A carefully created world with unique environments and an engrossing atmosphere, Unmechanical offers over 30 unique puzzles of exploration and adventure!
Användarrecensioner: Väldigt positivt (226 recensioner)
Utgivningsdatum: 8 aug, 2012
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Om detta spel

Unmechanical är ett pussel-äventyr som kombinerar knepiga pussel, lockande utforskning, och en fängslande atmosfär. Din resa mot frihet kräver att du antar dig en mångald av förbryllande utmaningar, och samtidigt som det är lätt att komma in i spelet så kan senare utmaningar visa sig vara riktigt svåra.


  • Intuitivt och enkelt kontroll-schema, applicerat på en mångfald av interaktioner.
  • En omsorgsfullt skapad värld med unika miljöer och fängslande atmosfär.
  • Mer än 30 unika pussel, inklusive logik-, fysik-, och minnes-orienterade utmaningar.
  • Avslöja en mörk hemliget genom konstiga ledtrådar och fantastiska händelser.
  • Över tre timmar av pussel-lösande, utforskning, och äventyr.



    • Operativsystem:Windows XP SP3 eller Windows Vista
    • Processor:2.0+ GHz eller motsvarande-processor
    • Minne:2 GB RAM
    • Grafik:SM3-kompatibelt grafikkort
    • DirectX®:9.0
    • Hårddisk:1 GB hårddiskutrymme
    • Ljud:DirectX-kompatibelt ljudkort
Hjälpsamma kundrecensioner
2 av 3 personer (67%) fann denna recension hjälpsam
10.8 timmar totalt
Upplagd: 29 oktober
The following is from:


Unmechanical is not a word

But environmental is. And this is exactly what the game designers for Unmechanical did unbelievably right with how they designed their puzzles. I have been developing this theory about puzzles in games as having a line dividing them: on the one side are inductive puzzles (puzzles that implicitly communicate their parameters to the player via the environment and leave the player to discover the solution) and deductive puzzles (puzzles that explicitly communicate to the player the rules that govern the parameters of the puzzle and leave the player to deduce the solution). Now why did I use the word discover with inductive puzzles yet deduce with deductive puzzles? Could I have used induce instead of discover? Yes I could have. Should have I? No. Why? Because discover is much more engaging of a word. That is exactly the attitude you need when attempting to solve inductive puzzles. You need to engage every....... single...... ♥♥♥♥♥♥♥...... object......... because sometimes you never know which one will lead to the solution. Now I must admit that this strategy is used predominately in adventure games with what I call pixel treasure hunt. But Unmechanical did an "amazing" job at implicitly communicating the expectations of its puzzles using solely elements from the game. (If it weren't for this puzzle I would be able to take that amazing out of the parenthesis but leaving the player to figure out how to solve a puzzle can have some backdraft if not properly designed into the environment, as I will now address.)

The only issue I have seen with the inductive form of puzzle design is that heavy reliance on the environment to communicate the parameters of a puzzle means the designers have to heavily rely on solid environmental design. It is very easy to make mistakes here simply because humans are not accustomed to this form of communication. Imagine this: You need to tell your GF that you are going to be late from work. You can either call her and tell her directly (deductive) or devise a way for her to figure it out as she interacts with her environment (inductive). The latter is MUCH MUCH MUCH more enjoyable from a game design point of view...IF DONE CORRECTLY!!!!! However, nothing is more frustrating than knowing the game wants you to do something before progression in the story in allowed yet having no clue what to do.

In the end though, I applaud the design team behind Unmechanical for taking the inductive route of puzzle design simply because I don't see it often. Don't get me wrong, both forms of puzzles are wonderfully fun in their own right but too many developers take the easy route of writing a story for a game, then jerking the gamer out of that story every time a puzzle is introduced to explain the rules behind it. The rule of thumb I would have towards whether a game should have inductive vs deductive puzzles would be - respect the gamer's expectations. If you have inductive puzzles put every single drop of design juice into the environment to ensure that the gamer is communicated clearly what is expected of him to solve the puzzle without ever being jerked from the story. If you have deductive puzzles then take advantage of them by making puzzles with interesting rules that require back door logic, or crossword thinking to solve. DO NOT make a game that doesn't know what it is because the gamer will immediately know it and hate you forever for it.

Here is my Playalyzation of this game:

Var denna recension hjälpsam? Ja Nej
2.7 timmar totalt
Upplagd: 26 oktober
Truly a wonderful little puzzle game.
In the same vain as Limbo and other such puzzle games, the silent protaganist in a big daunting world, going around solving puzzles trying to find your way to wherever you're going.
The puzzles are fantastic, the world is pretty and the character is adorable.

