書籍走私者
《書籍走私者(Book Smugglers)》是以歷史為根基、情感為核心的敘事型點擊冒險遊戲,由FLUXO GAMES開發並發行,背景設定在19世紀的東歐地區。故事靈感取材自一段真實卻長期被忽略的歷史──在沙皇統治之下,一種語言遭到全面禁止,而一群被稱為「knygnešiai」(書籍走私者)的人,選擇以生命為代價,秘密運送書籍、保存文字,對抗體制性的抹除與審查。預計於2026年2月中旬登上 PC(Steam)平台。
在劇情層面上,並非宏大戰爭敘事,而是從個人與地下組織的視角切入,描繪文化如何在高壓統治下掙扎求生。玩家所扮演的角色,是書籍走私網絡中的一名成員,你並不是英雄式的人物,而是必須在恐懼、責任與信念之間不斷拉扯的普通人。每一次任務都潛藏風險:可能遭到告密、被巡邏隊攔截,甚至連曾經信任的對象都未必安全。透過大量文本、對話與事件分支,逐步理解這場文化抵抗運動的重量,以及語言對一個民族所代表的意義。
值得一提的是,遊戲中會出現多位歷史上真實存在的人物,能與他們互動、合作或產生衝突。這些角色並非單純的背景點綴,而是承載著不同立場與選擇,讓你看到抵抗運動內部的分歧與矛盾。部分關鍵劇情還圍繞著被加密的訊息與隱晦的文字內容展開,玩家需要解讀暗號、破解線索,才能揭開被審查制度刻意掩蓋的真相。整體敘事節奏偏沉穩而壓抑,但情感張力強烈,帶有濃厚的人文與歷史反思色彩。
在操作與玩法上,採用敘事導向的點擊冒險設計,但核心並不只是「點選對話」。遊戲極度強調資源管理與行前規劃。食物、金錢、書籍與各種工具都屬於有限資源,而你每次出任務時能攜帶的物品數量也受到嚴格限制。這意味著你必須在安全、生存與使命之間做出取捨,例如是多帶一本禁書,還是多準備一點食物以防意外滯留。你不可能面面俱到,每一個選擇都會關閉某些行動可能性,同時開啟另一些風險。
遊戲的決策系統設計得相當細膩,即便選擇相同的對話選項或行動路線,也可能因為攜帶的物品不同、之前的決定累積效果不同,而導向完全相反的結果。有時你會成功完成走私任務,有時則會以失敗甚至慘痛代價收場,而更多時候,事情會以出乎意料的方式發展。這種不確定性正是遊戲想傳達的核心精神:在高壓統治下,抵抗從來不是線性、可預測的行動。
整體而言,《書籍走私者》並不是追求刺激或爽快感的作品,而是需要耐心與思考的歷史體驗。它透過低調卻深刻的敘事、克制而殘酷的選擇設計,讓玩家親身感受文化被壓制時的窒息感,以及那些無名之人如何用書籍與語言,悄悄對抗帝國。這場運動之所以獨特到被聯合國教科文組織認定為世界遺產,也正是因為它證明了:即使在最黑暗的時代,文字依然能成為最頑強的抵抗形式。
Book Smugglers is a narrative-driven point-and-click adventure game rooted in real history and focused on emotional storytelling. Developed and published by FLUXO GAMES, the game is set in 19th-century Eastern Europe and draws inspiration from a little-known but true historical episode. Under Tsarist rule, an entire language was banned, and a group known as the knygnešiai—the book smugglers—risked their lives to secretly transport books, preserve written culture, and resist systematic erasure. The game is scheduled to launch on PC (Steam) in mid-February 2026.
In terms of narrative, Book Smugglers avoids grand war spectacles and instead tells its story through the perspectives of individuals and underground networks. You play as a member of the book smuggling movement—not a traditional hero, but an ordinary person constantly torn between fear, responsibility, and belief. Every mission carries danger: betrayal by informants, interception by patrols, and even the possibility that trusted allies may no longer be safe. Through rich text, dialogue, and branching events, the game gradually reveals the weight of this cultural resistance and explores what language truly means to a nation fighting for survival.
The game also features interactions with historically real figures, allowing players to cooperate with them or clash over ideology and strategy. These characters are not merely background elements; each represents a different stance within the resistance, exposing internal conflicts and moral dilemmas. Key parts of the story revolve around encrypted messages and hidden meanings, requiring players to decode symbols and uncover truths deliberately concealed by censorship. The overall pacing is slow and oppressive, but emotionally powerful, with a strong emphasis on human struggle and historical reflection.
From a gameplay perspective, Book Smugglers uses a classic point-and-click structure, but its depth goes far beyond dialogue selection. Resource management and pre-mission planning are central mechanics. Food, money, books, and tools are all limited, and the number of items you can carry on each mission is strictly constrained. This forces players to make difficult choices between safety, survival, and duty—whether to carry one more forbidden book or pack extra food in case of unexpected delays. You can never prepare for everything, and every decision closes off certain possibilities while opening others, often with significant risk.
The decision-making system is especially nuanced. Even when players choose the same dialogue options or routes, outcomes can differ dramatically depending on what items they carry and the cumulative impact of earlier decisions. Sometimes missions succeed, sometimes they fail, and often events unfold in unexpected ways. This unpredictability reflects the game’s core theme: under oppressive regimes, resistance is never linear or controllable.
Overall, Book Smugglers is not designed to deliver excitement or power fantasies. Instead, it offers a thoughtful and demanding historical experience. Through restrained yet devastating storytelling and harsh, meaningful choices, the game allows players to feel the suffocating reality of cultural suppression—and how countless unnamed individuals fought back using books and language alone. The fact that this movement was later recognized by UNESCO as a World Heritage phenomenon underscores the game’s central message: even in the darkest times, words can become one of the most enduring forms of resistance.
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