恐鬼症
《恐鬼症》(Phasmophobia,ファスモフォビア)是由英國獨立團隊Kinetic Games開發的四人線上合作心理恐怖遊戲,最初於2020年9月19日在Steam以搶先體驗形式推出,憑藉極高的沉浸感與獨特的合作玩法迅速爆紅,成為近年最具代表性的恐怖遊戲之一。隨著持續更新與內容擴充,目前已陸續登上PlayStation與Xbox平台,並確定於2026年推出Nintendo Switch 2版本,象徵其從獨立作品正式邁向主流跨平台長壽IP。
在劇情設定上,並沒有傳統線性敘事或明確結局,而是以「職業靈異調查員」的日常工作作為核心背景。主角是接受委託的調查小組成員,被派往各種傳聞鬧鬼的場所,包括民宅、學校、精神病院、監獄、餐廳等,目的不是驅魔,而是蒐集足夠的超自然證據,判斷鬼魂的真實種類,並將情報回傳給後續的驅魔團隊。這種去英雄化的定位,讓玩家始終處於弱勢與未知之中,也成為遊戲恐怖感的重要來源。
每一次調查都是一個獨立事件,鬼魂的種類、行為模式、出沒位置與危險程度都具有高度隨機性。目前設計超過二十種以上的鬼魂類型,每一種鬼都擁有獨特的性格、能力與行為邏輯,有些會偏好獨自行動的玩家,有些會對聲音特別敏感,有些則會透過關燈、低溫或高速移動製造壓力。玩家必須依照蒐集到的證據,從理性推理中拼湊出真相,而非單純依賴反射神經。
操作與玩法是最具特色之處。以第一人稱視角進行,介面極度簡潔,幾乎沒有多餘提示,刻意營造出貼近現實的調查體驗。可以使用多種現實世界中常見的靈異調查設備,例如EMF電磁波讀取器、通靈盒(Spirit Box)、溫度計、夜視攝影機、十字架、鹽巴、鬼魂書寫本等,透過觀察數值變化、聲音回應或影像紀錄來判定鬼魂特性。某些關卡中還會出現詛咒物品,例如通靈板或音樂盒,雖然能快速獲得線索,但會以大量降低理智值作為代價,使調查風險急遽上升。
理智值系統是遊戲張力的核心之一。隨著玩家暴露在黑暗、異象或鬼魂附近,理智值會逐步下降,而低理智不僅更容易觸發獵殺事件,也會讓鬼魂變得更加活躍與致命。當鬼魂進入「獵殺狀態」時,玩家只能躲藏、關燈、閉麥,試圖在完全無防禦能力的情況下活下來。死亡後的玩家將無法與活著的隊友溝通,只能以幽靈形式旁觀,這種設計進一步放大了恐怖與孤立感。
語音辨識系統是最具代表性的創新之一。遊戲會透過麥克風即時辨識玩家的真實語音,鬼魂能聽見玩家說話,並可能根據關鍵字或音量產生反應。玩家可以直接對著通靈盒提問,或在使用通靈板時以語音輸入問題,這種「你真的在對鬼說話」的互動方式,大幅提升臨場恐怖感,也讓合作溝通變得既必要又危險。
在合作層面,最多四名玩家可以分工行動,有人深入建築蒐證,有人選擇留在卡車內透過監視器、感應器與地圖協助判斷情況。這種風險與安全的分工,使遊戲兼顧膽小與膽大的玩家,也讓團隊合作成為生存關鍵。隨著等級提升,能解鎖更高階的設備與更高難度的委託,並挑戰每週特殊任務或自訂難度規則,讓遊戲具備高度耐玩性。
在市場評價方面,《恐鬼症》可說是近年最成功的恐怖獨立遊戲之一。自2020年推出以來,憑藉實況主與社群平台的推波助瀾迅速竄紅,至今全球銷量已突破2500萬套。玩家普遍高度讚賞其沉浸感、音效設計、合作體驗與心理恐怖氛圍,認為它成功跳脫廉價驚嚇,轉而以壓迫感與未知感製造恐懼。雖然早期版本曾因技術問題與內容重複性受到部分批評,但隨著地圖重製、畫面升級、證據系統改版與新場景(如 Nell’s Diner)的加入,整體品質持續提升。
媒體與玩家社群也對即將到來的Nintendo Switch 2版本抱持正面期待,認為掌機與主機混合的遊玩形式,將為合作恐怖帶來新的可能性。加上遊戲預計於2026年推出1.0正式版,以及正在製作中的Blumhouse電影改編計畫,《恐鬼症》已不再只是小眾實驗作品,而是發展成完整跨媒體的長線品牌。整體而言,《恐鬼症》是以合作為核心、以心理壓力為主體的恐怖遊戲代表作。不依賴誇張演出,而是透過細節、聲音、黑暗與玩家自身的想像,構築出令人難以忘懷的恐怖體驗。無論是喜歡與朋友同樂、追求沉浸式恐怖,或對創新遊戲設計有興趣的玩家,本作都堪稱現代恐怖遊戲中不可忽視的重要作品。
Phasmophobia is a four-player online cooperative psychological horror game developed by the British indie studio Kinetic Games. It was first released on Steam in Early Access on September 19, 2020, and quickly became a breakout hit thanks to its exceptional sense of immersion and distinctive cooperative gameplay, establishing itself as one of the most representative horror games of recent years. With continuous updates and content expansions, the game has since launched on PlayStation and Xbox platforms, and a Nintendo Switch 2 version has been confirmed for release in 2026, marking its transition from an indie title to a long-running, mainstream, cross-platform IP.
