评测将在完全无剧透的前提下,全面剖析这部系列遗憾的终章。 [h1]连接过去与未来——[/h1] 本作的故事在时间线上承接第二部《善人死亡》的过去,是解开整个系列世界观谜团的关键。游戏舞台设定在2028年的美国内华达沙漠地下避难所,9名原本为参加火星模拟实验而集结的志愿者,被神秘幕后黑手「零」绑架,被迫参与一场死亡实验。 [h1]三人小队的故事——[/h1] 与前作不同,本作的9名角色被固定分为C、D、Q三支三人小队,分别囚禁在避难所的三个独立区域。游戏的核心规则极为残酷:玩家必须通过破解密室、做出生死抉择来推进流程,而每获得一个逃生密码,就意味着有一名角色死亡,集齐6个密码方能开启通往外界的大门。游戏引入了系列核心设定「时空跳跃(Shift)」,玩家的意识能在不同世界线间穿梭,记忆却会每90分钟重置一次。这种设定让故事呈现出非线性的碎片状,玩家需要在混乱的时间线中拼凑真相,揭开「零」的真实身份、游戏的终极目的,以及它如何影响人类未来的惊天秘密。 [h1]碎片叙事的优与劣——[/h1] 本作首次采用全3D建模与动画过场,玩法上抛弃了传统线性流程,改用碎片化结构叙事让玩家自由选择剧情片段,游戏的血腥、猎奇程度远超前两作。作为一部理解《极限脱出》整个宇宙的必需拼图,其成败直接关系到玩家对整个系列的最终评价。本作的剧情是一把双刃剑。它在世界观收束、悬念解答、主题深度上达到了系列新高度,但同时也引发了很多争议。 首先,本作最颠覆性的设计,便是彻底抛弃了前作「线性流程+流程图回溯」的模式,转而采用碎片叙事,游戏将整个故事切割为数十个独立的「碎片」,每个碎片对应一段剧情、密室或抉择。玩家在开始时只能看到碎片的模糊标题与示意图,可以完全自由地选择游玩顺序。只有当玩家完成一个碎片后,它才会被定位到全局流程图上,显露出其在时间线上的真实位置。 [h1]超越普通的叙事氛围——[/h1] 这种设计的优点是革命性的:玩家如同失忆的角色,在混乱的时间线中摸索。前一秒还在安全的密室解谜,下一秒就可能跳入某个惨烈的死亡结局。这种信息不对等带来的未知与迷茫,完美地将角色的困惑转嫁到玩家身上,营造出前所未有的沉浸与压迫感。游戏中真相不再是系统按步骤喂给玩家,而是需要玩家像侦探一样,通过游玩不同碎片,自行比对线索、串联因果、填补空白。这种主动拼图的乐趣,比被动接受剧情更具参与感与成就感。但是,由于剧情被彻底打散,角色间的情感积累、关系递进被频繁切割。玩家很难像前作那样与角色建立持续、深厚的情感联结,悲剧发生时的冲击力有时会因缺乏足够铺垫而减弱。同时自由选择容易导致玩家在前期连续遭遇多个BadEnd,或长时间卡在信息匮乏的循环中,产生挫败感。缺乏引导的结构,让部分玩家在中期因剧情碎片化、逻辑混乱而感到疲惫与迷茫。 [h1]收束一切——[/h1] 作为终章,本作的核心使命是填坑。它成功地将《999》的「形态发生场」与《善人死亡》的「平行世界」理论完美整合,构建了一个自洽且宏大的时空穿梭世界观。然而,剧本也存在一些硬伤,部分设定过于牵强:为了串联起所有剧情,引入了一些新的科幻设定。这些设定虽然解释了部分矛盾,但也有机械降神之嫌,部分逻辑链条依赖过多巧合,显得不够自然。反派的动机与行为逻辑,相比前两作的「零」,格局与说服力稍显不足。其行为的合理性在深度推敲下存在漏洞,削弱了最终反转的震撼力。部分血腥猎奇场面并非服务于剧情或主题,更像是为了黑暗而黑暗,单纯追求感官刺激,反而冲淡了部分关键剧情的严肃性。 [h1]精简高效,但深度不足的解谜——[/h1] 密室解谜依旧是游戏的支柱玩法。本作共有多个风格各异的密室,分布在三个小队的区域内。解谜采用第一人称视角+点触式交互,玩家需要在房间内搜索道具、组合物品、破解机关以逃出房间。整体谜题难度低于前两作,逻辑更直接,极少出现需要穷举或过于刁钻的脑筋急转弯式谜题。对于解谜新手或只想体验剧情的玩家更为友好。同时单个密室解谜流程缩短,通常15-20分钟即可完成,与碎片化剧情完美适配,有效避免了长篇解谜带来的疲劳感。然而前作的密室谜题往往暗藏世界观伏笔或角色线索。但本作的密室更像是独立的挑战关卡,与主线剧情、角色背景的关联性大幅减弱,解谜的叙事意义下降。 [h1]不完美的句号——[/h1] 本作是一场献给老玩家的作品。它成功地完成了「填坑」的使命,为《极限脱出》三部曲画上了句号。尽管它被许多设计瑕疵所困扰,未能成为超越前两作,但它对于一路陪伴淳平、茜、西格玛、法伊走来的玩家而言,当所有碎片拼凑完整,所有伏笔尘埃落定,那份历经十数小时混沌后终于迎来的光明与释然,足以证明这段终局之旅的价值。它不是最完美的终章,但它一定是最不可或缺的终章。 [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]终章解谜,系列伏笔收束[/h3] [*][h3]碎片叙事,悬疑沉浸感强[/h3] [*][h3]流程图系统,多结局体验友好[/h3] [/olist][/td] [td][olist][*][h3]3D建模粗糙,动画演出低劣[/h3] [*][h3]部分角色塑造差[/h3] [*][h3]谜题难度降低,深度不足[/h3] [*][h3]碎片化导致剧情节奏割裂[/h3] [*][h3]部分设定逻辑牵强[/h3] [/olist][/td] [/tr] [/table]
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10 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
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
| $19.99 |
| 104ratings |
| 94% |
| — |
| 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 123 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
-
open my doors hype and aura moment edition -zero what a journey but that ending and the deus ex machinas is one of the worst things ive read along with the whole trilogy timeloop cant believe he pulled a kid route from ever17 again (kinda) but aitsf definitly improved from this its nice til the twists
