Enter the lost world of Kairo. Explore vast abandoned monuments. Bring strange and ancient machinery back to life. Slowly uncover the true purpose of Kairo and fulfil a great destiny. Kairo is an atmospheric 3D exploration and puzzle solving game.
Análises de utilizadores: Praticamente positivas (951 análises)
Data de lançamento: 24 Abr, 2013

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Recomendações de Curadores

"A wonderful piece of explorable, challenging artistry, a stunning collection of esoteric architecture, and a delightfully peculiar journey."
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Análises

Kairo is mysterious and elegant and powerfully distinct. Like Fez and Minecraft, it will work its way into your dreams if you're not careful.
8/10 – Eurogamer

It's such a beautiful world to explore, such captivating, simple mechanics, and such a lasting impression.
8/10 – GamesTM

The world of Kairo is like a playable, explorable tone poem.
4.5/5 – Touch Arcade

Acerca deste jogo

Enter the lost world of Kairo. Explore vast abandoned monuments. Bring strange and ancient machinery back to life. Slowly uncover the true purpose of Kairo and fulfil a great destiny.


Kairo is an atmospheric 3D exploration and puzzle solving game. Developed by Richard Perrin the creator of the white chamber with music by Wounds (Bartosz Szturgiewicz).

Key Features


  • Exploration - Travel through a strange world full of abstract architecture. Each room is unique so there's always something new to find.
  • Puzzle Solving - Repair ancient forgotten machinery to slowly bring the world back to life.
  • Enviromental Storytelling - Exposition without the traditional dialogue or text. The story of Kairo is told through the world itself. The things you find will slowly help you unravel the true purpose of this mysterious land.
  • Atmospheric Soundtrack - The music helps shape the land and will fill you with an equal measure of wonder and dread.
  • Oculus Rift Support - Fully immerse yourself within the world of Kairo using the Oculus Rift VR headset. (DK1 PC & Mac only, DK2 coming soon)

Requisitos do Sistema

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • OS:Windows XP
    • Processor:2GHz Dual Core
    • Memory:2 GB RAM
    • Graphics:Shader Model 3.0
    • Hard Drive:1 GB HD space
    Minimum:
    • OS:OSX 10.6
    • Processor:2GHz Dual Core
    • Memory:2 GB RAM
    • Graphics:Shader Model 3.0
    • Hard Drive:1 GB HD space
    Minimum:
    • OS:Ubuntu 10.10
    • Processor:2GHz Dual Core
    • Memory:2 GB RAM
    • Graphics:Shader Model 3.0
    • Hard Drive:1 GB HD space
Análises úteis de clientes
3 de 4 pessoas (75%) acharam esta análise útil
5.6 hrs em registo
Publicada: 14 Janeiro
Este jogo Contem algumas quantia de Down,se voce jogar isto ira ficar perdido e logo depois de 25 minutos de jogo voce ira ter down, tirando tudo isto o jogo é bom :D recomendo
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27 de 29 pessoas (93%) acharam esta análise útil
3.0 hrs em registo
Publicada: 12 Janeiro
Kairo is an abstract first person puzzle/exploration game where you work your way through a geometric world to complete what are initially seemingly arbitrary tasks to accomplish a goal which is not immediately apparent. It is obtuse, but stylistically so, and easy to get lost in. I recommend walking around and exploring before diving in too deep, but when stuck in any given room, you can go into the menu and choose up to three Hints to help point you in the right direction - this is the saving grace of the game, as they progressively give more direction without telling you what exactly to do, so you're never actually LOST, it can just feel like it at times.

The controls are a little "floaty" - they don't feel as tight as most other first person games, but due to a lack of combat that's not necessarily a problem, just takes some getting used to. The graphics are simple, but very effective - the spectacle is quite impressive.

In addition to the normal gameplay goals, there are a series of 18 runes to find hidden about the game, one "go back and find later" puzzle where, after you exit an area, something secret opens up which you can find, and three exceptionally hard "did you notice that one little thing elsewhere? Interpret it in this abstract way here!" puzzles which you might need to look for external guides for.

