
Build your intuition for four-dimensional space, starting with walking and jumping. Master a wide variety of interactions and solve challenging 4D Sokoban-style puzzles.
Modeled estimate, not a reported figure. How we estimate →
About
4D Intuition is a unique 4D geometry puzzle game. Starting with simple movement and jumping, you'll gradually build an intuition for 4D space through a series of interactive challenges. Along the way, you'll learn how to navigate and manipulate 4D objects before ultimately solving challenging 4D Sokoban-style puzzles.
Humans don't understand 3D space through calculation—we rely on visual intuition.
From flat 2D images, our brains automatically reconstruct 3D structure.
In the same way, 4D space can be explored through 3D views.
In 4D Intuition, you interact with 4D space using a virtual "3D display" that provides a form of virtual 4D vision.
By learning to read the hidden spatial relationships inside these 3D views, you will begin to develop genuine 4D intuition.
The game consists of 5 chapters and 64 levels, where you'll develop your 4D intuition through a variety of engaging challenges:
Walk, jump, and collect targets.
Photograph 4D objects from different perspectives.
Build stacks of hypercubes.
Push 4D objects to their target locations.
Combine spatial reasoning to solve challenging 4D puzzles.
The game includes a variety of guidance systems, including 3D analogs of 4D scenes, animated demonstrations, and more. Whether you're completely new to 4D space or already familiar with it, you'll enjoy a smooth learning curve and plenty of challenging puzzles.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 73 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
自由度高的游戏玩的多了,自由度多的游戏头一次玩(
作为一个日常接触多维几何与拓扑概念的爱好者,之前曾深度体验过数十小时的《4D Toys》。但那款游戏更像是一个无目的探索的物理沙盒,对于想要真正“建立并检验”四维直觉的玩家来说,多少缺少了一些方向感。 而《4D Intuition》完美地弥补了这一遗憾!关卡式的设计非常精妙,它将抽象的四维几何体交互转化为了极具挑战性和目的性的谜题。每一个关卡都在强迫大脑打破三维思维的桎梏,去真正“感知”第四个维度的存在。 游戏的操作逻辑和视觉呈现都非常直观,关卡难度递进合理。如果你对高维空间感兴趣,这绝对是目前市面上最硬核、最能帮你建立“四维直觉”的杰作。 完成度极高、创意极佳的独立游戏,五星神作,强烈推荐!
关卡有趣不无聊,在解关中逐渐理解四维空间 在“开始思索”“我逐渐理解”“我完全理解了(真的完全理解了吗)”中会获得大量乐趣。 难度设置合理递进,对新手友好(又有谁不是新手呢(doge))
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Hours played at review time, across 73 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]不可多得的四维解谜神作[/h1] [b](非鉴赏家评测)[/b]首先感谢作者赠送的激活码。 这是一部令人激动的游戏。之前仅仅玩过Demo的6关,我就已经迫不及待地想探索四维空间的一切。像十几年前初玩《Minecraft》一样,四维世界的所有事物都让我好奇和心潮澎湃。以前曾见到过四维超立方体“大立方体套小立方体”的结构,奈何想不出超立方体在四维生物眼中是怎样的。偶然在B站刷到作者的四维可视化视频,然后发现了这款游戏。游戏涵盖了四维空间的基本要素。前四章是“教程”部分,由浅入深地引导玩家如何像四维生物一样感受世界;第五章是解谜部分,谜题综合了之前学到的所有知识,虽然只有8关,但很好地阐释了四维推箱应该是怎样的。 [h2]引导[/h2] 游戏强引导和弱引导并存,既有通过文字和动画的强引导,也有给定目标让玩家自己发现规律的弱引导。 第一章的主要目标是认识四维世界中的水平超平面,主要使用强引导让玩家适应观察三维照片、移动角色和四维摄像机。这一章把四维空间和三维空间紧密类比,让玩家顺利地从三维切换到四维。 