[h1]注意!本好评并不是完全的好评,是基于情怀与剧情上给了一个好评,游戏表现力低于前作,剧情依然不错,请酌情购买。[/h1] 时间线设定是在《极限逃脱1:999》和《极限逃脱2:善人之死》之间,但西格玛等人是从未来回来的,所以他们知道未来的事,他们已经经历过2了。 ———————————— 玩法方面古怪,虽然也是之前的线性分支流程,分支进行不下去了就选择其他分支以获取线索,但怪就怪在这次玩家扮演的不是一个人,而是多个人,玩家将分别扮演三位主角:卡洛斯,戴安娜,Q。给人很强的割裂感,归属感和剧情流畅度不足,游玩的过程是片段化的,当你玩了一两个房间解密后就会发现时间线的点亮完全是乱的。我知道这是基于设定所做出的设计,因为“另一个零”开局就说了:TA会给大家注射一种失去记忆的药物。既然丢失了记忆,那时间线自然就是乱的,谁都说不清“之前”发生了什么。 不得不说“另一个零”确实有脑子,TA很会对抗这群能穿越时间线的能力者,一个是让他们失忆,失忆了那你自然记不住正确的逃脱方式,你怎么穿越都难以成功;其次就是动态密码,每个人死亡后产生的密码是随机密码库提供的,假设在A时间线淳平死了,系统提供的密码是AA,那A时间线的卡洛斯知道密码后就穿越前往B时间线与活着的淳平分享密码以逃脱,但是现在是动态密码,B时间线的开门密码不一定是AA,可能是BB,避免了能力者们在其他时间线故意杀人骗取密码后穿越开门的计谋。要是这个方法是制作组引导玩家自己想出来的,那将成为绝杀并超越前两作的剧情,毕竟玩家在前作一直都是这样干的,可惜制作组全篇都是让角色们自己随意穿越,玩家就和个路人一样看着,实在是无趣;后面小队意识到根本就没有三个区域,并且大家是轮流睡觉解密时也是非常精彩,但依然不是玩家自己发现的。这也就是我说的,割裂感严重,玩家感觉不到自己参与了这个事件,完全就是看别人,完全没了前作那种我思考,我智斗,我努力,我穿越的感觉。 事件到了后面制作组还犯了一个致命错误:角色穿越后会交换目的地自己的意识,也就是说,我在A时间线遇到了危险要死了,我穿越到B时间线躲避,那实际上是把B时间线的我丢回了A时间线,让“他们”去死了。这个行为让角色们产生了道德谴责。这不对啊!大哥!如果这说就颠覆了穿越者的能力了啊!穿越者无论在哪个时间线都是自己,在其他时间线的死亡也会记忆下来的!并不是“他们”去死了,而是“我”又死了一次。虽然我在B时间线活了下来,但我的记忆里依然会有我死亡的痛苦,不然我怎么利用这种能力来知道秘密呢?是我从死亡的时间线带来了活下去的线索,我才能活,不需要有什么道德谴责,毕竟我也经历过死亡了。制作组居然把这个设定都搞错了,真的是令人无语。 ———————————— 最后来说说剧情吧:“另一个零”本质是好人,他想要阻止2代中出现的世界末日,于是策划了这个活动,召集了一群有穿越能力的人来挑战,把他们反复“害死”,让他们不断使用穿越能力来保命逃脱,最终也设了一个大陷阱,也就是炸毁实验室,让这场活动是100%无法存活通关的,角色们想要完美存活通关只有一个办法,那就是“不参加”这场活动,回到时间线最最最开始的地方,“另一个零”刚筹备好一切的时候,在那个时候“拒绝”就能安全离开了。但因为角色们都是穿越者,在意识层面已经经历过了这一切,就像玩家全部游玩过了一遍,已经对角色们的人生观有了改变,他们自然就会努力利用自己的能力去阻止世界末日,这就达到了“另一个零”的目标,他变相的“请求”穿越者们来拯救世界。这个剧情确实非常不错,令人叹为观止。(如果玩过《命运石之门》,你就会发现内核是一样的。)但游戏性很糟糕,纯就是看表演,参与感很弱,我没法主动思考,没法主动选择穿越点,没有那种恍然大悟的感觉,但如果你想从中找到1代和2代那样的畅快淋漓,那肯定是没有。看在剧情依然有趣和14元的份上,勉强给一个好评吧,也算彻底完结了这个系列,要是按这种水平出4代,必须给差评了。
BRO
Phi de óculos
这一部补完了2代剧情
神作...完全沒有讓我失望 建模一開始有點不適應,但忍一忍馬上就會舒服了 (我在巴哈找到中文翻譯去遊玩的)
Zero Escape: Zero Time Dilemma (ZTD) is the final entry in the Zero Escape trilogy and serves as the conclusion to the story begun in 999: Nine Hours, Nine Persons, Nine Doors and Virtue's Last Reward. Like its predecessors, it combines visual novel storytelling with escape-room puzzles, branching narratives, and increasingly ambitious sci-fi concepts. While it can technically be played on its own, the game is clearly aimed at players familiar with the previous entries, as much of its appeal comes from resolving long-running mysteries and unanswered questions. A defining feature of the series is its many narrative paths and endings. To reach the true ending, players must explore multiple routes and gradually piece together the larger mystery. The core appeal of the franchise remains unchanged: life-threatening escape-room scenarios and a constant stream of mystery boxes. One of the biggest changes in ZTD is the way the story is presented. Rather than following a mostly continuous narrative, the game is divided into fragmented scenarios that can be viewed in varying orders. This structure helps address one of the major issues I had with Virtue's Last Reward: repetitive scenes. Because narrative fragments are generally short and self-contained, the game moves along at a faster pace and reveals information more frequently. However, this approach introduces new issues. The fragmented storytelling makes it harder to understand where a particular scene fits within