Fully worth the money.
Var denna recension hjälpsam? Ja Nej
7.6 timmar totalt
Upplagd: 2 november
Var denna recension hjälpsam? Ja Nej
5.9 timmar totalt
Upplagd: 15 november
An ambient, quirky, simple puzzle-platformer. Difficulty is not consistent, however. The majority flows pretty easily up until some snags - one in particular may drive some insane. Still, very relaxing soundtrack and immersive visuals definitely should speak to the indie platformer fan.
Var denna recension hjälpsam? Ja Nej
14 av 14 personer (100%) fann denna recension hjälpsam
2.7 timmar totalt
Upplagd: 11 augusti
Falling down a pipe and awakening without a clue, Unmechanical sees you taking control of a little flying robot lost in a vast underground mine, as it travels through tunnels solving puzzles to open pathways in the hope of ever seeing the surface again. It's a brief, ambiguous journey that leaves a lot open for player interpretation (occasionally too much), but accomplishes a great deal through context and the brilliantly imaginative environment around you. I had no idea what I would be getting when I first started it up, but by the end was immensely glad I had given it a chance.

The first surprise came in the form of the fantastic visuals, which put Unreal Engine 3 to use more effectively than I've seen from some AAA games. Gorgeous lighting, a creative and evocative art style, and some very clever use of cinematography make moving through the dark mines a beautiful affair. It also helps infer a lot of the narrative, that without any exposition is impressively well realized if you take the time to take it all in. I do wish the ending was a bit more substantial and obvious when it was coming, but being able to quickly reload and see both alternatives put them both in better context (even if they still feel a tad rushed).

The second surprise was that despite my prior assumptions, Unmechanical isn't at all a standard physics puzzler. Instead, every puzzle is contextually placed throughout the world making them more meaningful and the world more engrossing, and avoids falling back on the same types of puzzles as each is unique to the area it resides in. None of them are particularly challenging or involved, but the way the all fit so well within the world and manage to loop back around to each other is brilliant, and shows a level or forethought by the developers that's often missed in a lot of games.

My only real issue is that Unmechanical does a very poor job of conveying where and what you need to do next. Half of this is intentional, as it allows the player to discover things on their own instead of being spoon fed along a linear path, but the other half is simply poor design as paths are often obscured or off screen without any indication you are meant to go back and look for them. This mostly meant I had to rely on the hint system a good deal more than I would have liked, but even then it wasn't entirely effective at guiding me to the next area when I got stuck, which more often than not required me to stumble around and explore every nook and cranny until I found a tunnel I'd missed or a door that had become unlocked.

Aside from that frustration, Unmechanical was remarkably enjoyable. Nothing about it is especially memorable, but I was engaged the entire time through and disappointed when it ended so soon. Though it seems to have flown under the radar for most, I hope that this isn't the last we see of Unmechanical, as for the developer's first major release the quality is already impressive and would likely only improve in a more expansive sequel.
Var denna recension hjälpsam? Ja Nej
4 av 4 personer (100%) fann denna recension hjälpsam
6.8 timmar totalt
Upplagd: 1 oktober
A very short sweet physics-based puzzle game. I recommend to buy it on sale, totally worth 3 bucks.
Var denna recension hjälpsam? Ja Nej
3 av 3 personer (100%) fann denna recension hjälpsam
5.5 timmar totalt
Upplagd: 16 oktober
Outstanding puzzler. Incredible atmosphere, not complicated puzzles. Can't reccomend it enough.
One weak aspect is the abrupt ending.
Var denna recension hjälpsam? Ja Nej
1 av 1 personer (100%) fann denna recension hjälpsam
2.2 timmar totalt
Upplagd: 15 juni
Pros: Beautiful graphics, fun puzzles, good sound design, overall great game.

Cons: No calibration for the controller is available which means that there are certain times that the puzzles simply cannot be solved using a gamepad because going diagonal is using a percentage strength of both the x and y axes whereas using a keyboard is using a binary 1 for the x AND y axis. This results in a weak tractor pull when using a gamepad causing things like pulling a plug out and moving the platforms off of the battery compartment. For reference I'm using a Microsoft Black Xbox 360 wired controller. It's most likely the controller support was tested with a controller that would return a 1 in the x and y axis at a true diagonal degree whereas my xbox controller goes at a percentage value to make a true circle.

