
Solve puzzle panels and uncover the meaning of the symbols within. Explore a dense world where secrets are hidden in plain sight.
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): 0.29/day in the week to Sep 10 → 1.14/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 72 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The Witness is a better value on sale, but if you've had your fun with that, this is a high-quality après while you wait for Order of the Sinking Star. Great music.
It's a good puzzle game, though difficult. It many ways, it really is like a 2D version of the Witness. Whether that was the intention, that's what it is. So if you played The Witness, you'll know the kinds of puzzles you'll get here. At no point are you told how to do anything. That's kind of the point. You mind sees patterns, and you come up with possible solutions. If you get it right, you make a deduction, that allows you to solve future puzzles of the same type. As a little hint of the kind of puzzles: recreating shapes, connecting the same colour without overlap, having a particular number of connected squares, minesweeper-type rules of how many on/off squares next to it, and then combining these things in later puzzles. Where I felt this game failed slightly was in the pacing and positioning of puzzles. You have free rein over the entire island, but I found I almost always encountered impossible-to-solve puzzles before the tutorial puzzle that should teach me the rules. So this creates a high amount of frustration, where you continually encounter puzzles that you have no possibility of solving, yet don't know that there exists a simpler puzzle somewhere that will help. The tutorial puzzles themselves will be difficult because you are learning the rules, so you don't know whether any given puzzle is solvable or not. This was made more frustrating by the fact that some end game areas had independent immediately-solvable puzzles in them, suggesting that this is where you should be, only to encounter completely unsolveable puzzles that require knowledge of the entire game. I particularly hated the "Gallery" area, which required interpreting paintings as if they were puzzles. I was stuck there longer than any other part of the game, because although I knew all the rules, I didn't know what the pictures were supposed to be showing, and it was very open to interpretation. Eventually, drawing pictures was the only way I solved it. But it was still easy to get it wrong by 1 square, so when my answer wasn't accepted, I realised, OK, move all of this up one square and try to solve the new puzzle that would create. After completing the game, there is an alternate ending by finding a secret area and doing more puzzles. They take the form of recognising things in the environment and translating them into puzzle elements, and I found I had to basically use photo editing programs, because I had to put lots of different things together from multiple areas, figure out how to make it into a puzzle, and then solve the puzzle I created. This was probably my least favourite part of the game. Just wandering around previously visited areas thinking "could this piece of terrain be [puzzle element]?" The fact I did it, suggests that I wanted to do it, so I guess the game worked as a puzzle game. I couldn't just leave it, I had to solve it. There is actually another secret area, that there is no achievement for. It's an area you're very likely to walk past, and it requires solving very difficult puzzles from the entire game to gain access to. I loved that area. There were some really beautiful complex puzzles. Once you've learnt the rules and can combine them, it's difficult but achievable and not pretending to be anything other than a difficult puzzles to solve. I thought that was better post-game content than the alternate ending stuff that I found annoying to complete. My mild complaints aside, I obviously liked this game because I spent a lot of time playing it and solving every puzzle. If you like difficult puzzle games in a similar style to The Witness, then you will like this.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Japanese, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Turkish, Estonian +1 more
Hours played at review time, across 72 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I unfortunately bounced off this one. It wasn't one thing really, but I didn't find the learning portion of puzzle solving to be very concrete. Ambiguous lessons drew incorrect conclusions and that can compound into something really frustrating. Especially when it can be unclear if I've stumbled into the "beginning" of an area. I don't know, I solved a couple areas and I simply wasn't excited to learn a new ruleset. If the puzzles do click for you, I suspect there is some great content in here. It's got a nice visual style and some mystery to the world. Maybe I'll give it another shot in the future.
The idea is interesting. Large map full of puzzles. But this game is for a very particular type of person. You have to "want" to play this one. What I didn't like: - No tips, guidance or tutorial. (Fine, whatever) - The rules for puzzles constantly change. (These two don't work together for most people, me included. Seriously, one or the other.) - They also regularly give you puzzles where they give partial information and you have to meticulously try every pattern in the missing information till you get it. - You have to use the mouse and keyboard to play a game that absolutely should have been optimized to play with just the mouse. This is a thumbs down for me. I don't recommend it unless you are the type of person that enjoys figuring the rules out for a puzzle and doesn't mind doing that the whole game. I personally prefer games where they give you the logical rules and ramp up the complexity. Zachtronics make my favorites.
this game is awesome its like the witness but i didnt like the witness but i liked this game so i like this game more
I am colorblind, there is a red puzzle early on which asks me to differentiate between two shades of (presumably) red. I cannot. This is an easy problem to solve. I don't understand why its still here in games in 2022 (ok, its not 2022 anymore but still). The solution comes in many many flavors, you could put a filter over the entire screen that shifts the colors to different ones, you can use symbols (ok probably not for this puzzle), you can just not use color at all. You have so many options, ones that the dev even wrote about in a blog. Where are they. That rat bastard john blow did the same thing, and that made that game suck more too (he is also a reprehensible human being), why you gotta follow in his footsteps?
