
Think in reverse. Outsmart the impossible. A mind-bending first-person adventure where you solve ingenious and complex puzzles by rewinding objects through time.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
The Entropy Centre is a mind-bending puzzle adventure where you reverse objects through time to overcome seemingly impossible obstacles and conundrums.
Manipulate time to your will and solve ingeniously challenging puzzle rooms, each one taking you closer to the heart of a colossal space station in orbit of Earth.
An extinction level event has set the world ablaze. You appear to be the last remaining person alive. Mankind’s only hope lies at the core of the Entropy Centre.
Meet ASTRA, The Entropy Centre’s most advanced technical marvel. ASTRA is an AI-powered device that can scan an object’s spacetime chronology and move it through the past. Powers include rebuilding collapsing pillars to reheating cups of tea. She’s pretty chill.
The truth behind The Entropy Centre’s imminent collapse, and the Earth’s demise, can be found at the heart of this sprawling dangerous facility. But will you accept the unfortunate truth that awaits?
Deviously challenging with razor-sharp witty writing and outstanding voice acting performances, The Entropy Centre merges a brilliant puzzle game with an epic adventure.
Genres
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 4.5Kreviews | 89% | — | $1.2M |
| $5.74−77% | 410ratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 123 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love puzzle games and when I feel like I earned a solution to an elegant puzzle, it checks the boxes for me. There have been several puzzles like that throughout the game. I was on the fence about leaving a thumbs up. There are some sections with unneeded friction like mobile respawning enemies. I enjoy the puzzles and hate the enemy sections. There is also a bounce pad section at a beach. You solve the puzzle in an instant but the pad placement and jump are so exacting that the worthiness of the entire game hinged on me figureing out a way to pass that section. I was literally going to make sure I never bought from this dev again. I was going to blast the dev's decision on YouTube. I was that angry. Be warned about that early game section. You are either going to have to "Get Gud" or find a way to make the first two jumps, perfectly repeatable. I was never into skill games so I chose the latter. Devs, please keep going. The puzzles are great. Make sure puzzle games are puzzle games for puzzle solvers. The extra noise does not make the game better.
Somewhere during Act 9. Me: *falling in a new area* PEA starts talking: "Recommendation..." Me: *Instant death* PEA finishes her thought: "Run!" Me: Thanks, PEA! Thanks, devs! What killed me? Idk. What have I learned so I can do better next time? Absolutely nothing. If you wanna play every FPS puzzle under the sun, sure. Altho be warned, some elements are heavily inspired by previous games of the genre. It should be 80% time spent on figuring out the puzzle then 20% time spent on implementing the solution. But this one got too much jank and that ratio can become way unbalanced in some cases. I would rather they make everything work right, up to a point, then continue to introduce new puzzle elements if within the budget. Quantity over quality. And then there's the angry bots. I have so many complaints that I think whoever helped implement them should go back to basics. High dmg/fighting/infinite enemies/running/hurting the player without a chance to avoid it/fighting while solving puzzles/no time to learn new area so at least 1 forced death per angry bot area/insta death when picking up angry bot type 2 to try to launch it... It's all wrong here. Killing the player is not a fun way to teach new mechanics. It's cheap, lazy, infuriating. And it's also a dumb way to add replayability to a level, when this can be achieved in other, meaningful ways. If you took the angry bots out of this game completely, it would make it so much better. Like don't even try to change the bots, too many things wrong with how they are being used, so just cut it out like a tumor. I'm really trying to finish games I started, unlike in the past, but this one is v annoying. Just one look at the achievements and the completion rate per Acts should make the devs revisit the pain points, no?! Or do they only care that the pain spots are not so obvious during the first 2 hrs, so less refunds... Yuk.
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Every market we collect.
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, Japanese, Russian, Simplified Chinese, Spanish - Latin America, Polish, Portuguese - Brazil, Portuguese - Portugal +1 more
| $24.99 |
| 207ratings |
| 92% |
| — |
| not modelled |
| $24.99 | 44ratings | 84% | — | not modelled |
| $24.99 | — | — | — | not modelled |
| $24.99 | — | 81%* | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 124 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pretty good puzzler in the vein of Portal. Sometimes wears its inspiration too much on its sleeve but finds a central mechanic that is different enough to stand on its own legs. The problem is that it's long to the point that it doesn't have many more tricks to show on the final acts. Once you understand that all you have to do is reverse engineer the steps you have to take to complete the puzzle, it becomes pretty easy, especially compared to something like Talos Principle or even Portal itself. It's not that the puzzles are badly designed - i would say that some are actually pretty smart - but the game ends very much after the point that the time mechanic becomes routine. The mid-game levels genereally took me a lot longer to complete than the endgame ones. This isn't all that bad, though. I like a certain "breeziness" when playing a game like this, that makes me feel smart for figuring it out quickly. It's comfort food for puzzlers, still with a few good highs. The central narrative mechanic of saving the world by rewinding it is original and often intriguing. I liked scavenging the terminals for story crumbs and I was very curious to see what they would do with everything that they were foreshadowing throughout the narrative. Problem is - and spoilers for the ending - they never really do anything other than what was telegraphed from the beginning and I felt a bit disappointed about that. There's also the issue that the game never gives the protagonist and their companion a chance to be anything but quippy and chipper. Even in darker moments of the story, there's practically no dramatic weight from the characters. Aria never really acknowledges the implications of her story and it's very jarring to see her and Astra keep the jokes coming even when the personal stakes for her should be astronomical - never mind the world becoming a flaming sphere. As for presentation, I started the game feeling that it would be the same office/liminal space aesthetic that became pretty tired in media as of recently, but there's enough permeations of the theme to keep it fresh for longer than what I expected. I really enjoyd some of the maps the game put me through, especially in the mid sections. Again, it goes a bit longer than it really should and some of the acts are more samey than others. The combat sections should've been cut since they add very little to the game besides a bit of frustration in an otherwise comfortable pacing of gameplay. The big setpieces are well made but I would've prefered if the environment itself was more the enemy rather than the little respawning robots. I really enjoyed my time with this but it's not something that I would think of revisiting anytime soon. I would be excited to play another game in this style, especially one with a more modular and versatile central mechanic. The premise is, again, very compelling, but the game struggles to hold its own narrative weight and seems to retreat every time there's a chance to delve deeper onto its themes. But still, I love it for its atmosphere, charm and, really most of its puzzle quality.
