
Al’ulA is a first-person non-euclidean puzzle game set in a strange fractal dimension inspired by medieval Morocco. You will use an alien artefact to solve puzzles while guided by a strange alien entity.
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About
Mariam, a Moroccan astronomer, is trapped in a realm of impossible geometry. Use your perception of space to navigate shifting staircases, twisting corridors, and non-euclidean structures where reality no longer follows the rules.
Use the Artifact to bend the world around you. Select rows of tiles and rotate them in any direction, reshaping the room itself. Twist corridors, align staircases, and rearrange the environment to reach new paths.
A mysterious Entity brought Mariam into this fractal dimension. Solve puzzle after puzzle with the Artifact, uncover fragments of Mariam’s past, and discover the truth behind this impossible place as you search for a way out.
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Languages: English*, French*languages with full audio support
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Très bon jeu, jolis graphismes. Par contre, c'est vraiment trop casse tête des fois. On ne comprend pas pourquoi certaines zones ne bougent pas. Je pense être assez loin dans le jeu (j'ai lu qu'il était assez court), mais pas pu le finir parce que je n'ai jamais réussi à mettre les marches en face de la sortie. Et vu comme c'était dur, j'ose imaginer que c'était la fin. Je conseille ce jeu malgré tout, pour les fans de casse-tête, mais moi qui suit fan, je n'ai pas eu la patience.
fun puzzle game, love the light story aspect while figuring out how to get to the exits
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Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
C'était dur de sortir du cube de Fortnite mais j'ai réussi, bon jeu court
Vraiment super sympa !
potentiel inimaginable, la DA est vraiment sympa, ya des bug par ci par là mais, coup de coeur pour ma part pour le sound design, vraiment quand tu tourne une face TU TOURNE UN FACE c'est pas rien
Pretty idea. But the movements are very jarring. And there are no guides so far. The difficulty is not pogressive slowly enough, the tutural is very lacking (I don't think there are any actually), and puzzles are [i]not[/i] self explicative. Also it's not what I thought it was. It reminds me of QUBE 2 but with less intuitive puzzles. At least less intuitive at the third level, where I stood stucl for twenty minutes, then accepted to uninstall because without any hint at all, I won't spend more time than 20 min to run in circles and have a coutner productive experience.
이상한 큐브로 뱅글뱅글 돌리는 방 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 하늘에서 추락한 무언가를 확인하려다가 정시을 잃고 알 수 없는 공간에서 깨어납니다. 여긴 어디여하고 둘러보던 중에 갑작스럽게 방의 특정 라인이 회전을 하게 되며 경계를 하면서 앞으로 나아가죠. 그러던 중에 큐브를 발견하게 되고 이를 활용해서 방을 요리조리 회전할 수 있는 능력을 얻게 됩니다. 방의 특정 벽을 바라보면서 QE를 눌러서 회전시키고자 하는 라인을 변경할 수 있습니다. 라인을 선택한 뒤 마우스의 좌우 클릭으로 방을 회전시킬 수 있고 이를 활용해서 길을 만들어 다음 방으로 향해야하죠. 이때, 픽셀이 부서진 영역들이 포함되어 있을 경우에는 회전이 불가하니 해당 영역을 피해서 회전을 시켜야 합니다. 다음 방으로 향하는 문에 도달하고 다음 방으로 향하고 중간중간 오브젝트와 상호작용도 하고. 그러면서 숨겨진 스토리도 감상을 하여 마지막 레벨까지 완료하면 게임을 클리어하게 됩니다. 그 과정에서 다양한 버그와 멀미를 느끼게 되죠. [아쉬운 점] -점프 이상함 (어디서는 1mm 점프되고 어디는 정상으로 되고) -오브젝트 충돌처리 이상함 -화면 어두움 -배경음 거슬림 -로스트에에서 중간 영역 회전 후 지나가지 않고 뒤로 돌아 계단을 내려간 뒤 다시 올라오려하면 계속 미끄러지는 버그 발생함 -로스트에서 돌아가는 중에 올라타면 버그걸림 -어떠한 가이드도 안내도 없음 -일부말고 전부 스킵 기능 좀 -일시정지 후 닫아도 마우스 커서 유지되며 다시 ESC를 눌러야 사라짐 -새로운 레벨 진입마다 마우스 커서 등장하며 지우려면 일시정지했다가 풀어야함 (모니터 2대여서 그런건가) -클리어하니깐 마우스 커서 사라짐 -대사 중에 이동 가능 (로스트 등) -카메라 이동 시, 끊기는 느낌이 강함
Um dos jogos mais interessantes que joguei, parabéns aos criadores, porém tem algumas falhas, por exemplo em quase todas as fases consegui passar por glitch e falhas que me favoreceram para pular dentro da porta sem precisar completar o desafio, outra coisa foi a falta de dicas quando você fica travado em alguma sala, isso estraga o game, sugestão, por uma porta que só abre quando completa a sala e por função de ajuda, nem todos conseguem finalizar a sala, isso é certo.