第一章不需要使用跳跃,就像在垂直于重力方向的三维子空间里游走一样。第二章正式需要玩家通过跳跃来达成目标,除此之外还带玩家初见超立方体。这一章的引导逐渐减弱,没有直接告诉玩家物体在角色正上方时三维照片是怎样的,怎么查看超立方体的各个面,而是使用循序渐进的关卡启发玩家自己探索。其中让玩家拍摄指定的三维照片是认识四维几何体很棒的引导方式。 第三章需要玩家摆放多个超立方体,以及在复杂的四维场景中移动。这一章几乎没有文字引导,全程通过关卡让玩家练习。从此处出现了移动超立方体的关键机制:[spoiler]超立方体可以抵着同高度的物体推到上方[/spoiler],这也是后续解谜的基础。 第四章是非常有趣的部分,揭示了包含曲面的四维几何体是什么样子。除了平凡的四维超球体没有过多介绍,其余几何体都是由易到难带玩家探索,包括[spoiler]球柱[/spoiler]、[spoiler]圆柱柱[/spoiler]、[spoiler]双圆柱[/spoiler]。这一章针对这三个几何体都设计了一个完全相同的关卡:使用尽可能少的翻滚步骤把几何体移动到目标位置。这几个关卡是至关重要的,该章节没有直接告诉玩家几何体如何在不同摆放状态中切换,一切都需要玩家自己通过相关关卡掌握。 总而言之,本作的引导相当流畅自然,只要认真思考,认识四维世界不是问题。 [h2]解谜[/h2] 解谜部分是本作的重头戏。我的全流程时长是17小时,前四章大约只用了5到6小时,剩下时间都在解第五章的谜题。谜题需要用到之前出现过的所有机制,甚至包括之前可能没注意到,需要在谜题中发现的机制(如[spoiler]哪些几何体能通过一格高的通道[/spoiler]、[spoiler]几何体在什么情况下可堆叠[/spoiler])。谜题形式是经典推箱,但四维自由度给了谜题设计超大的发挥空间,其中不可思议的曲面几何体是独特的解谜要素。 下面是8个谜题的关键洞察,[b]建议卡关或通关后查看[/b]。 57:[spoiler]白色平台有两个堆叠起来的超立方体无法移动,总体思路是把高处的超立方体移到下方,帮助堆叠在一起的两个超立方体分开,之后再把超立方体移回目标位置。[/spoiler] 58:[spoiler]关卡中有超立方体和圆柱柱,哪个几何体能不借助帮助,通过一格高的通道移到目标位置?另一个几何体则需要帮助。[/spoiler] 59:[spoiler]关卡中四个几何体,只有一个无法通过一格高的通道,必须借助其它三个的帮助。其余三个几何体可不借助帮助通过通道。[/spoiler] 60:[spoiler]某个目标位置有唯一解法,该位置需最先满足。球柱可以通过T形通道。两个柱体可以在蓝色(脆性路面)区域堆叠在一起。[/spoiler] 61:[spoiler]细心腾挪,关卡中每个白色区域都要用到。[/spoiler] 62:[spoiler]超立方体要使用两次。第一次为了不把超立方体移到边缘,需要借助另一个球柱的帮助,才能成功移动第一个球柱。第二次把超立方体移到边缘。[/spoiler] 63:[spoiler]圆柱柱是可以不借助帮助移到目标位置的,所以首先要移动超立方体。[/spoiler] 64:[spoiler]记出生点所在区域为区域A,两个几何体都可以从红色区域直接移到区域A。球柱可以推进区域A的T形通道,并返回目标位置,但是T形通道被堵后,主角无法从区域A移到其他位置。所以考虑把超立方体推到区域A的合适位置,用来垫脚跳到红色区域。[/spoiler] [h2]UI和音效[/h2] UI和音效我一定要给好评。整体UI充满科技感、未来感,按钮动画做得很生动,背景音乐烘托得恰到好处。三维视窗经过仔细打磨,操作直观流畅。 [h2]不足之处[/h2] [list] [*]本作没有逻辑解谜标配的撤回功能,只有关卡内存档读档。走错一步就需要读档,而且存档只能存一个,死档了就需要重新开始。读档和重新开始功能在一起,如果误点到重新开始,之前的存档就不见了。 [*]本作看起来像小游戏,但实际比较吃性能,且没有帧率调节选项,游戏帧率达不到显示器帧率上限时,偶发运行降速现象。 [/list] [h2]总结[/h2] 《四维直觉》符合我对一款四维空间探索游戏的所有预期。这应该是唯一的一部四维解谜推箱游戏,强烈推荐给喜欢逻辑解谜的玩家。
非常好游戏,使我的维度升高,评测来自亚细亚洲东海岸 目前已完成前三章探索,个人感觉既适合想要初窥四维的休闲娱乐玩家,也适合即将进行升维、想要提前适应四维的硬核玩家 游戏中提供了多种方式循序渐进地进行引导,对三维生物十分友好——与4D配套的3D关卡,透视规则的讲解,别出心裁的“金木水火”四侧面命名,以及堪称轮椅的“超平面幻觉”和坐标显示。如果你只想对四维浅尝辄止,“超平面幻觉”绝对足以让你感受到四维的神奇;如果你试图触碰四维的边界,利用坐标定位也是个不错的选择;而如果想要培养真正的四维直觉,单凭金木水火的“平视角定位”(我的自创说法,也就是不利用超平面幻觉和坐标的情况下只靠“金木水火”完成四维定位)是个不错的选择;而如果你明天就要升维,想要提前适应真正的四维世界,请忽略以上所有技巧,不显示坐标,不使用超平面幻觉,也不看“金木水火”的四侧面,纯粹靠简单的旋转和平移完成所有探索!(目前我仍未做到这一点) 总之,如果你对四维感兴趣,大胆冲,这款游戏一定能满足你的绝大部分想象!
Yeah - interesting, got me hooked, Im thinking its just 3 D with cubes, but nah it aint that.
