MIND: Path to Thalamus is a First Person Puzzler that throws you into a fantastic and surreal environment. You will bend the natural elements to your will in order to progress in this emotive, mindbending tale.
User reviews: Very Positive (476 reviews)
Release Date: Aug 5, 2014

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Recommended By Curators

"Very beautiful narrative focussed experience with some light puzzle elements. Recommended if you like games like Dear Esther."

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February 25

Oculus VR Olive in MIND: Path to Thalamus!!!

Hi everyone!

I am Carlos Coronado, currently redoing MIND: Path to Thalamus in the UE4 and VR. In this thread I would like to show you something I've been working in the last months: my approach to first person controllers for VR. To sum up, I've been watching how we humans behave when we walk and turn and I've tried to imitate this process in the VR. No, this is not about realism. This is about a more natural way to control shooters in VR.

For me, moving the direction of the player's body with the left mouse or joystick has always been a problem, because when we do so, the feeling we get is the entire world is rotating, but our physical head has not moved at all and that may cause dizziness to a lot of people. In the other hand, as VR developers I think we want the player to move the head (but not too much so they don't feel tired) to get a better inmersion and this new system I've made is also a good way to achieve that. Let's get to the point.

If you want to rotate your body, first you look at the direction where you want to rotate, then you press the "rotate body" button (could be anything: left trigger, E, Q, a number, middle mouse button...) and then your body rotates where you are looking at. This button also have a second mode: if you constantly press the button, your body wil always rotate where you are looking at. Amazing for running! So... yes... you are moving the player with just one hand and rotating him with just one button! Then, what awesome stuff can be do with the other hand (the mouse hand or the right joystick hand)? Well, let's use it for shooting! Use the mouse to move a crosshair in the screen... just like in on-rails shooter arcade games such as Time Crisis or The House of the Dead. What about aiming? Well, I've done some tests and aiming doesn't feel good at all. I mean, it is indeed too realistic to work in a game. Fortunately, there're good news still. I have tested this with a lot of people and about 75% of them prefer this new way of controlling shooters. Of course, there is a 25% that still prefer the old school way. Don't worry. With this system the right button is free to use and while you hold it down, you will move your player as you have always been doing... but with 100% free screenspace to aim!

There is still a lot to do, but I think this is completed enough to show this to the world. A big company working in VR asked me to show this to them and so I did a month ago. No answer from them still so if they are not interested I hope you are! To sum up:

- WASD or joystick to move the body
- Look somewhere, then press the "rotate body" button to reorient your body in that direction
- Constantly press the "rotate body" button to always rotate your body where you are looking at
- shooting and aiming as in time crisis games
- gets rids of the tank mode problems in the old school method
- no limits, tricks ore workarounds like moving the mouse in the center of the screen is used for aiming and moving a lot the mouse is used for rotating

Well... here are three videos showing how the system works. Sorry for my English. This was all improvised and I didn't had time to make a script for it.



Menus and Objects

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December 29, 2014

Merry Oculus Rift Christmas

UE4 Oculus Rift version.

And a happy new wip Linux version!

Of course, everything is work in progress and no release date yet :)

6 comments Read more


“As visual, explorable art, it’s masterful. As a puzzle game, it’s rewarding and taxing.”
Rock Paper Shotgun

“Stunning, intelligent, fun, Mind is a game that deserves to be remembered for a long time to come.”
5/5 – The Telegraph

“This game is fantastic. It’s a legit puzzle game. It is beautiful. Go out and buy it”
Jesse Cox

About This Game

MIND: Path to Thalamus is a First Person Puzzler that throws you into a fantastic and surreal environment. You will bend the natural elements to your will in order to progress in this emotive, mind-bending tale.

Change the entire environment!

Wrapped in a mind-bending tale, the gameplay of “MIND” focuses on changing the very weather in order to solve puzzles: the player will cycle between day and night, modify the levels of fog and rain and even travel in time between seasons, changing the environment to advance the gameplay-driven story —indeed, the mechanics are directly related to who the protagonist is, what has happened to him and everything he is doing: a man trapped in his own mind, he must use all the tools at his disposition to escape to reality. Accompanied by the snarky yet heartfelt narration of this comatose patient, the player will guide him through fantastical forests, dark caverns and deceptive worlds of water and ice that directly relate to his emotional state at each point in his journey.


