
A Collection of Bad Moments is an adventure game where the player discovers themselves in various tough situations and must use their wits to figure a way out! The moments vary from a deadly asteroid mission and mysterious virtual reality simulation to an airship duel!
Modeled estimate, not a reported figure. How we estimate →
Media

About

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Japanese, Finnish*languages with full audio support
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
Good game. Only plaid two maps but for the price so for so good. Nice grafik and great sound but sometimes hard..
You can try only if you are retarded. Maybe interesting ideas, but totally bad implementation. All is scripted. Got to by this game 4 years ago and never played and they promised me a game, not this. Lower than mediocre.
A Collection of Bad Moments – это приключенческая игра, состоящая из набора сценариев, по ходу которых вы попадёте в ряд затруднительных положений, из которых вам предстоит найти выход, полагаясь только на собственную смекалку. Игра головоломка 4 доступных уровня, имеються скрытые локации, всякие разные посхалки! мой стрим https://www.youtube.com/watch?v=vjeOcyWMY_U
노 잼
Gostei imenso do jogo! Especialmente do nível da fuga da cidade, tem uns puzzles bastante interessantes! Os gráficos são realistas com boas paisagens! Recomendo!
A Collection of Bad Moments is an experimental first-person adventure that thrives on putting the player into tense, uncomfortable situations and asking them to think their way out under pressure. Developed and published by Sky Trail Ltd, the game does not attempt to tell a single sweeping story or build a long progression arc. Instead, it presents a series of short, self-contained scenarios, each designed around the idea of being trapped in a moment where everything has gone wrong. From the outset, the game makes it clear that it values variety and surprise over consistency, and that design philosophy defines the entire experience. Each “bad moment” places the player in a completely different setting with its own rules and objectives. One scenario might have you stranded in space, struggling to manage oxygen and equipment while the environment steadily works against you. Another drops you onto a rooftop while hostile forces close in, demanding quick observation and decisive action. Elsewhere, the game leans into surreal or high-concept science fiction, presenting spaces that feel artificial or simulated, where the challenge lies in understanding the logic of the world itself. This constant shifting of tone and mechanics keeps the game unpredictable, as you are never entirely sure what kind of problem you will be asked to solve next. The gameplay across these moments focuses heavily on environmental interaction and light puzzle-solving. You are encouraged to explore, experiment, and piece together solutions from the objects and information available to you. There is often a sense of urgency, either through limited resources, looming threats, or implied time pressure, which reinforces the “bad moment” theme. Success usually comes from careful observation and logical thinking rather than quick reflexes, though some scenarios do require a degree of precision and timing. When everything clicks, the game can deliver genuinely satisfying moments of problem-solving, especially when a solution emerges naturally from the environment rather than being explicitly spelled out. That said, the game’s ambition sometimes exceeds its mechanical polish. Interacting with objects can feel awkward, and physics-based actions are not always as precise or responsive as they need to be. In scenarios where accuracy matters, this can lead to frustration, as failure may feel less like a mistake in reasoning and more like a limitation of the controls. The episodic structure also means that mechanics introduced in one moment are rarely expanded or refined later, which can make some ideas feel underdeveloped before the game moves on to something entirely different. Visually, A Collection of Bad Moments is functional rather than striking. The environments convey their themes effectively, but they lack the level of detail or stylistic cohesion that might make them memorable on their own. This uneven presentation reflects the game’s structure as a whole: some moments feel more polished and engaging than others. The audio design does a better job of supporting the experience, using ambient sounds and subtle cues to build tension and reinforce the sense that you are always on the edge of failure. Silence, background noise, and occasional audio alerts play an important role in setting the mood of each scenario. The game’s pacing is another divisive element. Because each moment is relatively short and self-contained, the experience can feel more like a collection of prototypes or thought experiments than a fully unified adventure. There is little in the way of narrative continuity, and once a moment ends, it rarely leaves a lasting emotional or story impact beyond the satisfaction of having solved it. Replay value is limited, as most scenarios do not change significantly once you understand their solution, though curious players may revisit them to explore alternative approaches or missed details. Ultimately, A Collection of Bad Moments is best approached as a creative showcase rather than a traditional game. It offers a handful of imaginative situations that challenge the player to adapt quickly and think critically, even if the execution is sometimes rough. Players who enjoy experimental design, short puzzle-driven experiences, and the novelty of being dropped into unfamiliar problems will likely find aspects to appreciate. Those looking for deep mechanics, strong narrative cohesion, or a highly polished experience may find it inconsistent and brief. As its title suggests, it is a series of stressful snapshots rather than a smooth journey, and its appeal lies in the creativity of those individual moments rather than the sum of the whole. Rating: 5/10
A good collection of short, sci-fi puzzle games. One only needs to complete #1 - 5 and 7, not 6, and not in the same session for the 100% achievements unlocked.
A Collection of Bad Puzzle Games
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Симулятор Сидения на Крыше | $1.1K | 91 | 81% | $0.49 |
| Girl Blonde | $1.1K | 126 | 73% | $0.59 |
| Quest: Escape Room | $1.1K | 90 | 68% | $0.99 |
| Quad Hopping | $1.1K | 75 | 48% | $0.99 |
| Extreme Truck Stunts | $1.1K | 51 | 67% | $0.79 |
| Raptor Territory | $1.1K | 58 | 62% | $0.99 |