
"Thermodynamic" puzzle where Maxwell's demon does work of block-pushing. Deal those hot blocks with cold blocks so that the demon doesn't get burnt.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese, English, Simplified Chinese, Traditional Chinese, Korean
Engagement
Reviews
Themes across 69 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
小妖和我都红温了,我更红一点
非常的好玩
A sokoban style block sliding game with added temperature and block glue mechanics (and probably more in later worlds but I didn't get that far). Pretty challenging. I played it for 5 hours or so and got most of the way through world 2 (out of 9). I took a break and now when I go back to it I forgot how to do everything. I think the lesson here is that puzzle games could be made much shorter without much loss in value. Though if you are looking for a game to play for a hundred hours and don't care about graphics at all, this one could work. For me though the end seems so far away that I don't think I can continue.
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Hours played at review time, across 69 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
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그냥 갓겜입니다 기믹이 그냥 미치고 난이도가 미치고 just G.O.A.T.
시발 이게 뭐야
好难啊 好难啊好难啊好难啊好难啊)
非常好解密游戏,使我的大脑旋转。
I just finished all the levels in the "main path" of the game. I would only recommend this if you like difficult sokoban. If you think all the other sokoban games out there are a piece of cake, play this. A lot of the levels go as follows: I have an idea I want to try. Difficult/constrained play space prevents me from easily setting up what I want to try. Get frustrated, after some failed attempts at sokoban-ing things around. I'm unsure if it's to prevent cheese, or the levels are constrained for added difficulty. It's been over 1 year since the game has been released, yet levels are still being changed, moved around, and added. So much tweaking in a released game. This is what happens when you have an absurd number of levels in your game I guess (500+). If you do want to venture into insanity, I recommend doing the main path first, ignoring the side path levels. Come back to them later if you get stuck on the main path as a way to reset your mind. I think a lot of the levels, even along the main path, could be trimmed out. This game is the definition of puzzle bloat. If pistons were removed, I would probably give this a recommend. The mechanical complexity of pistons is insane. It would also probably remove like 50% of all the levels in this game. Piston levels require the ability to imagine moving parts within a game step (pressing WASD one time). Being unable to imagine or picture such scenarios will make piston-based solutions extremely difficult to encounter, because you would just be fumbling around hoping to stumble across the right solution by circumstance. As a plus, the hint feature is really good. All the mechanics in this game are VERY precise, and if you don't fully understand them, it will come to bite you in the ass later. So if you don't understand why something happens, check out the hints that explain the game's mechanics. Also, some of the levels are quite clever, but there aren't enough of those to warrant a recommendation. World 3, 5, and 7 are really cool. World 7 being my favorite of them all. Finally, there is no video settings, and the game is played in a really low resolution, something like 1280x720p. It just looks bad on any kind of modern monitor. Play the dev's new game instead! Tiling Town (or demo, called Tiling Forest). It is much better.
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