10/10 puzzles 10/10 visuals Decent writing. The annoying action sequences drag the game down to an 8/10.
I love this game! The concept is refreshing and the writing is wacky & funny! While the similarity to Portal is noticeable, it managed to innovate in quite a few places (apart from the concept of entropy, obviously) - be it the lore or some of the challenge elements. Side note, the graphics are gorgeous (Unreal Engine) and run surprisingly well on my laptop. If you liked Portal or the movie Tenet, you'll feel yourself at home! 5/5
It's good, I suppose..? The puzzles and overall polish are relatively basic compared to the giants in the genre. Far too many puzzles are easily cheesed, which is unfortunate since you can tell the developer sometimes thought of protecting against cheese, and at other times I finish the puzzle with cheese while goofing off while exploring the puzzle area, only to spend another 10-15 minutes to actually do the puzzle and solve it as it is intended to be solved. Achievements-wise, I kept expecting there to be some achievement involving vending machines, which wasn't the case. I kept expecting easter eggs to pop up if only I checked every single door I came across, but no such luck was had. The overall levels are simultaneously impressive and disappointing. It's always the same trash, desks and tables and stuff, just slightly reoriented. Vending machines that (if they work) dispense 6 times, but you can't do anything with what they dispense. Many of the walls glow around their edges in a lighting-glitch kind of way. I came across some weird stuff that I feel might have been of note on another platform (like a random toilet I cannot interact with facing a sunset, or being able to reach a very interesting-looking neon-lit water pool) but end up nothing burgers. I've softlocked several times while trying to skip certain elevators by climbing over or out of them. Yet at the same time, the interiors actually feel varied, and some areas are absolutely massive. Every place feels like a unique space rather than just another box. This unfortunately also leads to a lot of OOB exploration, but hey, at least I discovered some evidence of a cat cult and cat food while doing so. And the story? While it is very predictable in a way (I pretty much called it in one of the first few acts after I got some story nuggets) I must commend the developers on going above and beyond with actually doing the atmosphere during some of the story-heavy sequences. It honestly feels like the story parts and the actual game had two very different teams with different budgets working on them, and that is a shame. Despite my disappointment in some ways, it is worth what I paid for it. It's biggest flaw is genuinely that there is so much potential that has gone unexplored. While the main mechanic is nothing special, it can carry the game, but it just needs so much more consistent investment. Why can some broken things be rewound, yet others cannot? Why do some things break and others do not? Why is it so trivially easy to follow E when it pops in and out to guide you, only to see it mysteriously disappear in ways that make no sense in regards to the storyline? While can't I crouch a little to fit through this huge hole? How did I manage to softlock myself in a hole right after a checkpoint? Etc. It is the lack of consistent quality in all of its facets that makes it so regrettable. Despite that, I had fun playing a competent game. It's not highly refined art, nor is it AI slop. It entertained me, even if all my attempts to break the levels before ever solving them might not be what the creators intended.
Very good.
Great game, very similar to Portal. I love the soundtrack and the graphics, and that my PC doesn't explode from it. Runs at 60-80 FPS.
Дуже кльова гра. Чудова складність пазлів, особливо під кінець, коли гра змушує нормально так поміркувати. І загорнуті вони в надзвичайно захоплюючий сюжет, з перервами на екшн, видовишність, і гумором на додачу. Не знаю, що тут ще треба. Брав на розпродажі і навіть не очікував, що це буде настільки якісна річ. Однозначно рекомендую спробувати.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $98 | 2 | 50% | $1.99 | |
| $83.8M | 466.9K | 99% | $9.99 | |
| $42.3M | 199.3K | 99% | $9.99 | |
| $429.7K | 3.4K | 88% | $5.99 | |
| $16.9K | 103 | 74% | $6.99 | |
| $3.6K | 18 | 94% | $7.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $1.2M | 2.6K | 81% | $19.99 | |
| $1.2M | 30.2K | 91% | $1.74 | |
| $1.2M | 5.4K | 74% | $4.99 | |
| $1.2M | 10.7K | 76% | $6.99 | |
| $1.2M | 6.2K | 84% | $5.99 | |
| $1.2M | 2.2K | 88% | $34.99 |