Only one complaint, other than that the game was an absolute delight.
Var denna recension hjälpsam? Ja Nej
1 av 4 personer (25%) fann denna recension hjälpsam
3.5 timmar totalt
Upplagd: 28 juli
Great game, highly recommended!
Var denna recension hjälpsam? Ja Nej
0 av 2 personer (0%) fann denna recension hjälpsam
2.5 timmar totalt
Upplagd: 28 juli
Unmechanical is short (~2 hours). Many of the puzzles are very fiddly. But the environments are nice to look at.

For the asking price I feel there are stronger puzzle game experiences. Most of the puzzles here are one-off and there is little to no "revisit with a new twist" style puzzling where the sum of your knowledge comes into play. Don't get me wrong, some of the individual puzzles are entertaining.

However, I feel like too much of the development effort was spent on the environment backgrounds rather than on engaging and varied puzzles. If you want this game, I recommend waiting for a steam sale where the length of the game won't make you feel so burned.

6 out of 10
Var denna recension hjälpsam? Ja Nej
1 av 14 personer (7%) fann denna recension hjälpsam
2.6 timmar totalt
Upplagd: 1 juli
ehh gets boring quick
Var denna recension hjälpsam? Ja Nej
1 av 35 personer (3%) fann denna recension hjälpsam
2.4 timmar totalt
Upplagd: 27 juni
No hats
Var denna recension hjälpsam? Ja Nej
2.9 timmar totalt
Upplagd: 15 juni
However short, it is a lovely puzzle / platformer game about a little flying robot struggling to regain his freedom. The mechanics are simple, the puzzles entertaining and the story is adorable.

I think I got this with a humble bundle and totally do not regret it. Must play if you like puzzle-based games
Var denna recension hjälpsam? Ja Nej
4.0 timmar totalt
Upplagd: 20 juni
To start; I really enjoy casual, puzzle, platform games. This one was visually pleasing, great soundtrack, and didn't drastically vary on it's degree of difficulty. Not a particularly long game (few hours), but I honestly prefer that; I finished this game satisfied, and not feeling that it was dragged out or too short. Lacking an interface and blatant instructions adds to the simplicity and pleasantness of the experience. Figuring out for yourself what to do and how to do it is the whole point of a great puzzle game and Unmechanical got it all right.
Being a cute little robot doesn't hurt it's cause either! : ]
Var denna recension hjälpsam? Ja Nej
4.3 timmar totalt
Upplagd: 20 juni
In the same vein as Machinarium and Samorost 2, Unmechanical has you pilot a small, living creature on an adventure. This adventure starts with the creature falling through the ground and into a network of pipes that takes him far into the earth. It's your job to pilot the little guy back to the surface. Along the way, you solve some puzzles, open gates, and generally run amok.

I like the controls - it takes almost no time to learn how to manuever the creature. I also like the puzzles, nothing too hard, but nothing super easy. The graphics, though, are stellar; it's obvious that the game developers spent significant time on the game's looks.

I recommend this game to everyone who likes solving puzzles.
Var denna recension hjälpsam? Ja Nej
12.9 timmar totalt
Upplagd: 27 maj
The game places you in an underground caven of enoumous proportions and you are supposed to be a robot,so don't try to feel like a human.I liked the astetics of the scenery so I made like a robot.The game is themed like the anatomy of a human body and the center of the earth.At one point I snaked my through the skeletal remains of something buried in a cemetery.It was a little out of place to me.
There's a chamber with a beating heart once your well on your way that you must often return, to add a type of life generating energy spheres.
It had plenty of puzzles where sequencial orders are key to solving them.
I had no problem finishing the game with 6 of the 15 achievements unlocked.
At the end of the game you realize that the journey wasn't for nothing and replaying again to unlock more achievements will still be lots of fun.
Var denna recension hjälpsam? Ja Nej
3.3 timmar totalt
Upplagd: 13 juli
Fun but quick run through puzzle environments. Main challenge is to figure out what the game expects you to do next with what is presented to you. Very little handholding present within the game. It is very short, though, so keep that in mind if you decide to pick it up.
Var denna recension hjälpsam? Ja Nej
5.0 timmar totalt
Upplagd: 27 september
Fantastic puzzle! Great atmosphere and soundtrack. You'd instantly fall in love with this cute helibot you are controlling.
Var denna recension hjälpsam? Ja Nej
0.1 timmar totalt
Upplagd: 9 augusti
Good puzzle game
Var denna recension hjälpsam? Ja Nej
15.8 timmar totalt
Upplagd: 7 oktober
Awesome little Indie game. Great puzzle / platformer. The puzzles were just right, not too hard and not too easy. Great visuals as well. Wish they had more pars outside. Definitely would recommend to anyone who wanted to kill a few hours.
Var denna recension hjälpsam? Ja Nej