  • More than 30 different, creative puzzles seamlessly integrated into the environment.
  • 6 ways to affect the environment in order to solve the puzzles
  • More than 20 distinct landscapes into with which you will be able to interact.
  • Turn day to night, make it so everything is covered by a blinding fog, summon incredible storms, travel to the past and make use of even more as of yet unknown mechanics.
  • More than an hour of voice acting that, while integrated into the gameplay itself, will tell you a whole story that is not about saving the world but about living through the pain of a father broken by his mistakes.
  • Face down imposing climactic enemies by using your creativity and everything you have learnt along the way.
  • 22 achievements full of Easter eggs and references

Who are we?

Developed by Carlos Coronado Carlos Coronado, Dani Navarro y Luka Nieto. Aditional code by Jose Ladislao. Voice by Greg Nugent.

System Requirements

    • OS: Windows XP
    • Processor: Core 2 Duo E4300 1.8GHz
    • Memory: 2 GB RAM
    • Graphics: GeForce 7600 GS
    • DirectX: Version 9.0c
    • Hard Drive: 2 GB available space
    • OS: Windows 7
    • Processor: Intel Core i5-3570K 3.4Ghz
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 660
    • DirectX: Version 9.0c
    • Hard Drive: 2 GB available space
Helpful customer reviews
29 of 30 people (97%) found this review helpful
1 person found this review funny
4.7 hrs on record
Posted: November 16, 2014
A great first-person puzzler let down by weak writing and voice acting, Mind: Path to Thalamus makes amends for its crimes against literature with magnificent achievements in visual design and an almost Valve-like ability to guide players without explicit pointers. Each and every major puzzle is of just the right difficulty: head-scratchingly confusing at first, then delightfully simple and logical later. Ignore the story and this is easily one of the best looking and most intelligent games of 2014.
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18 of 18 people (100%) found this review helpful
1 person found this review funny
11.8 hrs on record
Posted: February 15
I’m torn with this one.

I love first person puzzle games and I love games that explore psychology. People’s minds, their inner torment, dreams, nightmares, thoughts and aspirations. So with that I imagine it’s pretty hard to put something so… deep, I guess? …Into a game, have it make sense and have the visuals live up to the vast imagination and expectation of others. All of which just kind of naturally come with the subject. I was pretty excited to try this because it really seemed from the trailer like they had all aspects, the visuals, the puzzles and the story, down to a tee.

Well First off, the visuals are definitely what they seem. They are absolutely amazing. Although I was pretty gutted that for some reason Steam overlay wasn’t working for me with this game so no screenshots for me! There really is some amazing scenery in this game. I would actually go as far as to say this game is worth trying purely for that. But then again, not all people are as easily amused by how things look as I am.

The puzzle side to things were quite unclear from the trailer (maybe I just wasn’t paying attention) so I was a little unsure on what to expect. But I was actually pleasantly surprised by the mechanics when I played. They’re unique and if anything the mechanics for the puzzles actually enhance the visuals even more. You basically interact with “tumble weed” like balls, place them in various different “hotspots”, I guess, which change your surroundings. Each one doing something different, changing the scene in a particular way, you obviously needing to figure out how to manipulate the level into being able to move onward.

Now here is the iffy part.
A lot of reviews that I read before I started this game definitely mentioned the storyline/voice acting being the main problem. I went into the game not really expecting much because of it and to be honest maybe that is why I wasn’t as disappointed as others seemed to have been.
The voice acting is bearable through the most of it in my opinion, there was only one or two odd scenes which really were cringe-worthy to the point of giggling to myself like “REALLY?” despite it being a very serious and “emotional” scene.
The story on the other hand, to be fair, was a little poorly executed. You can… kiiind of? See what they were trying to do with it but it really could have been done better. The foundations for something great are there, but as it stands it is very “meh”.

Lastly, Achievements!
This game is a pretty easy one to 100%, there were a few I thought were going to be very tedious to try and get but it turns out they weren’t!
Apparently I have a total of 11 hours in this game, but honestly I think quite a lot of that is me standing around in the game hungover trying to solve puzzles (really wasn’t a good idea) and idling seeing as I wondered off a few times after being so stumped over one or two of the puzzles. So if a normal functioning human being wanted to 100% this I’m sure it’d be a lot less.

