
Solve puzzles in a secret, Lunar facility, while trying to not get killed by whatever nightmare still roams the chambers.
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 2 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Amazing game with lots of unique content for the price.
I haven't finished it yet but so far it's great. I'm really enjoying it. The puzzles are well designed, the soundtrack fits perfectly and the game itself looks absolutely stunning
Haven't finished it yet, but it seems pretty good so far. It gives some Portal vibes, but still is unique and has some interesting concepts. Overall, in my opinion it's completely worth the price.
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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*, Polish, French*languages with full audio support
Very good gem :)
Random jump scare made me refund this. Arbitrary unavoidable jump scares are the lowest form of horror and you don't get my money.
Gra oferuje zagadki z klimatu gdzieś pomiędzy Portalem a Talos Principle. Dodatkowo nacechowana jest drobnymi upierdIowiściami, takimi jak dziwnie sterylne lokacje, przenikanie się obiektów czy nienaturalny głos narratora. Do tego bardzo dziwne podpowiedzi i 'humor' całości. Gra wygląda poprawnie, ale nic poza to. Jakość graficzna to okolice pierwszych części wspomnianych przeze mnie gier, minus różnorodność tekstur, za to z każdym możliwym świetlnym efektem, z dziesiątkami flar rzucanych przez każde źródło światła. Niestety, twórca zdaje się mieć jakąś obsesję na punkcie torturowania gracza, najczęściej w stylu symulatora chodzenia (choć czasem zarzuci czymś potencjalnie straszniejszym) - tutaj musisz przejść kilkusetmetrowy tunel BO TAK (nawet narrator to komentuje, że bez sensu), tam cała lokacja to dwa pokoje i korytarz do kolejnego ekranu doładowania, gdzieś indziej trzeba pokonać długą i denerwującą sekcję łodzią podwodną. I przyznam, że po tej ostatniej sekcji, grę porzuciłem. Pal licho poziomy, które służyły tylko za zapychacze miejsca. Jak mi łódź podwodna wybuchła po wypłynięciu na powierzchnię i gra wymagała żebym całą tą irytującą sekcję powtórzył od nowa - po prostu mi się odechciało. Niektóre łamigłówki są spoko, czasem coś sprawiło mi zagwozdkę, natomiast zdarzyło się też (nawet w demie), że kompletnie nie wiedziałem 'co autor miał na myśli'. Jeśli ktoś jest mega fanem gier logicznych (szczególnie dwóch wspomnianych na początku), to tytuł ten kosztuje grosze i co cierpliwszym dostarczy pewnie kilka godzin zabawy. Mnie za bardzo mierził dziwny sadyzm autora.
Level 34で詰まってる ポータル的な雰囲気のパズルプラットフォーム&ホラーという感じのゲーム。日本語はないが、今のところ勘で遊べてる。ボリュームたっぷりっぽい。 ・英語ではあるものの、非常にわかりやすいチュートリアルがあるので基本的な動作は学べる。 ・全75レベルとのこと。 ・最序盤はブロックをスイッチに乗せて扉を開けて進む例のやつ。足場がバラバラになった橋を落ちずにわたるプラットフォームタイプ、次元を移動して先に進むタイプ、レーザーを反射させて装置を起動させると思われるタイプ、通り抜け可能な壁の部屋にタネがあるタイプ、捕まったら終わりのロボットが音に反応して追いかけてくるのでスニーク必須なタイプ、潜水艇風の乗り物などが出てきた (34レベル現在) ・タブレット的なやつは、隠れたキューブブロックを見つけだすツールぽい。 ・小ネタがちりばめられてそうなタイプ。5レベルで、進み方がわからず右往左往しているうちに壁をすり抜けて…というのがあった。プラスしてジャンプスケアな演出。 ・ファミレスの猫型ロボットぽいのがちょっとかわいい。 ・16レベルはちょっと解法として不自然。だけど反射ブロック2個で奥の方までレーザー伸ばすことに注力しよう。 ・潜水艇はctrlで下降、spaceで上昇。 自分は詰まったらわりとすぐ諦めるタイプだからどこまで続けるかはわからんけど、ちゃんとしてそうな印象。セールで100円切るし悪くはないんじゃないか。ChatGPT翻訳レベルでも日本語字幕があればうれしいんだけどね。
There is no evangelion referencja.
