
Antichamber is a mind-bending psychological exploration game where nothing can be taken for granted. Discover an Escher-like world where hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward.
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Reviews
Themes across 855 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
nice one.
Just really cool
Ottimo metroidbrainia. Impoegnativo, ma mai eccessivo. Grande atmosfera; meccaniche inedite e interessanti. Forse un po' corto
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.4M | 11K | 92% | $19.99 | |
| $5.4M | 11.4K | 76% | $14.99 | |
| $5.4M | 9.8K | 69% | $19.99 | |
| $5.4M | 21.8K | 76% | $9.99 | |
| $5.4M | 9.2K | 89% | $19.99 | |
| $5.4M | 3.9K | 82% | $39.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $2.3K | 73 | 79% | $1.49 | |
| — | 0 | — | — | |
| $2.2M | 8.6K | 95% | $19.99 | |
| $42.2K | 237 | 59% | $9.99 | |
| $5.3K | 103 | 68% | $2.99 | |
| $0 | 234 | 87% | Free |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 859 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Too many braincells too little time.
5.5/10 멀미나서 못하겠다..
Amazing!
[b]+ Difficulty:[/b] One of the hardest puzzle games I've ever played. Took me ~4.3h to beat the second time around. The first time it took me ~8.6h to give up on it, around 10 years ago. [b]+ Visual design:[/b] Very minimalist. Communicates the intent of the developers very well. Does not prioritize spectacle over clarity like Manifold Garden does, for example. [b]+ Easter eggs:[/b] Dead ends sometimes contain showcases of the development process. One in particular includes a timelapse of the game's aesthetic between 2006 and its release in 2013. TotalBiscuit also had an interview with the game's creator from PAX 2012, which has more details regarding the design philosophy. [b]+ Straightforward UX:[/b] I love how the game boots up instantly without any splash screen and lets you instantly return to the stage selection hub by short pressing Esc and quitting the game by long pressing it. [b]- Progression:[/b] I don't particularly like that the game is designed as a Metroidvania where you need to upgrade your "weapon" in order to solve certain puzzles. To me, this is a problem because it's not always clearly communicated when the puzzle is impossible to solve with your current toolkit and when you should keep looking for a solution. [b]- Occasional unclear mechanics:[/b] One issue that I have (and it might just be a [i]me[/i] problem) is the inconsistent behavior of how green lines disintegrate when you partition them. I just can't understand what the "root" and the "tip" of the line is supposed to be when you bisect it and the "floating" branch disintegrates. This criticism may make more sense for someone that actually encountered this mechanic, but there are ways to compensate for this lack of understanding.
Игра с безумным визуальным стилем, который запоминается с первых секунд. Механики очень крутые, необычные и ломают привычное восприятие пространства. Но полноценно пройти так и не смог — слишком неочевидная логика и головоломки, которые выносят мозг. Тем не менее, то, что успел пройти, оставило приятное послевкусие.
gorfei mas zerei
Per me é il puzzle per eccellenza per chi volesse un gioco immediato ed inaspettato. Lo giocai piú di 10 anni fa e ci sono tornato per ricordare se fosse all'altezza dei miei ricordi rispettando le aspettative. Un piccolo gioiello autoriale che mostra una ricerca ed un scelta di design della mappa interessante essendo collegata da piú percorsi nonostante le premesse disorientanti. Manipola lo spazio in modo piú raffinato di diversi giochi successivi. I puzzle non sono troppo difficili ma comunque approfonditi da lasciare soddisfazione nella scoperta con una mappa sufficientemente piccola da non diventare dispersiva e avvilente
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