The game doesn't take too long (aside from those harder puzzles) - 3-4 hours should probably be enough to get through it.

I had a good time with it. It's probably not up everyone's alley, but if the above sounds interesting, check it out.
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34 de 50 pessoas (68%) acharam esta análise útil
1 pessoa achou esta análise engraçada
4.9 hrs em registo
Publicada: 29 Março
I'm nothing if not a fan of ambiguity to such an extreme that I can interpret something as a commentary on whatever I dern well please, and Kairo is an experience that excels in creating a blank slate open to any and pretty much all interpretations. This game is simplicity in action, and as I delved deeply into the carved blocks of granite/obsidian/stone/randomness to discern some hidden meaning behind it all, I found myself continually following my own line of thought, like a dog trailing after the scent of a long lost bone he buried somewhere deep in the earth.

I honestly attempted to like this game, but sometimes a little concrete meaning is required after a jumble of meaningless gravel. What I mean is that Kairo is far too ambiguous; I can wander aimlessly through this game and decide what it means for myself until, quite literally, the very end, at which point Kairo finally decides to give me something solid - not okay, guys, not okay.

Kairo is a game that lets you wander through a child's block fort, occasionally posing *cough cough* "puzzles" that briefly halt your progress through the maze of nothingness. I felt as though the developers had a clear idea as to what they wanted to say, sat down in a conference room and said "Hey guys, woudn't it be really cool if we..." and then glued together a jumbled mess of a game.... Sorry, 'experience'. I received conflicting feelings of paranoia and comfort throughout the game, feeling at one time as though I were being watched and at another time as though I were revolting against an omnitient, though not omnipotent, regime, slowly tearing it down brick by ambiguous brick. I think each *cough cough* "puzzle" in this 'experience' was arbitrarily assigned some deeper 'meaning' after the story-board team smoked an acre of some illegal substance. That doesn't fly with me. I am certainly not saying I don't LOVE pushing my smug nose up and saying "Oh yesh, I am a very smart man and love interpreting games and books and movies because I am so deep and insightful" because I do love to say that. I am a smarmy head-up-my-ahem turd; Kairo is a jumbled mess of obfuscated meaning with an alternate ending (oh joy) to encourage further 'experiencing'. That's cheap, guys.

IN BRIEF (he said ironically): Kairo is a block fort, glued together by a toddler hyped up on three gallons of coffee. Then a guy walked by and glued a tagline onto it that belongs at the bottom of an inspirational cat poster. If you have something to say, then say it. If you believe in what you're saying, then you want people to agree with you: make sure they know what you believe.

10/10
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11 de 13 pessoas (85%) acharam esta análise útil
1.3 hrs em registo
Publicada: 31 Março
Kairo is... odd. Everything about this game seems like it's working towards something genuinely fun and interesting but it never came together for me. The puzzles are a little too abstract (any puzzle where figuring out the goal of the puzzle is the actual puzzle isn't a great puzzle, and there are plenty of those), the graphics are almost cool but are a little too simple to hold my attention, and while the minimalistic soundtrack works for the game, it's by no means a draw to it. Maybe if you have an Oculus or something this game is for you, but on just a plain old 2D monitor, I'm not really feeling it.
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18 de 28 pessoas (64%) acharam esta análise útil
1 pessoa achou esta análise engraçada
7.1 hrs em registo
Publicada: 10 Janeiro
I kept waiting for something interesting to happen, some secret to uncover, some story to unfold – but it is just a long sequence of pretty, mostly empty, monochrome halls and spaces with more-or-less intriguing puzzles. The few "story-related" hints every now and then do not match the basic design, they feel like foreign objects artificially inserted and in no way constitute storytelling. Apart from that: both visual and sound design are adequate, sometimes even fascinating, but of course not on the same level as the "big" titles.
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