All in all though, during the playthrough I was very unsure the whole time, I didn’t really know what to think, had these negative reviews rattling around in my head lowering my expectations, but now I have finished it and I kind of sit and reflect a little, I still think this game is worth recommending. The story isn’t great but you can see what they are getting at. It’s not AMAZING, but it’s bearable.

TL;DR : Amazing visuals, iffy but bearable story and unique puzzle mechanics. Despite having a bit of a “I don’t know about this” attitude throughout the whole thing, after finishing it and looking back I would still say it’s worth a try.
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18 of 18 people (100%) found this review helpful
1 person found this review funny
8.2 hrs on record
Posted: March 17
Mind: Path to Thalamus is the emotional aftermath of a careless father, one who dragged his children on trips to chase storms and other extreme weather. It’s a personal crusade that ultimately enacts cascading consequences: a fatal tsunami which swept away the narrator’s sister as he watched from the safety of a tree, his father nowhere to be found. A descent into drunken madness as a result of a broken family and an inability to believe in the truth of a sibling’s death. The narrator blames his father, but also himself, as he too chases extreme weather: the opening scene of the game is a massive tornado in which you must find your own daughter, named prophetically after your sibling.And thus begins a decade-long coma through which Mind: Path to Thalamus is a journey. As you make your way to the heady metaphor that is a giant tree called Thalamus, the road is paved with obstacles in the form of weather/environment changing abilities. Special areas—marked by gnarled trees, lilies, cairns, or slowly rotating gears—affect fog, night/day, rain, and time, respectively. Stand in their areas—or leave a spindly ball of glowing neurons in them—and the fog will expand, the sun will set, rain will fall, or ruins destroyed by time will grow whole again. Mastering these will be the nuts and bolts of your journey, the tools that let you pass into new areas and build up, more like Portal than Myst.Each map is nothing short of breathtaking in its complete disregard for spatial logic: chairs sit with their legs against walls, neat rows ordered to the ceiling. Railroad tracks truncate into blinding tunnels. Decaying ruins grow from an endless, ankle-high sea which reflects invisible, walkable segments floating above you. As the hollow avatar of the game’s narrator, you hold down W to move across these mindscapes, explore inner turmoil, solve puzzles, and listen to a voiceover that elucidates regret, dead sisters, drunken fathers, and shame.It’s incredibly ambitious subject matter from a young creator, but at times, it falls somewhat flat. All of this information is delivered in voiceover that pops up at the beginning of levels, whenever you solve a part of a puzzle, and so on, often in ornamental language or via out-of-place references. Awkward, overly poetic phrases make the game feel like a high school, compounded by a young voice actor who has a hard time passing for a father, let alone one who has been ravaged by life and death.Saying the game is about exploration may be a little reductive but it’s also true. It wasn’t the allure of puzzle solving that drew me in Mind. It wasn’t the developing powers over night and day, fog, clarity, or even time that are used to solve them. These elements deepened the gameplay in a necessary enjoyable way, but my ‘path to thalamus’ was characterized by soaking in each of the game’s environments. Puzzle solving, as tricky and inventive as the puzzles often were, was a means to an end: they were the reason to slow down and notice all that was around me. And that is why I will remember Mind.Mind: Path to Thalamus would never have existed ten years ago. Its abstract, high-minded premise isn’t one we would have seen from a big publisher. Instead, a single man and his small band of compatriots deliver on one of the most creative ideas of recent years.Mind is beautiful and its surreal environments will linger on with me longer after the story has faded. Exploration is its defining quality, even as the puzzle solving elevates above other exploratory games. For this reason, Mind: Path to Thalamus is an easy recommendation, even if its story falls a little short. This is a game that should be experienced.
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41 of 66 people (62%) found this review helpful
4.6 hrs on record
Posted: November 2, 2014
Contrary to popular conception, I don’t revel in criticizing games, at least not ones which clearly tried to do something interesting with their concepts but wound up falling flat. Mind: Path to Thalamus is the sort of game I hate having to review; ambitious, compelling, and filled with beautifully imaginative imagery and a narrative that tries to explore intelligent themes of guilt, parental neglect, and the possibility of an afterlife. It’s a game with great potential that executes itself with an abundant lack of skill and cohesion, that by the end is almost pitiable in how poorly the experience comes together.

