
Hidden object game in a fairytale style. This is a kind game for kids.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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The best thing about this game is finding the Gnomes that are hidden.
Doesn't have any settings so you can't adjust the volume in-game. Finished it in under 5 minutes.
3 минуты - 100 % ачивок
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This one was EXTREMELY easy, way too much so. I found all gnomes in a minute without even trying, they are not so much hidden so much as "Find 100 gnomes trying very hard *not* not hide" So yeah easy 100% again. Gnomes found in a minute, then leave the game overnight as I go sleep to idle to get trading cards...
这也能叫寻物游戏?答案全都怼脸上了,就是看了幅画,3分钟不到就结束了,为了写个差评硬是挂到10分钟
100 Hidden Gnomes Разработчик: Anatoliy Loginovskikh, Drop_Dead_Fred. Издатель: Anatoliy Loginovskikh. Дата выхода: 2 декабря 2020 года. Платформа: PC (Windows). Жанр: казуальная игра, приключение, поиск предметов (hidden object), головоломка. Модель: разовая покупка. Языки: английский (русского нет). Суть: найти 100 гномов, спрятанных на стилизованном 2D‑изображении в сказочном сеттинге — исследовать картинку и кликать по обнаруженным персонажам. Ключевые особенности: рисованная 2D‑графика в минималистичном и атмосферном стиле; сказочная тематика и средневековая эстетика (подземелья, шахты и т. п.); одиночный режим — игра рассчитана на одного игрока; простая механика поиска: достаточно кликнуть на найденного гнома; 100 достижений Steam (по одному за каждого найденного гнома); расслабляющий геймплей, подходит для всей семьи и детей; компактный размер — не требует много ресурсов и места на диске; короткие сессии: можно играть эпизодически; вид сбоку, стилизация под загадочное подземелье.
10/10 - i don't remember inviting them but they're all here 100 hidden gnomes begin the way all good lies do, quietly. you load into a scene that feels friendly, almost playful. little environments packed with detail and charm. you're told there are gnomes hidden throughout, and that seems reasonable enough. gnomes belong in places like this. gardens. workshops. corners you don't look at too closely. so you start searching, smiling when you find the first few. they're clever, but fair. tucked behind objects, blended into patterns. a fun test of attention. then the numbers start to matter. ten gnomes feels intentional. twenty feels dense. thirty feels like a lot. by forty, you begin to wonder how much space they really need. you start questioning scale. how many gnomes can reasonably exist in a single scene without it becoming crowded? the game never answers. it just keeps letting you find more. the art style does something very dangerous. it encourages comfort. everything is warm, detailed, and inviting. you lean in. you relax. and that's when the gnomes slip past your expectations. they hide in ways that feel personal. like they understand how you look at images. like they know where your eyes will skip. the lack of pressure is what makes it unsettling. no timer. no penalty. just you and the growing certainty that the scene is more gnome than not. you stop asking "where is the next gnome" and start asking "how did i miss that." you retrace your steps. you scan the same area again and again, convinced the environment has changed. the gnomes themselves are charming at first. little faces. beards. hats. personalities implied in a single pose. but the more you find, the less distinct they feel. they blur together into a presence rather than individuals. it stops feeling like you're discovering them and starts feeling like you're being allowed to notice them. at some point, i realized i was looking for gnome-shaped absences instead of gnomes. empty spots where one should be. places that felt wrong without a small figure tucked inside. when i found one there, it wasn't surprising. it was corrective. like fixing an error. as the count climbed higher, the idea of the number became impossible to ignore. one hundred is too many. not for a game, but for a space. and yet, every time i found another, it felt inevitable. of course there was one there. of course there were always this many. why wouldn't there be? near the end, i stopped feeling like a player and started feeling like a caretaker. like my job wasn't to find the gnomes, but to acknowledge them. to make sure none were overlooked. missing one felt wrong, not incomplete, but disrespectful. when i fount the final gnome, i didn't celebrate. i sat there for a moment, staring at the scene, now fully accounted for. beholding the view. it felt balanced. quiet. finished. and then i noticed how empty the space felt without anything left to search for. that's when it occurred to me that the game never tells you what happens to gnomes after you find them. they don't leave. they don't move. they just remain where they always were, now seen. red. and i wondered how many times I've been seen the same way. standing still. blending in. waiting for someone to notice. 100 hidden gnomes is cozy, clever, and deeply satisfying, but it also lingers longer than expected. it turns observation into obsession and charm into quiet unease without ever raising its voice. highly recommended for fans of hidden object games, relaxing visuals, and the slow realization that the number of gnomes around you feels exactly right. i found all 100. i'm not entirely sure i wasn't already one of them.
Смотри, мы гномики. Вы не гномики, вы пи....
100 Hidden Gnomes is a deliberately simple hidden-object game that focuses on relaxation, visual charm, and instant gratification rather than challenge or narrative complexity. Developed by Anatoliy Loginovskikh with contributions from Drop_Dead_Fred, the game presents players with a single illustrated scene and a clear objective: find one hundred gnomes cleverly scattered throughout the image. There are no timers, penalties, or complicated mechanics, making the experience approachable from the moment it begins. This straightforward design places the game firmly in the casual category, appealing to players who want a brief, low-stress activity rather than a demanding puzzle. The visual presentation plays a major role in the game’s appeal. The artwork embraces a whimsical, fairy-tale style filled with playful details and soft colors, creating a lighthearted atmosphere that invites slow observation. While the environment contains plenty of decorative elements, it is intentionally uncluttered, ensuring that players can scan the scene without feeling overwhelmed. The gnomes themselves are stylized to stand out just enough from the background, making the search feel more like a relaxed visual exercise than a test of sharp perception. This artistic approach makes the game suitable for all ages and particularly welcoming for those new to hidden-object games. Gameplay consists solely of locating and clicking each gnome, with a counter tracking progress as the total gradually decreases. There are no puzzles layered on top of the search, no inventory systems, and no hints to manage, which keeps the experience focused and intuitive. Each discovery is rewarded with immediate feedback, reinforcing a sense of steady progress. Because the game is designed around a single scene and a fixed number of objects, it can be completed very quickly, often in just a few minutes, depending on the player’s attentiveness. A notable aspect of 100 Hidden Gnomes is its appeal to achievement hunters. Each gnome found corresponds to a Steam achievement, turning the entire experience into a rapid completion challenge for players who enjoy filling achievement lists. This structure adds an extra incentive to fully clear the scene, even though the gameplay itself is brief. For some players, this achievement-driven design is the main attraction, offering a quick sense of accomplishment without a large time investment. While the game’s simplicity is its defining strength, it can also be a limitation. Players seeking a more demanding hidden-object experience with clever camouflage, layered scenes, or evolving challenges may find the search too easy and the content too limited. The lack of multiple scenes or replay variation means there is little reason to return once all gnomes have been found. However, the game does not attempt to disguise this limitation, presenting itself honestly as a short and gentle experience rather than a full-length puzzle adventure. Overall, 100 Hidden Gnomes succeeds as a compact and relaxing hidden-object game that values charm and accessibility over depth. It offers a pleasant visual experience and a straightforward objective that can be enjoyed in a single sitting, making it ideal as a brief distraction or a calming break between more complex games. While it may not satisfy players looking for lasting challenge or replayability, it delivers exactly what it promises: a light, friendly search game that prioritizes ease, comfort, and simple enjoyment. Rating: 7/10
[h1] 6/10 [/h1]
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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