Bilingual Review (EN/CN) | 中英双语评测 The world's first game that uses a "3D screen to display 4D projections" to visualize four‑dimensional space. It presents the structure of 4D space in the most intuitive and comprehensive way – an essential experience for any 4D game enthusiast. From the interaction‑mapping methods, to the level design, to the hint texts and tutorial demonstrations – every aspect shows the author's relentless polishing of every detail. Watching the devlog videos the author has posted on Bilibili, even that tiny glimpse of the development process is enough to imagine the enormous and tedious workload behind it. Through carefully designed level guidance, the author conveys his deep understanding of 4D space in an accessible way to every player who first touches the game, guiding them step by step to get familiar with the controls, interpret the information on screen, perceive the properties of each object, and appreciate the charm of four dimensions. When I first played this game, I was utterly confused by the on‑screen information. The first time I saw the projection of a cross‑road, as a 3D creature I thought it looked like a pointed tower – the "ahead" on screen seemed like "up". But the author cleverly uses an analogy of "3D → 2D projection" to help you understand why the "up" on screen is actually "forward", and how size conveys positional information. The rendering engine's algorithm also lets you rotate the viewport to face you directly. At that angle, information from one dimension is almost completely folded in; the picture looks almost no different from the 2D projections of 3D space we are used to, and everything changes exactly as common sense would expect. On that basis, you can slightly rotate the viewport sideways to see how the direction of another dimension manifests on the screen, how rotating the viewport changes what you observe, and what happens when you turn your perspective… Through small attempts and gradual comprehension, your brain begins to adapt to this information and starts to grasp the connections. During the first two days after I started playing, whenever I lay in bed and closed my eyes, I would see the world of "4D Intuition" – watching myself move back and forth, repeatedly rotating the viewport to locate my position. Neurons kept forming new connections; massive electrical signals flowed between different areas; my brain felt like it was heating up. The first night I was too excited to sleep – at one point, I visualized something, sat straight up, went to the computer, opened the game, and verified whether my mental image was accurate, until I finally fell asleep at 4 a.m. After two days of adaptation, I no longer needed to force my brain to see "up" as "forward" – it looked completely forward to me. Conversely, I now find it hard to see the forward direction in the cross‑road as "up"; no matter how I rotate, it always feels like it's straight ahead. Trying to forcibly see the "forward" shown in the projection as "up" feels as cognitively uncomfortable as drawing a cube on paper using oblique projection and insisting that it