
A multivariate box-pushing puzzle game with a focus on managing parallel timelines. Splinter into many fragments, center yourself, and collapse outcomes to overcome obstacles.
Modeled estimate, not a reported figure. How we estimate →
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About
A World to Come is a game about exploring all probabilities in an abstract proto-world, rendered in a clean pixel art style. Split yourself across timelines. Materialize from other possibilities. Can you truly reverse an action taken?
Coordinate your environments across all possible results for a solution in any. But be careful - if you become too fractured, you will lose who you are.
FEATURES:
12 worlds filled with over 60 mind-bending sokoban puzzles
12 unique puzzle elements
12 dynamic backgrounds
12 songs in a contemplative soundtrack
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
A really unique core mechanic of parallel timelines that's explored well by the mechanics and level design. I think it does a surprisingly good job at making the weird mechanics intuitive without holding your hand through them. It also has a neat vibe to it through the music and art that support the otherworldly puzzle mechanics and their often worrying implications. The game doesn't have a story, but it does make me stop to think when one of the split selves has to be sacrificed to allow another to copy themself across every timeline as their replacement.
Very neat puzzler! Scratches the same interesting sokabon itch as Patrick's Parabox. Keeping track of the multiple timelines took some getting used to, but is very neat once it clicks. There are some difficulty spikes early on that would depend on how quickly you can intuit the game's mechanics. Great music as well.
Game's not for me sadly, so i'm not sure if i'll be able to see it through the end, but I can still recognize a lot of good qualities about it. The main gimmick of having your character (and other hazards) split between multiple layers of reality (or at least i think that's what's happening?) and only being able to interact with things from within that same layer is fun to mess around with, and for what i've played so far, the game has done a very solid job at pushing this core gimmick to the fullest in order to create challenging and interesting puzzle design. Perfectly playable on the deck too, tho keep in mind that the game can chug quite a bit if too many entities exist at once, but given what happens once you exceed a certain number of layers, maybe that was intentional.
Pretty good puzzle game once you get it, it does have a nice and original gimmick, the visual are also since especially the level transitions
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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