In terms of narrative, the game does not feature a traditional linear storyline or a definitive ending. Instead, it is framed around the day-to-day work of “professional paranormal investigators.” Players take on the role of members of an investigation team dispatched to locations rumored to be haunted, including private homes, schools, asylums, prisons, and restaurants. The objective is not to perform exorcisms, but to gather sufficient supernatural evidence to identify the exact type of ghost present and report the findings to an exorcism team that will follow up later. This deliberately de-heroized role keeps players in a position of vulnerability and uncertainty, which is a key source of the game’s horror.
Each investigation is a self-contained case, with the ghost type, behavior patterns, locations of manifestation, and threat level all being highly randomized. The game currently features over twenty types of ghosts, each with its own distinct personality, abilities, and behavioral logic. Some prefer to target players who wander alone, others are particularly sensitive to sound, while some create pressure by turning off lights, lowering temperatures, or moving at high speed. Players must piece together the truth through rational deduction based on collected evidence, rather than relying purely on reflexes.
The controls and gameplay are among the game’s most distinctive features. Played from a first-person perspective, the interface is extremely minimalist, offering almost no explicit guidance in order to create a realistic investigation experience. Players can use a variety of real-world paranormal investigation tools, such as EMF readers, Spirit Boxes, thermometers, night-vision cameras, crucifixes, salt, and ghost writing books. By observing numerical changes, audio responses, or visual recordings, players can determine a ghost’s characteristics. Some levels also include cursed objects, such as Ouija boards or music boxes, which can provide rapid clues but at the cost of drastically reducing sanity, sharply increasing the risk of the investigation.
The sanity system is one of the core pillars of the game’s tension. As players are exposed to darkness, paranormal phenomena, or proximity to ghosts, their sanity gradually decreases. Low sanity not only increases the likelihood of triggering hunts, but also makes ghosts more active and deadly. When a ghost enters its “hunt” state, players can only hide, turn off lights, and stay silent on their microphones, struggling to survive with no means of defense. After death, players are unable to communicate with surviving teammates and can only observe as ghosts themselves, a design choice that further amplifies the sense of fear and isolation.
One of the game’s most iconic innovations is its voice recognition system. Using the player’s microphone, the game recognizes real-time speech, allowing ghosts to hear what players say and potentially react to keywords or volume. Players can speak directly into a Spirit Box or ask questions verbally when using a Ouija board, creating the unsettling sensation that they are truly talking to a ghost. This interaction significantly heightens immersion and terror, while making communication both essential and dangerous in cooperative play.
On the cooperative side, up to four players can divide roles, with some venturing deep into buildings to collect evidence while others remain in the truck, monitoring cameras, sensors, and maps to provide support. This division between risk and safety accommodates both timid and daring players, and makes teamwork essential for survival. As players level up, they can unlock more advanced equipment and higher-difficulty contracts, as well as tackle weekly special missions or customized difficulty rules, giving the game strong replay value.
In terms of market reception, Phasmophobia is widely regarded as one of the most successful indie horror games in recent years. Since its release in 2020, it has surged in popularity through livestreamers and social media exposure, with global sales surpassing 25 million copies. Players have consistently praised its immersion, sound design, cooperative experience, and psychological horror atmosphere, noting that it avoids cheap jump scares in favor of fear built on pressure and the unknown. While early versions faced criticism for technical issues and repetitive content, ongoing improvements—such as map reworks, graphical upgrades, overhauled evidence systems, and new locations like Nell’s Diner—have steadily raised overall quality.
Both media outlets and the player community have expressed positive expectations for the upcoming Nintendo Switch 2 version, believing that the hybrid handheld-console format will open up new possibilities for cooperative horror experiences. Combined with the planned release of the 1.0 full version in 2026 and a Blumhouse film adaptation currently in development, Phasmophobia has evolved beyond a niche experimental title into a fully fledhed, long-term, cross-media franchise.
Overall, Phasmophobia stands as a defining example of cooperative horror games built around psychological pressure. Rather than relying on exaggerated spectacle, it constructs unforgettable fear through detail, sound, darkness, and the player’s own imagination. Whether for players who enjoy experiencing fear with friends, seek deeply immersive horror, or are interested in innovative game design, this title is an essential and influential work in modern horror gaming.
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