be seen as a purely two‑dimensional flat shape. When I later looked back at the author's earlier 4D visualization videos, or other people's gameplay recordings, I could understand what the operator did – which direction they rotated the view, which way they were moving. I could complete the p=0.5 level in the author's "Count Hypercubes" demo with over 90% accuracy: (<https://crispher.github.io/demo2?p=0.5>). I could follow the rotation of a 4D Rubik's cube, knowing where each cell lies on the screen and why the shape deforms that way during rotation. Sometimes I would visualize basic geometric objects like hypercubes and hyperspheres in my mind, comparing them with 3D objects like cubes and spheres – even mentally playing with a hypercube and a cube to feel their different textures (the hypercube feels very thick and full, while the cube is like a thin slice). When I revisited these concepts, they no longer just amazed me – they gradually became analyzable, interpretable, and tangible. That was a completely new experience for me. After that, I started to imagine: if some 3D object I see in daily life were actually the projection of a 4D object, what might the structure of that 4D object be? When carrying a shopping bag, I thought – if a fourth dimension were added, the bag hanging on my hand would simply fall off sideways, unless my hand had width in that fourth dimension. I imagined rotating my viewport to observe the projection of the real world from another angle, and found that the world is just a thin slice – trying to move along the z‑axis felt like being stuck, unable to budge. Reality felt as if it had lost a dimension, and it took me another day or two to readapt to the real world. By the time I wrote this review, I had already completed all the levels. But when I revisited earlier levels with different viewpoints and different controls, I deepened my understanding from various angles. First‑person, third‑person, top‑down, hyperplane‑illusion, view‑turn plus forward movement – each perspective offers a distinct experience. When I tried speedrunning the early levels, I found that "hyperplane illusion + view‑turning" is practically a "wheelchair" (in Chinese gaming slang, "wheelchair" jokingly refers to a strategy that is so powerful and easy to use that it feels almost like cheating – in a fun, playful way) – it gives the best field of view on most maps, allows quick reorientation toward the target, and lets you reach the goal via the shortest path. However, I strongly advise beginners not to play that way, because it looks too much like moving through ordinary 3D space; 3D intuition suffices for most levels, which hinders building a proper understanding of 4D space. I sincerely thank the author for pouring so much effort into developing such an outstanding game, giving me the opportunity to engage with the concept of four‑dimensional space in a brand‑new way. --- The following is the Chinese version, consistent in meaning with the above. 