This game is really clever and fun while solving the puzzles. Sure, as many reviewers mentioned, it's "The Witness" flattened, but the puzzles are different, and have interesting mechanics. Unfortunately, the world design is infuriatingly frustrating. I don't know, maybe it's just me, but I feel like I have to spend nearly as much time looking for paths through the messy 2D map that looks like it's meant as "time padding". If you love "Where is Waldo?" style puzzles, it might be fun for you. I don't. What worked in "The Witness" really well (as far as I remember) was the build-up of each mechanic. Here, you can land randomly into the middle of a puzzle progression. While the easy "tutorial" puzzles for that mechanic are somewhere else. Don't get me wrong. I don't think this game is too hard. It's simply a mess.
类见证者解谜游戏,无论是画面还是谜题设计都能看出精心程度 但是难度曲线较见证者更为陡峭,且许多进阶机制的验证反馈不足,非常不推荐新手游玩 对于已经熟悉《见证者》的玩家,请做好慢工出细活的准备 许多进阶级谜题都需要一段时间才能完成,尤其是红色线缆串联的谜题,该类谜题的难度[b]非常高[/b],必须对各类机制及其补充机制有十足的理解才能上手 顺带一提,本作在9月9日左右会出现史低特价,如果耐得住的话可以等当天入手
A very good Witness-like. Essentially, you solve plenty of puzzles with the same kind of mechanic (toggle tiles on or off) but variable rules that you first have to figure out, All puzzles are solveable without a walkthrough and the game does its best to teach amd guide you. Though you have to bring patience and willingness to spend time to learn and think through what the game is asking you to do. But even if you lack the patience or puzzle-solving skills you could still use a walkthrough and enjoy the creative design, the pixel art and the soundtrack.
Taiji hat ein interessantes Konzept: Man wird in eine Welt mit ganz vielen Puzzles geworfen, die man nach und nach lösen soll, indem man deren Mechaniken herausfindet. Und wer nun an "The Witness" denkt, liegt offensichtlich ganz nah dran, wie andere Reviews zeigen. Ich allerdings habe The Witness nie gespielt und beurteile Taiji darum unabhängig davon. Und da hat Taiji durchaus einige Stärken zu bieten. Die Präsentation ist trotz Pixelgrafik sehr ansehnlich. Das ist tatsächlich Pixelgrafik der guten und hübschen Sorte. Überhaupt verströmt Taiji einiges an Atmosphäre. Und auch die Puzzles machen zunächst durchaus Spass. Leider aber hört hier der Spass bald ziemlich auf. Denn das Spiel kommt komplett ohne Text aus, d.h. auch die Puzzlemechaniken werden nicht erklärt. Und ja, das ist kein Bug, it's a feature. Das soll ausdrücklich so sein. Und so ein Konzept kann auch durchaus klappen, nur ist die Hürde dafür, das gut zu machen, unglaublich hoch. Und an dieser Hürde scheitert Taiji. Nicht kläglich, aber es scheitert doch. Denn zu viele Rätsel sind nicht wirklich gut erklärt oder erschliessbar. Und so landet man immer wieder in einer Sackgasse und ich nahm irgendwann Guides hervor, um zumindest ein bisschen rätseln zu können. Tatsächlich machen viele Rätsel dann durchaus Spass, wenn man mal das Grundprinzip verstanden hat. Aber möchte ich wirklich die ganze Zeit einen Guide offen haben müssen? Ich denke, ich hätte mich durchaus darauf einlassen können, wenn das Spiel noch einen anderen Hook gehabt hätte. Aber der fehlt leider völlig. Taiji hat keinerlei Story oder Hintergrundgeschichte. Wer man ist, wo man ist, warum die Rätsel da sind: Alles bleibt völlig unklar. Und so ist auch nicht klar, welches Ziel man hat. Alle Rätsel lösen, klar, aber wozu? Das führte dazu, dass ich mich nach rund drei Stunden Spielzeit entschloss, das Spiel abzubrechen. Nicht weil es ein katastrophal schlechtes Spiel ist, aber weil es dann doch immer wieder zu viele Sackgassen gibt und ich keine Lust habe, in einen Guide schauen zu müssen, um überhaupt zum Rätseln kommen zu können. Fazit: Wer liebend gerne Puzzlemechaniken heraustüftelt, dürfte an Taiji viel Freude haben. Wer aber einfach rätseln will und gerne noch eine Form von Story oder dergleichen hat, bei dem dürfte Taiji flach herauskommen. Ich gehöre zur letzteren Gruppe und darum gibt es von mir persönlich keine Empfehlung.
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