Al'ulA is a first-person puzzle adventure that takes a relatively simple idea of rearranging spaces and develops it into an atmospheric journey through impossible architecture. Developed by Astrolabs Entertainment and published by IIM Digital School, the game is presented as a student-created vertical slice rather than an expansive commercial adventure. That distinction is important because its relatively focused scale becomes easier to appreciate when viewed as a demonstration of a larger concept. Instead of overwhelming the player with numerous unrelated mechanics, Al'ulA concentrates on spatial manipulation, exploration, environmental puzzles, and a mysterious narrative surrounding a world that refuses to obey conventional geometry. The story centers on Mariam, a Moroccan astronomer who becomes trapped within a strange fractal dimension. Her scientific background feels appropriate for a protagonist confronted by phenomena that challenge normal ideas of space and physical reality. Mariam's immediate objective is escape, but her journey gradually develops into something more personal as fragments of her past emerge. The presence of a mysterious Entity suggests that her arrival in this dimension may not have been accidental, while the unanswered questions surrounding the place provide motivation to continue exploring. The narrative remains deliberately mysterious, allowing the unusual environments and discoveries to communicate much of the atmosphere without turning the experience into an exposition-heavy adventure. The most important gameplay feature is the Artifact, an alien device capable of manipulating sections of the surrounding environment. Players can select rows of architectural tiles and rotate them, effectively changing the arrangement of rooms, pathways, staircases, and other structures. A route that appears completely inaccessible can become usable after the correct portion of the environment is repositioned. This creates puzzles that are less about finding hidden objects and more about understanding how separate pieces of architecture can be reorganized into a functional path. The concept is intuitive enough to grasp quickly while still providing opportunities for increasingly complicated spatial reasoning. This environmental manipulation works particularly well because Al'ulA embraces non-Euclidean architecture. Normal expectations regarding how rooms should connect cannot always be trusted. Corridors can lead toward unexpected locations, structures can be transformed into configurations that would be impossible in ordinary physical space, and the player is encouraged to think of the environment as a movable puzzle rather than a permanent location. The resulting challenges reward observation and experimentation. When a seemingly nonsensical arrangement suddenly forms a coherent route, the solution feels satisfying because the player has effectively reconstructed the level rather than simply activated a switch. The game's visual identity also distinguishes it from more sterile examples of abstract puzzle design. Its environments draw inspiration from medieval Moroccan architecture, incorporating decorative forms and geometric influences into the surreal dimension. This cultural inspiration complements the gameplay surprisingly well. Repeating patterns, symmetry, elaborate shapes, and geometric structures naturally fit a game based around fractals and spatial transformations. The architecture therefore serves two purposes at once: it establishes the visual character of Mariam's journey while also functioning as the physical material from which the puzzles are constructed. There is an appealing contrast between the Moroccan-inspired surroundings and the science-fiction elements represented by the Artifact and the mysterious Entity. Rather than placing alien technology inside a predictable futuristic facility, Al'ulA combines it with architecture carrying a very different historical and artistic identity. This gives the world a dreamlike quality where ancient visual influences and unknowable technology seem to coexist. The first-person perspective strengthens that effect because players experience every architectural transformation from inside the space being altered. Watching the environment reorganize around Mariam can produce a genuine sense of disorientation that supports the surreal tone. Exploration is equally important to the experience. The puzzles provide the immediate obstacles, but curiosity about Mariam, the Entity, and the dimension gives progression a broader purpose. Discovering fragments connected to Mariam's past suggests that the world may have significance beyond being an elaborate prison. This relationship between environmental progression and personal discovery is one of the more promising aspects of the concept. It creates the possibility that solving the dimension could eventually mean understanding Mariam herself rather than simply finding an exit. Al'ulA does have limitations that naturally arise from being designed as a vertical slice. The concept feels capable of supporting a much larger adventure than the project currently provides. A longer game could introduce increasingly elaborate applications of the Artifact, more complex combinations of spatial transformations, broader exploration areas, and deeper development of Mariam's relationship with the Entity. Players expecting the breadth and mechanical progression of a full-scale puzzle campaign may therefore find the experience comparatively modest. At the same time, the concentrated format helps prevent the central mechanic from becoming repetitive and allows the project to demonstrate its strongest ideas without excessive filler. From a design perspective, the Artifact is easily the game's greatest achievement. It provides a recognizable mechanical identity and connects directly with the visual and narrative themes. The player is not simply exploring an impossible world but actively manipulating its impossibility. That distinction gives Al'ulA more personality than a puzzle game built entirely around static rooms. The best challenges encourage players to stop thinking about walls, stairs, and corridors as permanent structures and instead consider them interchangeable components of a larger spatial machine. Considering its origins as a student project, Al'ulA is an impressive demonstration of atmosphere, environmental design, and puzzle-game creativity. Astrolabs Entertainment establishes a concept that could comfortably support a substantially larger production, while IIM Digital School serves as its publisher. Its strongest qualities come from the combination of Moroccan-inspired architecture, fractal environments, alien technology, non-Euclidean spaces, and a protagonist whose mysterious circumstances provide a reason to investigate the world beyond simply completing puzzles. The limited scope prevents every promising idea from reaching its full potential, but what is present demonstrates considerable imagination. Ultimately, Al'ulA succeeds most strongly as an intriguing glimpse of what its central concept could become. Its architectural manipulation is engaging, its visual influences give the environment personality, and its mysterious story complements the surreal puzzle design without overshadowing it. Players who enjoy first-person exploration, unusual geometry, environmental puzzles, and worlds that deliberately challenge spatial expectations should find plenty to appreciate. Even with the restrictions of its vertical-slice format, Al'ulA manages to create a memorable identity and leaves behind the appealing feeling that its strange dimension still contains far more possibilities waiting to be explored. Rating: 7/10
Visually very polished and an interesting mechanic that doesn't overstay its welcome. Only complaint is that the first-person-controller need some overhaul.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| — | 0 | — | — | |
| $0 | 193 | 93% | Free | |
| $0 | 941 | 94% | Free | |
| $1.3M | 13.2K | 94% | $7.49 | |
| $1.2K | 3 | 100% | $9.99 |