Entering a dreamlike world within your own head by way of a tornado induced coma, you inhabit the body (for lack of a better term) of a father drowning in a tidal wave of guilt at the death of his sister (and more recently, daughter), for which he holds himself wholly responsible. His last thread of hope is to make his way to the Tree of Thalamus, a sort of tree of life which is at the heart of this world that in some ways serves as a bridge to heaven, where he will find his sister and beg for her forgiveness.

Simply typing out that synopsis has given me an even more obvious view of how fundamentally flawed the narrative is right from the start. It consistently loses its own plot as it attempts to draw meaning out of its level designs, juxtaposing new emotional hurdles for your character to overcome while never giving any of them time to develop into anything but poorly conjured schlock, existing solely to attempt to impose some greater purpose to the narrative than the mediocre writing ever manages to do. It’s telling that at the end of the game, the developer very nearly acknowledges the absurdity of the plot, though in doing so essentially writes off everything which came before and creates even more issues which ultimately culminate in an ending that seems to have no idea whatsoever what it wants to say, wrapping itself up hastily and clumsily before it can cause further harm.

I appreciate that Mind attempts to tell a story that wishes to touch upon lesser explored themes than we often see in games, but to do so requires a great deal of forethought and an author capable of crafting something meaningful which is simply not present here. Mind drowns itself in self pity and heavy handed theology, leaving an abundance of plot holes along the way as the lone voice actor reads off a poorly worded script with a consistently over the top or lack of inflection that is little more than an embarrassment.

The pacing also suffers due to convoluted and tedious nature of the game’s puzzles, which involves placing strange tumbleweed like balls within certain areas in order to change some aspect of the level, be it making day turn to night illuminating portals or causing crumbled pieces of the environment reappear. Its mechanics are never explained nor even highlighted in such a way as to make them apparent through their effects, leaving the player to meander about levels until they may stumble into the right area and realize the subsequent result.

These areas are often hidden or placed out of the way, with the camera often being positioned in such a way as to lead you off in the wrong direction, as if the developer wanted to make them as hard to find as possible. The solutions are typically simplistic in nature, but because of the complete lack of a prior explanation of how the game’s systems work, it can be incredibly tedious to solve them. I never felt accomplished by discovering how to do so, instead a feeling much closer to relief that I could finally move on.

They also serve to disrupt the otherwise gorgeous art design of the environment, inserting stagnant architecture that is used to provide consistency for the puzzles, but often feels out of place positioned on the changing landscapes you travel between over the course of the game. In such a visually imaginative world, having these moments when parts of it clash stands out even more aggressively and greatly weakens what is easily the most well crafted element of the game.

The opening of Mind is without a doubt its strongest moment. It relates a possibility of something incredible, an excellently executed scene of a tsunami emerging out of the sea, destroying the countryside in a terrific display of destruction and chaos as our character frantically searches for his daughter. It gives the impression of lofty ambition and great promise, but only the former ever showcases again, more often than not to illustrate the danger of biting off more than you can chew.
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13 of 17 people (76%) found this review helpful
1 person found this review funny
4.4 hrs on record
Posted: January 2
For games like this I am waiting for. It's not a Dear Esther, It's not an Anna, Its a new kind of riddles. Got this game for 4.64 greens in Humble Bundle and what I must to say is this is the best and most interesting game in 2014 year. That's for sure. Must have if you like to think and travel and getting more and more. For all Dear Esther and Anna fans.
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16 of 24 people (67%) found this review helpful
1 person found this review funny
4.4 hrs on record
Posted: November 16, 2014
Some deep ♥♥♥♥. I might have cried, which is not good becasue then I can't see the beautiful envoriment in the game.

Would cry again.
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6 of 6 people (100%) found this review helpful
1 person found this review funny
4.9 hrs on record
Posted: December 29, 2014
My experience playing this game was only after the revised narration was implemented, because of this I have no comparison of the monologue nightmare that some speak of before the changes.

The latest version of this game was absolutely stunning to play. Its presentation reminded me of the Myst series, however instead of a journey through a book it's a journey through the mind. The puzzles rely on some basic rules in order to open gateways to the next state of mind. Some parts are more beautiful and relaxed while others are chaotic and jumbled.

Puzzle solving relies mostly on using these neuron-looking spheres which, if placed in the right locations, can alter the state of the environment and/or time. Changing states in each world is how you bend the rules of each obstacle to complete the puzzles.

