
A simple 3A puzzle game.
Modeled estimate, not a reported figure. How we estimate →
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): 0/day in the week to Aug 24 → 0/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.
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Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Very, very good pure puzzle game. This is not just another basic Sokoban: every level has been carefully crafted to require a specific insight. Once you know what you need to do, it is quick and easy to put the idea into practice. This is the essence of good puzzle design. There is a hint system which gives a simplified version of the level, and meta-puzzles that require clever outside-the-box thinking. About 95% of the puzzles are great, only a few are too complex/tedious. I solved 135/137 levels and 8/17 meta-puzzles without any hints in 27 hours.
挺好的。大抵捏他了怪兽远征,但是只有岛屿架构和藏奖杯的难度相近(找雪人),主体谜题内容和编排更接近另一款draknek的篝火,绝大部分内容涉及用箱子建造合理的形状,立方和圆柱有不同的建筑规则(各面自带黏性(?)且不一样,不用篝火里的箭),并且也有水流和引入Z轴的谜题。用更多的方块和简化的规则解决不一样的谜题,体验还是比较新鲜的。
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I actually enjoyed my time with An Architect's Adventure, but that's because I explicitly wanted to improve my ability to visualize complex structures, and I definitely got some good practice in this regard. This game is all about imagining up 3D structures of blocks that can be pushed around to solve puzzles, typically by bridging across gaps. From the Steam store page, it is clearly trying to be a Stephen's Sausage Roll-like, but unfortunately, like many of the other sausage-likes out there, it falls quite short. None of the mechanics are super stand out, and they don't feel like they are explored to their absolute maximum the same way as in SSR. So, I can only recommend to those who have run out of other great puzzle games to play, or to those who want to improve their ability to imagine complex shapes. There are actually quite a few of good things about this game: Like Bean and Nothingness, the goal-state of each level is extremely simple: move the character onto the space marked with an X. The game's description says "Refuse complex sokoban shuffles", which is definitely true. A game that looks like this could have been sokoban hell but in fact all the levels are hyper-focused and don't involve a ton of fiddly steps to solve once you understand what the puzzle wants you to do. It has the Gain Insight hint system adopted from Can of Wormholes. I took a peek at the insight levels when I thought up of multiple ways to construct a solution but wasn't sure which one was actually possible. Sometimes the Insight levels would show me something entirely novel, instantly spoiling the level for me, but more often than not, there is still a decent amount of work to do even after using the insight levels. There are meta-puzzles too, which are quite fun. Very importantly, 100%'ing the game does not overstay it's welcome.
[h1][b]An Architect's Adventure[/b][/h1] 단순히 "블록을 합치고 옮겨 다리를 놓는다" 보다는 필요한 기능의 심플한 구조물을 만들고 사용하는 게 핵심 일반적인 퍼즐은 후반부로 갈수록 새로운 오브젝트와 규칙이 쌓이면서 점점 복잡해지고 난이도가 급상승하는데 이 게임은 매 레벨 참신한 아이디어 하나만 필요로 해서 난이도 커브도 부드럽고 전반적인 레벨 디자인도 깔끔함 아이디어를 스스로 깨닫게 해주는 간접적인 힌트 시스템, 월드맵의 매커니즘을 극한까지 활용하는 메타 퍼즐 등등 다른 퍼즐에서는 잘 볼 수 없는 강점까지 가지고 있음
Para amantes de los puzzles difíciles, profundiza bastante en las mecánicas y con retos extra para completionistas.
If you love Stephen's Sausage Roll, A Monster's Expedition, Can of Wormholes, or any simple-yet-difficult 3d sokoban games, you're gonna love this one too. Believe me, you won't be dissapointed. Never miss this gem.
GOD GAME
Though immediately akin to games like Stephen's Sausage Roll in terms of graphics and overall presentation, An Architect's Adventure manages to simplify puzzle ideas even further, while still managing to push the extent of each mechanic and idea to their absolute limit- in addition to providing a difficulty curve more accessible to new players. It strikes great balance between thought and execution on the player, with the important sidenote that you may spend lengthy periods of time on certain puzzles- but also provides hints, which ideally push you into the right direction without actually solving it for you or giving too much away... most of the time. While Can of Wormholes had much more consistency in the quality of its hints, I do find that occasionally it gives *too* much away- but making hints for every puzzle, even the extremely simple ones, makes these kinds of problems prone to happen. I do suggest trying your absolute best to solve each puzzle on your own, as there are many very well designed "a-ha" moments, but this game isn't always perfect.
关卡设计算是还不错吧, 不过大地图解谜实在是不太喜欢, 本质上就是利用各种奇技淫巧的特性, 抛开那些解决方案还挺无聊的... 以及商店页面怎么直接把谜题的关键步骤给放出来了
初玩16分钟,已被惊艳。 老师,我也想做出这么有意思的推箱子解谜游戏
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Players by region
Where this game's players are, estimated from review languages.
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