
An adorable bite-sized adventure from the creators of A Monster’s Expedition - explore the facility, avoid the live electricity, and repair the malfunctioning reactor.
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 Sep 3 → 0.57/day in the week after.
Reviews, worldwide (the counter carries no country): 0.17/day in the week to Jul 21 → 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.
About
Time is running out and the reactor is on the brink of meltdown. Explore the facility and manipulate the many electrical hazards and locked doors to find a way deeper, towards the source of the problem. Your only tool: a mechanical grabber-arm allowing you to lift and move boxes from afar.
Think hard, because the reactor core could go into meltdown at any moment.
Note: The Electrifying Incident is a small, bite-sized experience - about 30-90 minutes for most players.
A short and adorable new adventure from the team behind A Monster’s Expedition and A Good Snowman is Hard to Build.
Elegant puzzle design with escalating complexity.
30-90 minutes play time, ideal for a single play session.
Genres
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
正如标题所言是怪兽远征mini篇(?) 区域型推箱子。流程比较短。普通地通一下关的话很简单,但一周目到最后发现仅有一个箱子怎么修设备......于是只好出一个下策(´;︵;`) 重活一世可以想方设法把前面区域的箱子带到后面区域,最后有足够多的箱子就能达成另一个结局。最后如何在不被电的情况下把箱子放到通电地面还思考了一会...... 我什么时候去把怪兽远征打完?
Short puzzle game by Draknek, based on the dev's earlier free puzzlescript game [url=https://alan.draknek.org/games/puzzlescript/cyber-lasso.php]Cyber Lasso[/url]. I've loved several Draknek games in the past, but didn't enjoy this one. I generally don't care about price, but here the main game is just half an hour and not particularly insightful or interesting, and the postgame is longer but to a large extent due to tedium, not cleverness. Speaking of, while the postgame features some interesting puzzle challenges, it commits the two cardinal sins of sokoban puzzle games: first, allowing players to enter an unsolvable state without noticing or recourse (except for a weirdly-behaving undo), and second, having the puzzle solutions be largely based on execution, rather than insight. In this particular case, at worst you have to repeat the same long stretch of tedious sokoban moves like 4-5 times. If that's not a waste of time, I don't know what is. Besides that, I also don't like the Monster's Expedition theming, as the games are nothing alike, Electrifying Incident is just a far inferior experience, and this ultimately feels like a case of riding on another game's coattails. And while the art style is fine, I'm otherwise disappointed that this game doesn't provide more UI support for its puzzle challenges. (I've had this particular criticism of lots of Draknek games.) For example, the postgame desperately needs a minimap or ability to zoom out beyond a single screen. Overall verdict: Not recommended. Play [url=https://store.steampowered.com/app/1052990/A_Monsters_Expedition/]A Monster's Expedition[/url] instead.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
省流:省流 (以下为详评:假结局过于简单没什么设计。真结局我在同一个地方卡死3回,缺乏大地图整体宏观调动,得背地图。我在社区看到了12+,地图设计实在过于优秀,能省这么多!音乐一开始上来觉得刺耳难听,后边变了就好多了,成为了不错的背景音)
Не, ну игра проходится. Задумка классная, но что бы пройти на хорошую концовку нужно быть гением. Я не гений, поэтому пошел в руководсвтво. У игры уникальный концепт. Рекомендую.
Turns out I like being electrocuted.
The Electrifying Incident: A Monster Mini-Expedition has, yet again, some similar problems I've experienced before from this developer. They seem to be unable to make puzzles that aren't either very tedious to solve (tedious isn't difficult), or are mostly "difficult" because they lack simple QOL features. I like the concept - with a grappling hook, you can grapple cubes from several fields away and move them around. The hook bends when you move it on an edge, which means positioning is key as you grapple cubes to move them onto switches and past electric fields. It's simple and kind of satisfying, at least for a short game, but it gets annoying very quick due to reasons not directly related to the mechanics. While the game is apparently not very long, I didn't even make it to the end because of how frustrating the lack of a map is, for example. When you have to move cubes from one room to the next, or get cubes from several rooms over to bring into a different room, not being able to pull up a map makes it so much more tedious and frustrating than it needs to be, and it's even worse when you take a break for a day or two and have to remember where you left off. Short game or not, that's unacceptable. Don't remember what a room had or if you need a cube from somewhere because you're one short? Well, solve puzzles backwards until you're back in the previous room(s), and then go back to the initial room again. Because so many rooms are interconnected and need cubes from other rooms, it's just a back and forth, moving the focus away from the initial cool grapple- and corner mechanics, which had a lot of potential in itself, to "how well do you remember the previous rooms", plus "can you even go back there? Have fun wasting time to find out". How hard is it to just make a satisfying puzzle game that works within its own boundaries, rather than making the games tedious and difficult because of a lack of a map or introducing pointless tedium? I feel like Draknek makes the same mistakes over and over in their games and it's disappointing because the premise is there each and every time, and each and every time there is something preventing it from actually feeling "good" in the way a puzzle game should. A Monsters Expedition had similar issues with the way the puzzles were connected, turning what should be a simple and relaxing puzzle game into a fight against the game itself, an issue that could be so easily solved by a useful map (or a map at all, in the case of this game) or better communication by the game with the player so time can be spent actually, you know, puzzling, which is why I buy and play puzzle games. It takes skill to take an already short puzzle game and make it so frustrating to progress in that I don't even want to spend the time on it to make it to the end. It's cheap, so you're not losing out on a lot of money, and it's not overly difficult as far as I've progressed, but I can't recommend it if you want a satisfying puzzle experience.
very fun game, reminds me of portal.
[h1]Instead of Thousands Words... Zzzap![/h1] [b]Key features[/b] [list] [*]Short puzzle, [*]Start the reactor... (c) [*]You can sacrifice yourself! (or not) [/list] [b]Small, yet Satisfying[/b] In The Electrifying Incident you drag boxes from one room to another, place them to open new areas and frequently bend your claw. That's all for the gameplay mechanics. https://steamcommunity.com/sharedfiles/filedetails/?id=3755682289 You can undo your previous step(s). There's no rush or timer. Extra efforts will be needed to unlock a secondary ending, so prepare for a re-run!
7 minutes in and ive already bricked my save, phenomenal
Très court mais très sympa, à avoir en promotion. Le finir soi-même est clairement faisable, mais préparez un guide pour le dernier succès.
Players by region
Where this game's players are, estimated from review languages.
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