I definitely recommend this if you enjoy puzzle games, or even games that focus heavily on atmosphere and story.
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5 of 5 people (100%) found this review helpful
1 person found this review funny
6.2 hrs on record
Posted: January 3
Quite interesting game with lot of logical puzzles. It's not a copy of Portal nor Antichamber but if you liked them, you will probably like that one too. At least I did!
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11 of 17 people (65%) found this review helpful
4.6 hrs on record
Posted: February 1
I really wanted to like this game. It's so pretty. And it seemed like such a good concept. But I can't get over the fact that I hate the puzzles. I really hate the puzzles. They just keep getting more vague, and I haven't enjoyed one yet. Playing this game feels like trying to read a book with speedbumps. If it had a "Dear Ester" mode that just autosolved the puzzles as you explore, I might love this game. But as is, I just can't say that I think it's pleasant.
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4 of 4 people (100%) found this review helpful
1 person found this review funny
4.7 hrs on record
Posted: February 17
Path to Thalamus was okay. It really feels like it was made by a college student who was trying way too hard to be deep and poetic, but the visuals were beautiful. The puzzles themselves were challenging, but often felt like part of the puzzle was finding all the pieces. Imagine if you had to solve a jigsaw puzzle but one of the pieces was hidden somewhere else in the room.
Another issue that I kept running into was that I couldn't tell that things were puzzle mechanics until after I had solved puzzles using them at least twice.
For all that said the game was still enjoyable and I played it all the way through to the end. The visuals and uniqueness of the mechanics make up for the rest of the game's shortcomings.
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3 of 3 people (100%) found this review helpful
1 person found this review funny
9.2 hrs on record
Posted: December 13, 2014
2 words... Beautiful game
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4 of 5 people (80%) found this review helpful
1 person found this review funny
3.6 hrs on record
Posted: November 1, 2014
Beautiful graphics, environment and effects
Nice music
Some puzzle solving
Feels like in a dream
Perfect game
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5 of 7 people (71%) found this review helpful
14.6 hrs on record
Posted: February 4
-Novel puzzles
-Gorgeous scenery
-Weak story
-Puzzle mechanics are poorly explained

Very pretty, with some fairly clever puzzles. However, it probably leaves a bit too much to trial and error. The story is fairly original, but ultimately fell flat for me.

It concerns a man who lost his daughter in a tsunami, who has since fallen into a coma. He's trying to find his daughter in his own mind, and escape from his mental state by solving abstract puzzles in the (really quite beautiful) landscapes of his unconcious. Interesting premise, however it's delivered entirely through poorly acted voiceover. The game doesn't really explain much about the protagonist or his daughter (at least in the first half of the game, I didn't finish it), so we don't really have an incentive to care all that much about either of them. So that really leaves the gameplay as the main drawcard.

There are some strong ideas when it comes to puzzles, however much of it fell flat due to the trial and error required to understand the basic mechanics. I'll explain them, if you don't mind being mildly spoiled on the mechanics. Essentially, there are areas on the ground that, when stood in, affect the level in various ways. Patches of white flowers will change the level to night, which opens various portals around the area, and makes balls of light become visible. Stone circles will bring on the rain, which raises certain wooden platforms. Tree arches/circles will make the level foggy, but remove spherical barriers blocking paths. These effects only apply while you're standing in the zones, so you'll need to place balls you find into them to change the states and solve the puzzles. This also means that if you enter an area and it's already dark, you know there's a ball in a flower patch somewhere. Once you've figured this out, the puzzle system becomes quite rewarding. But the trial and error required to get to that point can be irritating.