the timeline. More importantly, it reduces emotional impact. Characters die frequently throughout the various timelines, but it becomes difficult to care when those same characters remain alive in numerous other fragments. As a result, many dramatic moments feel less consequential than they should. Another notable distinction is the game's tone. ZTD leans much further into explicit gore. Narratively, ZTD is the least grounded entry in the trilogy. While 999 kept its more speculative ideas mostly in the background and Virtue's Last Reward expanded them considerably, ZTD fully embraces increasingly bizarre sci-fi concepts. The game attempts to explain lingering questions and inconsistencies from the previous titles while simultaneously introducing even more unusual ideas of its own. The cast is also the weakest in the trilogy. Some returning characters do not quite feel like the same people they were in previous games, while many new additions leave little lasting impression. Compared to 999, where the relatively grounded setting made it easier to connect with the participants, the characters here often feel interchangeable. Presentation has changed significantly as well. ZTD adopts a more cinematic approach reminiscent of Telltale Games such as The Wolf Among Us. Story scenes are presented through dynamic camera angles and animated sequences. In theory, this should make the game feel more immersive. In practice, the limited budget becomes apparent almost immediately. Character animations are often stiff and facial expressions can look unnatural. Visually, the models are an improvement over the low-poly presentation of Virtue's Last Reward, but they still lack the charm and expressiveness of 999's 2D artwork. The puzzles' difficulty sits somewhere between the previous two games. They are generally more involved than the relatively straightforward puzzles of 999 but less demanding than some of the more elaborate rooms in Virtue's Last Reward. The puzzles are enjoyable overall, though they can occasionally slow the pace for players primarily interested in the story. The soundtrack is very similar to Virtue's Last Reward. The voice acting remains surprisingly strong given the game's apparent budget constraints. The dialogue includes more humorous lines when examining objects (which are not voiced), but many of them feel somewhat forced and often don't sound like something the respective character would naturally say. Overall, ZTD provides a conclusion to the trilogy. While the puzzles remain enjoyable and the voice acting is consistently strong, the game suffers from the weakest cast, the least cohesive narrative, and a growing reliance on increasingly weird sci-fi concepts. The improved cinematic presentation is held back by stiff animations and obvious budget limitations. For me, 999 remains the strongest entry in the trilogy and by far the most worthwhile game to play.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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