以下是中文版本,含义与上文一致。 全球第一款使用“3D屏幕显示4D投影”的可视化方法展示四维空间的游戏,以最直观、最全面的方式展示四维空间的构造,四维游戏爱好者必吃精品。 从交互映射方式到关卡设计,再到提示文本与教学演示,从每一方面都能看出作者对每一个细节精益求精的打磨。观看作者以往在b站发布的devlog视频,仅从这些开发细节的冰山一角便足以想象出开发任务巨大且繁琐的工作量。 通过精心设计的关卡引导,作者将自己对四维空间的深刻理解以浅显易懂的方式展示给每位第一次接触该游戏的玩家,带领玩家一步步熟悉游戏中的操作,读懂画面传递的信息,感受每一个物体的特性,领略四维空间的魅力。 在第一次游玩该游戏时,我对画面中的信息感到非常疑惑。第一次看到十字路口的投影时,作为一只三维生物,我觉得它看起来就是一座尖尖的塔,画面中的“前方”看起来就像是“上方”。但作者通过巧妙的“3D→2D投影”类比,让人理解为什么画面中的“上方”实际上是前方,大小如何传递位置信息。 游戏内渲染引擎的算法还允许玩家将视窗旋转到正对自己的角度,且在这个角度下,其中一个维度的信息几乎完全折叠,画面看起来与我们平时熟知的3D空间的2D投影几乎没有区别,画面中的一切变化都如此符合常识。 在这个基础上,把视窗往侧方稍微旋转一个小的角度,观察另一个维度的方向在画面上如何展现,旋转视窗如何改变自己所观察到的画面,旋转视角又会带来怎样的变化…… 就这样,在一点点的尝试与理解中,大脑开始适应这些信息,开始理解其中的关联。 在刚游玩这个游戏的前两天,每天晚上躺在床上时,一闭上眼,我就会看到《四维直觉》中的世界,看着自己在其中前后移动,反复旋转视窗以确定位置。 神经元不断建立新的连接,大量电信号在各个区域间不断地流动,大脑的温度开始上升。第一天晚上我简直兴奋得睡不着,在自己想象到一些内容以后,直接坐起来,到电脑前打开游戏,验证我想象的画面是否准确,直到凌晨四点才能睡着。 经过两天的适应期以后,我已经不再需要说服自己的大脑努力将“上方”看成前方了,它在我眼前完全就是前方。相反,我已经很难把十字路口中的前方看作上方,无论怎么旋转我总是觉得它就在前面。把投影中展示的“前方”强行看作“上方”,就如同在纸上用斜二测画法画一个正方体,却非要人将它看作纯粹的二维平面图形一样令人感到认知不适。 当我回头去看作者曾经发布的四维可视化视频,或者其他人的游戏录像,我都能够理解操作者做了什么操作,向哪个方向旋转了视角,正在往哪个方向走;我能以90%以上的准确率完成本游戏作者开发的数超立方体游戏中p=0.5的关卡(<https://crispher.github.io/demo2?p=0.5>);我可以看懂四维魔方的旋转,知道画面上魔方的每个胞体位于哪个方位,旋转时画面为什么会发生这样的形变。 有时我会在脑内想象超立方体、超球等基本几何体,对比它们和正方体、球体等三维几何体的区别,把超立方体和正方体拿到手上rua,感受它们不同的触感(超立方体非常厚实饱满,正方体则是一张薄片) 当我再次接触这些内容时,它们不再只是让我感到惊奇,它们逐渐变得可以被分析、被解读、被感受,这对我而言是全新的体验。 在此之后,我开始想象,如果日常生活中见到的某个三维物体实际上是四维物体的投影,那它所对应的四维物体的结构可能是什么样的;提着一个购物袋时,我想到如果拓展出第四维度,那么原本挂在我手上的购物袋会直接从旁边掉下去,除非我的手在第四维度有宽度;想象自己旋转视窗从另一个角度来观察现实世界的投影,发现世界就是一张薄片,想向z轴的方向移动,却只感觉动弹不得,寸步难行。感觉现实世界就像是少了一个维度,重新适应现实世界又花了我一两天的时间。 发布评论时,我已经完整通关了所有关卡。但当我重新游玩前面的关卡,用不同的视角、不同的操作方式重新体验,我都能从不同的角度加深对其的理解。第一人称、第三人称、俯视、超平面幻觉、视角转向+前进……每种视角都有不一样的体验。当我尝试前期关卡速通时,发现“超平面幻觉+视角转向”简直就是轮椅,可以在大部分地图中获得最佳的视野,迅速转向目标方向,以最短路径直达目标。但非常不建议初次上手的玩家这样玩,因为它看上去实在太像在三维空间中穿行,三维空间的直觉便足以应对绝大多数关卡,这不利于建立对四维空间的理解。 真心感谢作者倾注心力开发了这样一款优秀的游戏,让我有机会以全新的方式与四维空间的概念接触。
非常有意思,感觉脑袋痒痒的,要长四维脑子了
终于明白蓝色空间号成员进入四维空泡的感觉了
要是有撤消就好了,没有存档习惯,好几次推过了全部推倒重来
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Where this game's players are, estimated from review languages.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $42.2K | 73 | 66% | $14.99 | |
| $42.2K | 79 | 100% | $13.99 | |
| $42.2K | 117 | 68% | $19.99 | |
| $42.2K | 96 | 71% | $24.99 | |
| $42.2K | 120 | 96% | $14.99 | |
| $42.2K | 178 | 78% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $0 | 0 | — | $1.99 | |
| $566 | 9 | 78% | $2.49 | |
| $409 | 21 | 95% | $0.99 | |
| $521 | 8 | 100% | $3.19 | |
| $130 | 3 | 100% | $1.99 | |
| — | 0 | — | — |