Ultimately, I gave up on playing about halfway through because I wasn't having much fun with the puzzles, and the story wasn't compelling enough for me to continue. There's definitely promise here though, and I'll be keeping an eye on future projects from this developer.
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6 of 9 people (67%) found this review helpful
1 person found this review funny
0.9 hrs on record
Posted: November 1, 2014
This is a beautfull looking first person adventure puzzler.
It's probably one of the best looking games of this genre I have seen this year. The puzzles are unique and very clever and the sense of mystery draws you in even deeper. - This game deserves your attention!
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2 of 2 people (100%) found this review helpful
6.9 hrs on record
Posted: December 30, 2014
This has been described as a First Person Puzzler. The story is a bit all over the place, but the payoff at the end chapter makes it worth sticking through; at which point you've lugged around enough glowy hamster exercise balls to last a lifetime.
The reason you should play this game is for the sheer, mind-boggling prettiness of the scenery. I've had to stop in mid-puzzle a few times and just ADMIRE how awe-inspiring the levels are, and what joy it felt just to BE in that space. I haven't seen anything like this since the Myst games, and this comes without any unreasonably difficult puzzles.
It is immersive exploration at its finest. A truly, truly beautiful game.
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2 of 2 people (100%) found this review helpful
5.6 hrs on record
Posted: November 11, 2014
Interesting game, great visuals, emotional soundtrack. I've been wanting to try this one for a while, so when I saw it on sale, I bought it right away. The gameplay is approximately 4-5 hrs, so for a few bucks, it's well worth it. The trailer sucked me right in, but unfortunately, I wasn't as immersed into the 'Mind' as I thought I'd be... At first glance, the levels look spectacular. But then after walking around for a while, you realize that the level design is usually limited to a small boxed off area (delineated by a picket fence in the game) with invisible walls. All of the backgrounds are just static images, so no matter how long you stare at the gorgeous artful of the sky, there's nothing dynamic about it at all. Some of the puzzles are very clever (I definitely encountered a few head scratchers), but most of them feel a tedious for no reason. The story is also quite confusing, and any in-game 'NPCs' look and feel like they were copied straight from an N64 game. It's too bad because this game had so much going for it, but the static environments, tedious puzzles, rigid characters, and confusing story made it really difficult to fully immerse myself in what the game developers had to offer. Still a great buy to have some fun for a night.
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2 of 2 people (100%) found this review helpful
5.5 hrs on record
Posted: November 12, 2014
This game is ambitious. It attempts to tell a complex personal story, build amazing environments, and puzzle the player. It succeeds at two of these goals.

The environments are incredible. The lighting is just heavenly (if not blinding) and gives a surreal out of this world vibe to every environment. Of course it also helps that the mechanics of the game revolve around manipulating the world and the levels react dramatically to your actions. The level design and visual direction of this game never fail, and it is this element that kept me going through the game. I was always excited to be dropped into a new level and always looked forward to moving on to the next one.

The puzzles were good as well. The main mechanic of the game is super simple: dropping balls into circles. But depending on the circle you dropped the ball into the environment will change in a specific way (change fog level, start raining, ect.) which will move elements of the puzzle. I don't want to say to much more because it is better to go into the puzzles blind, but look at every nook and cranny, everything is there for a reason.

But I think the story ultimately fails. The dialogue is just not performed well honestly and it takes away from the game. Every once in a while their will be non spoken moments that move the story forward, and I think those are really special. When the music (super good soundtrack by the way) and visuals are doing all the talking, this game can deliver an emotional punch. But whenever the protagonist starts talking, he just comes off as a redditor trying to sound very smart. It bothers me because I like the core ideas of the story, but it's just not delivered consistently.

But overall, this is just a good puzzle game that has great graphics and cool puzzles. Get it on sale if you really like first person puzzlers.
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2 of 2 people (100%) found this review helpful
7.1 hrs on record
Posted: November 24, 2014
It's clear, that a lot of love went into creating this game. It's heartbreakingly beatufiful and heartbreakingly... heartbreaking. I feel bad for paying only 4 euros for it, it would have deserved more of my money.
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2 of 2 people (100%) found this review helpful
2.8 hrs on record
Posted: December 7, 2014
The game was decent. I would personally give it a 6/10. The visuals and music were top notch. The puzzles were interesting enough, and the game was just a relaxing playthough. The story and voice actiong, however, were not very good and even moderately cringe-worthy at times. Overall though, I enjoyed it enough.
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2 of 2 people (100%) found this review helpful
2.4 hrs on record
Posted: December 7, 2014
This is a first person puzzler with some unique puzzles, focusing on changing environmental effects to make your way through. The story is meh (and the heckling of the final boss really annoyed me), but the environments are beautiful, and some of the puzzles are very tricky in their implementation, albeit usually fair (I did have to get help on a couple). There could be a little more guidance through much of the game, but other than that, it's a worthwhile melancholy adventure through uniquely beautiful environments with creative puzzles. Not perfect, but definitely worth a look.
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