
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
Experiencia muy corta para realmente ser recomendable, entiendo que el "mini" está en el título, pero la verdad. Tiene una buena idea y una buena presentación que pudo ser bien explorada y trabajada con un par de vueltas, una lástima.
fun biteesized puzzle. It was a bit frustrating to complete the final achievement (you will know which one), but definitely worth it. I like the way the developer let you discover the mechanics naturally through gameplay, it makes the act of solving the puzzles even more satisfying:)
An interesting take on Sokoban that is surprisingly short, but at the same time also deep in the sense that some puzzles, particularly the one leading up to the good ending, are quite convoluted. It is a tiny, smart, and well-designed delight.
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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
Short and sweet; fun and interesting.
箱?をアームで移動させて、電流を避けつつ利用しながら扉を開けていく。 アクションは掴む・離すだけだが、アームの長さや形を調節して色んなギミックを解けるのが楽しい。 1回だけ攻略を見たぐらいで、適度に歯ごたえある難易度だと思う。 短時間で終わるが、パズルゲーは飽きる前に終わるこのぐらいが個人的にはちょうどいい。
Very fun short game experience! Truly complex and difficult puzzles based off of two deep mechanics.
好玩但太短一个小时就能玩完正常流程 你甚至还能退个款
[h1]Overall = 6/10[/h1] The premise is cute and the core concept is solid but it’s frustrating to play due to the clunky controls and it being far too easy to get into a dead end scenarios. As with most of their puzzle games, the base game is far too short and easy and the secret puzzles far too difficult and obscure without any kind of hints to help you toward a solution. The short length means starting over isn’t too bad, but when trying for the good ending, being able to revert to earlier states rather than undoing hundreds of moves would have been beneficial.
This is a nice puzzle game, sweet and very short. The main game is [i] relatively [/i] easy and can be recommended to people without much sokoban/block-pushing/grid-based puzzle experience. An alternative ending, together with the opportunity to severly overdo its requirement, provides an additional challenge that essentially turns the whole game in one big "meta"-puzzle (and the "base game" into a "tutorial" section of it). The game is [b] very [/b] short (which, however, could be considered a plus in some way), and lacks a mini-map that would help with solving the meta-puzzle. Oh, and somehow the end credits felt a little glitchy one time... Other than that, I didn't notice any problems.
The Electrifying Incident: A Monster Mini-Expedition is a compact puzzle adventure that makes its limited scope work in its favor. Developed and published by Draknek and Friends, it places players inside a dangerous facility where an unstable reactor is heading toward disaster. The objective is simple enough to understand: venture deeper into the complex, overcome electrically charged obstacles, manipulate the environment, and reach the reactor before everything goes wrong. Rather than stretching this premise into a lengthy campaign, the game presents itself as a tightly constructed miniature expedition intended to deliver its ideas in a focused session. Its main attraction is the combination of spatial puzzles and a mechanical grabber arm capable of moving boxes from a distance. Object manipulation may sound familiar to anyone who has played Sokoban-inspired puzzle games, but the remote grabber changes how players approach positioning. You are not always required to stand beside an object to interact with it, so solving a room becomes a matter of considering where the character should stand, where boxes need to be placed, and how the grabber can be used without trapping yourself or blocking an essential route. The controls and underlying rules are approachable, while the puzzles gradually demand a stronger understanding of those rules. Electricity provides another important dimension to the level design. Electrified spaces are more than decorative hazards, forcing players to examine each room and determine a safe sequence of actions. Locked doors and environmental barriers further complicate navigation, creating situations where moving a box is only one part of a larger solution. The game is at its strongest when the answer is visible in retrospect but initially requires careful experimentation. There is a satisfying progression from understanding individual mechanics to recognizing how several elements can interact within the same puzzle. The difficulty curve benefits considerably from the short format. Early situations establish how movement, object manipulation, hazards, and the grabber operate before later puzzles combine these ideas in more demanding arrangements. There is little need for repetitive filler because the adventure is designed to last approximately 30 to 90 minutes. That makes progression feel brisk, with new challenges arriving before earlier concepts become tedious. Puzzle enthusiasts accustomed to enormous campaigns may wish the mechanics had more time to develop, but the concentrated pacing ensures that the experience rarely overstays its welcome. Visually, the game uses a colorful and minimalist style that gives the facility personality without compromising puzzle readability. Interactive elements and environmental hazards are easy to distinguish, which is especially valuable when success depends on understanding the spatial relationship between multiple objects. The cute appearance of the protagonist creates an amusing contrast with the potentially catastrophic reactor emergency. Instead of becoming dark or intimidating, the expedition maintains an inviting tone that makes experimentation feel playful even when the character is surrounded by electrical danger. The biggest consideration is undoubtedly the amount of content. This is intentionally a mini-expedition rather than a substantial adventure, and players who measure value primarily through playtime may find the experience over remarkably quickly. The upside is that virtually every room has a purpose. There is no requirement to invest dozens of hours before seeing the strongest ideas, making it particularly appealing for players who want a complete puzzle experience that fits comfortably into a single evening. Its achievements offer additional completion goals, although they should not be expected to transform the game into a long-term commitment. Steam Deck users should consider the game playable rather than assume a completely optimized handheld experience. Compatibility information indicates that it can run on Steam Deck, but it should not be treated as equivalent to an official Steam Deck Verified designation. Its relatively straightforward mechanics make handheld play feasible, although occasional adjustments or minor interface inconveniences may be possible. Players specifically buying or installing games for Deck use should therefore expect functional compatibility rather than guaranteed console-like optimization. As a whole, The Electrifying Incident: A Monster Mini-Expedition succeeds by knowing exactly how large it needs to be. The grabber arm provides an enjoyable variation on traditional object-moving puzzles, electrical hazards give the environment mechanical significance, and the steadily increasing complexity keeps the brief journey engaging. Its runtime inevitably limits how deeply its concepts can evolve, yet the same restraint prevents repetition and keeps the experience consistently purposeful. For puzzle fans who appreciate clever spatial challenges and do not require a lengthy campaign, this is a charming little adventure that delivers a surprising amount of thoughtful design within a very small package. Rating: 8/10
Players by region
Where this game's players are, estimated from review languages.
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