True Abstraction: Rewind is a first-person science-fiction puzzle adventure that combines logical problem solving with exploration, physics-driven interactions, platforming, and an undercurrent of horror. Developed and published by PrismBytes, it takes place within a secret experimental facility on the Moon, where the isolation of space immediately gives the experience an unsettling quality. Rather than simply moving through disconnected test chambers, the player is placed in circumstances involving danger, questionable loyalties, and experiments that have clearly gone beyond being harmless scientific exercises. The premise gives the puzzles a narrative purpose while encouraging curiosity about what happened inside the facility and whether anyone can truly be trusted. The main attraction is its substantial collection of 75 levels, each designed around environmental challenges and experimental technology. Progress largely depends on examining a room, understanding how its mechanisms behave, and determining how different objects or systems can be combined to create a solution. Physics play an important role, so the experience is not limited to entering codes or activating switches in a predetermined sequence. Manipulating objects and interacting with machinery makes puzzle solving more physical, and the first-person viewpoint helps create the feeling of personally conducting experiments rather than observing them from a distance. The difficulty comes from learning the rules established by the environment and then applying them in increasingly complicated situations. Earlier challenges can teach an individual concept before later rooms demand that several ideas be considered simultaneously. This produces a satisfying sense of progression because advancement is tied to the player's understanding rather than conventional character upgrades. Platforming and movement challenges also introduce some variety, preventing the campaign from becoming an uninterrupted collection of stationary logic problems. When these different elements work together, solving a chamber feels like overcoming a genuine physical obstacle rather than merely discovering the answer to a riddle. Horror significantly changes the mood of these otherwise cerebral challenges. The lunar laboratory is not a safe testing environment, and the suggestion of something dangerous lurking within the complex means exploration carries a persistent degree of uncertainty. This is particularly effective because puzzle games normally encourage players to take their time and inspect everything carefully. Here, that methodical behavior exists alongside the feeling that remaining comfortable for too long might be a mistake. The contrast between careful reasoning and environmental tension gives the game much of its personality. The Moon itself is an excellent choice of setting. An isolated research facility on Earth could still imply that civilization exists somewhere nearby, whereas a lunar complex naturally feels detached from ordinary life. Cold technological interiors, experimental equipment, darkness, and the hostile emptiness outside contribute to a convincing sense of confinement. The science-fiction theme also justifies unusual machinery and unconventional puzzle devices, allowing strange mechanics to feel like legitimate parts of the laboratory rather than arbitrary obstacles created solely for gameplay. Narratively, betrayal and uncertainty provide additional motivation for continuing through the facility. The protagonist has reasons to question someone once considered a friend, while the suggestion that another person may still believe in them prevents the story from becoming completely hopeless. These relationships create questions that can remain in the player's mind while moving between puzzles. The story does not need to overwhelm the gameplay to be useful; its primary strength is giving context to the journey and making the next area interesting for reasons beyond simply finding another challenge. One of its more unusual ideas is microphone interaction. Incorporating microphone functionality into a puzzle-oriented science-fiction game fits surprisingly well with the experimental nature of the setting. It provides another potential method of interacting with challenges instead of restricting everything to standard keyboard, mouse, or controller inputs. It is a somewhat unconventional feature and will naturally appeal more to players comfortable with alternative interaction methods, but it demonstrates that the project is interested in trying ideas outside the most predictable first-person puzzle formula. The large number of individual levels can be both an advantage and a limitation. Having 75 stages gives the developers room to explore different mechanics and gradually expand the complexity of their puzzles. At the same time, players who prefer enormous interconnected locations may find the chamber-based progression comparatively segmented. The mixture of puzzle solving, horror, action elements, platforming, and exploration also means that no single genre completely dominates every moment. Someone expecting constant horror encounters or combat may find the cerebral sections too prominent, while a player seeking an entirely relaxing puzzle experience may not appreciate the threatening atmosphere. The presentation nevertheless benefits from how closely its themes complement its gameplay. Experimental technology naturally supports physics puzzles, the lunar setting strengthens isolation, and horror makes otherwise clinical environments feel unpredictable. Instead of appearing like several unrelated genres combined for variety, these ingredients generally serve the central concept of being trapped inside a dangerous research complex where intelligence and observation are essential for survival. As a single-player experience, True Abstraction: Rewind is best suited to players who enjoy methodical environmental puzzles but want more atmosphere and tension than a traditional collection of test chambers normally provides. Its extensive level count, physics-based mechanics, experimental interactions, platforming components, mysterious narrative, and threatening lunar environment give it a recognizable identity. PrismBytes has created an ambitious independent puzzle adventure that understands the satisfaction of discovering how a complicated room works while giving players a reason to remain uneasy about what might be waiting after they solve it. Rating: 7/10
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