
ABRISS is an atmospheric physics-destruction building game.Build structures from parts to let them crash into your targets. Unlock new parts, destroy more, witness entropy at its worst in digital-brutalist cityscapes. Build to destroy.
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, French, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Thai, Traditional Chinese, Turkish +6 more
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Le jeu est sympa, mais quand tu détruit absolument TOUT dans le monde 3 -3 et que t'as pas le 100%... bah c'est ce qu'on appelle un jeu bugué, donc allez vous faire!
Abriss é um jogo de puzzle, onde precisamos fazer uma construção de elementos adicionados ao início de cada partida e acionar o botão de play para executar a demolição. O puzzle ocorre no momento que precisamos construir uma espécie de estrutura para que derrube os alvos de cada cenário, esta estratégia envolve entender se a estrutura será capaz de atingir pontos chaves sensíveis para demolir completamente o objeto alvo. Há dois lados: * Se você gosta de montar estruturas que precisam demolir, não tenha dúvida em comprar. * Se curte liberdade de demolição, este jogo, não é para você.
Neymiş diye girdim 4 saat kitledi
我太笨了
Esta guapisimo kbron
ABRISS is a striking physics-based destruction puzzler developed by Randwerk and published by astragon Entertainment, and it distinguishes itself immediately through its confident fusion of architectural minimalism and explosive creativity. Rather than placing players in the role of a character navigating a world, ABRISS makes you an engineer of collapse. Its central concept—build to destroy—sounds simple, yet it unfolds into a surprisingly layered and cerebral experience. Each level presents a towering, often surreal structure that must be dismantled, and the only way to achieve that objective is by constructing a machine capable of delivering the necessary force, precision, and chaos. From the outset, the game communicates that destruction is not random spectacle but the result of deliberate design. The construction system is the core of the experience. Players assemble contraptions from a limited but versatile set of components including connectors, hinges, thrusters, heavy cubes, spinning elements, lasers, and more. Every piece interacts with the game’s robust physics engine, which simulates weight, momentum, friction, and structural stress with convincing fidelity. The challenge lies not merely in attaching parts together but in understanding how forces will propagate once your machine is activated. A poorly balanced build might topple before reaching its target, while an overengineered contraption might waste energy inefficiently. Success requires experimentation, observation, and refinement. Watching your machine activate—sometimes elegantly, sometimes disastrously—and learning from the results becomes an addictive loop of iteration and improvement. The campaign is structured across multiple themed worlds, each introducing new mechanics and escalating complexity. Early stages gently teach the fundamentals of balance and propulsion, but later levels demand creative synthesis of multiple systems at once. Some objectives require direct impact, others rely on chain reactions, and still others push players to think vertically, horizontally, and rotationally at the same time. What makes the progression satisfying is that it rarely feels arbitrary; every new element expands the design vocabulary available to you. As the structures grow more elaborate and imposing, so too must your machines evolve in sophistication. There is a tangible sense of growth as you move from simple battering rams to intricate, multi-stage devices capable of controlled devastation. Visually, ABRISS adopts a distinctive aesthetic that leans into stark, digital-brutalist environments. The worlds are composed of sharp geometric shapes, muted yet vibrant color palettes, and monolithic architecture that feels both alien and sterile. This visual direction enhances the impact of destruction. When a carefully engineered strike causes a massive tower to shatter and collapse, the clean lines fracture into cascading debris that tumbles with satisfying weight. The physics simulation is not merely functional—it is visually expressive. The fragmentation of structures and the chain reactions that follow are presented with clarity, allowing players to appreciate the consequences of their design choices in real time. Sound design further amplifies the experience. The thrum of thrusters, the hum of lasers, and the heavy crunch of collapsing architecture combine with an electronic, atmospheric soundtrack that reinforces the game’s futuristic tone. The audio feedback during destruction sequences is particularly effective; each collapse feels impactful and earned. These audiovisual elements elevate what could have been a purely mechanical puzzle game into something more immersive and sensory. The act of dismantling structures becomes as much about the spectacle as it is about solving the puzzle. Beyond the structured campaign, ABRISS offers additional modes that extend its longevity. A sandbox mode removes many constraints, allowing players to experiment freely with the available components and test outrageous ideas without strict objectives. This mode caters to those who enjoy engineering for its own sake, providing a creative outlet that emphasizes possibility over efficiency. There is also a more score-focused or endless-style experience for players seeking optimization challenges, encouraging mastery of the mechanics and pushing for higher destruction percentages or more elegant solutions. These supplementary modes ensure that the game appeals both to methodical puzzle solvers and to imaginative tinkerers who simply want to see what wild machines they can create. While the game excels in its concept and execution, it is not without minor friction points. The building interface, while functional, can sometimes feel cumbersome when constructing particularly intricate devices. Camera movement and precision placement occasionally require patience, especially in larger, more complex stages. However, these issues rarely undermine the overall experience. In fact, the iterative nature of the gameplay often softens such frustrations, as rebuilding and refining designs is already part of the intended loop. Failure feels instructive rather than punitive, encouraging players to adjust angles, redistribute weight, or rethink their entire approach. Ultimately, ABRISS succeeds because it fully commits to its identity as a thoughtful destruction sandbox. It does not rely on narrative or character-driven progression; instead, it trusts its physics systems and design challenges to carry the experience. The satisfaction comes from understanding the rules of its world and bending them to your will. Each successful demolition feels like the culmination of engineering insight and creative problem-solving. For players who enjoy physics-based puzzles, construction mechanics, and the visceral reward of watching massive structures crumble due to their own ingenuity, ABRISS delivers a uniquely focused and deeply engaging experience. It is both an exercise in logic and a celebration of chaos, proving that sometimes the most compelling form of creation is destruction. Rating: 8/10
It was fun until the antigravity level where the game just become pure RNG as controling where cannons are going to end up after being pushed is nearly imposible
ゲーム自体はデモ映像のとおり自分の建てた建築物を使って目標をできるだけ少ない手順でできるだけ多く破壊する物理演算パズルで面白いです。 その為ゲーム自体はおすすめではあるのですが、実績取得をこよなく愛するプレイヤーにはお勧めできないということでこの評価にしています。 このゲームは最終ステージの実績取得条件を満たすことが絶対にできなくなっているので実績コンプリートが不可能です。 この不具合は2023年頃から修正されていないようなので残念ながら正常動作への望みは薄そうです。
Are you the kind of gamer who finds destruction extremely satisfying? Were you cutting around Mars in Red Faction: Guerrilla smashing buildings to bits, thrilled at the physics, watching chunks of buildings scatter to and fro? Well, welcome to Abriss, destruction: the puzzle game! This game is not hyper complex but it is [b][i]SATISFYING[/i][/b]. Some puzzles are just cool to watch big blocks smash buildings, but when you start working out rockets and bombs, the big ol' [b][i]BOOMs[/i][/b], the swinging chains, it's incredible cathartic to play. There are some moments that are entirely reliant upon physics simulations, so much so that you may fail a mission entirely, then replay the exact same build and get 100%. My only advice is, if you [i]feel[/i] a build should work, try it a few times and observe. When it [i]does[/i] work, boy it feels good. All in all, if you wanna smash stuff, this is your game.
作るときやりにくく動かなくなることが多々あります おすすめしません
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Trends
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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