
AENTITY challenges you as an artist. Leaving my mind behind, the contours of the ego blur. Past the dream wall are no rules to break, there are playful moves to make, veiled visions to wake, unseen pictures to take.
Modeled estimate, not a reported figure. How we estimate →
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About
Can death be sleep, when life is but a dream,
And scenes of bliss pass as a phantom by?
To win this game, you must awake the artist in you.
AENTITY is a visual playscape set in a calm unknown, where the primary aim is to have no aim... You are yourself, crafting imagery by exploring Plato’s cave. Be part of the infinite process of creation. The deeper you descend into a far, dreamlike state, more cryptic entities emerge. What is a good state of consciousness? Why are we truly doing what we are doing?
Legend says the other side is made of blinding light. Fathom a way through the Elysian noise. You need to destroy a great many screens slowly filling the retina. Be the path, make a choice. On any true journey you grow a little. Ultimately, the game is about skilling visual composition, something one may use in the real world once in a while.
Intuition is key. You have to move playfully to create appealing and mesmerizing pictures and moods. At its core, wanting is suffering. Be free for a while, just behold, see all the passing by. Out of confusion, as the way is, and the wonder, out of the chaos would come bliss. Someone in wonder watching its art, is the aim and the end.
Experimental – In playing AENTITY you can put yourself in a higher state of consciousness often overlooked in our times. Free yourself from all extrinsic sense givers. Shift the frequency.
Plethora – Simultaneously create your own pictures. You might stick them on the wall or send your friends a card. Surprise yourself. There is a myriad of creative possibility. As everything is constantly changing slightly, no two players or sessions will ever be able to craft exactly the same picture.
Simple but hard – You create the colors by changing your position, the angle and the hue. But to compose something scintillating, it takes awareness, patience, and a sense of wonder. Any best way to succeed depends solely on the eye of the beholder.
Peaceful – There is no time limit and it is impossible to get hurt or die.
Non-linear – A synaptic, semi-linear groundwork to play with.
Some humble fame – An interactive companion website, where you can view the 36 most upvoted player‘s shots, and further randomly, with their respective author's name.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Arabic, Portuguese - Brazil, Bulgarian, Traditional Chinese, Simplified Chinese, Danish, Finnish +91 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Un walking simulator pero estas adentro de una galería de arte metiéndote en cada cuadro y teniendo múltiples interpretaciones de las obras al ir explorando las mismas desde diferentes ángulos. Excelente para sacar screenshots e imprimirlas como cuadros abstractos. Teniendo miopía y astigmatismo casi me deja más ciega de lo que estoy por las transformaciones que hacen las obras cuando uno está quieto o en movimiento, pero es interesante ver las figuras que llegan a formarse y como las podés identificar con lo cotidiano.
Needs work, wish i had more control like an artist having control of a palate. i wish i could change the music.
Note: This review will seem similar to my review for the garbage non-game that is "ROA". This is because the developer just copy + pasted that garbage and renamed it to AENTITY, which, because it is exactly the same thing, has all the same problems. This isn't a game, it's an "art experience" that's been dumped on Steam, presumably because the local art galleries took out a restraining order on the "artists" who had no other choice but to pay Valve $100 to dump this on Steam. The idea behind this "art" is you are presented with a FPS environment, but instead of, you know, a game being there, it's just a mangled bunch of trippy shaders that make everything look weird, bad, and multicolour. Apparently that's so amazing it should be a paid product on Steam. Which is for PC games, not whatever this garbage is. For those unfamiliar with what actually makes something a game, a "game loop" describes the interaction and feedback a gamer has when playing a game. Tetris, for example, has a game loop where a random block appears, the gamer interacts with the block to position it, and then the game decides if that finishes a row or not, increases the players score if any rows were completed, then gives the gamer another block to position. Counter-Strike has a game loop where a player seeks another player, tests their skill against that player by shooting them or being shot, the computer rewards the player if they win, and then if the player survives, they repeat that loop. There's no loop here, no true interactive feedback. It simply is not a game, it cannot be "played". The poor quality of this software is also reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak user number was only 5 people. This is a remarkably low number, and now, the only user activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 110,000 real, actual games for gamers to choose from, the overwhelming lack of interest in this low quality "art experience" is to be expected. AENTITY is relatively cheap at $1 USD, but it's not worth it. I can only recommend real, interactive, playable games to gamers.
Gioco molto interessante. Bisogna giocarlo con pazienza per scoprire cosa ha da offrire. Penso che lo giocherò ancora da sbronzo.
this was related to me in a dream
No explanation. No guidance. No tutorial. No information. No purpose. No direction.
In theory, this is a very interesting experience devoid of the usual trappings and mechanics of your usual "game", focusing more on creating a novel experience with interesting sensations that encourages you to focus your attention and shift into a different mode of perception; in practice, this game is almost infuriatingly opaque and self-selects for patrons with ample time on their hands to flail about and wander through a nauseatingly blurry fog with no instruction. Props to the other reviewer who kindly laid out what the controls even DO, separate from the...poetic...way they're described in the keybinding menu; you came too late for me, but I'm glad you're around. If you ARE one of those aforementioned people with time to kill and the will to orient yourself in an environment that actively rejects being understood in a conventional manner, with your main reward being abstract desktop backgrounds, please enjoy! I'm going to go do something else now to shake off the motion sickness.
stronger than normal drugs
AENTITY, developed and published by ARQUOIA, is an unconventional interactive experience that sits far outside the boundaries of traditional game design. Rather than offering structured objectives, defined challenges, or a clear sense of progression, it presents itself as a space to explore perception and interaction in a more abstract, almost meditative way. It is less concerned with what the player accomplishes and more focused on how the player engages with the environment, making it feel closer to a piece of digital art than a conventional game. From the moment you enter its world, AENTITY establishes its intent through ambiguity. There are no clear instructions or immediate goals, only a shifting, responsive environment that reacts to your presence. Movement becomes the primary form of interaction, but even that is more expressive than functional. As you navigate the space, the visuals morph and evolve, with colors, shapes, and patterns responding dynamically to your position and perspective. This creates a constant feedback loop where the player’s actions directly influence what they see, turning exploration into a form of creation rather than discovery. The mechanics are intentionally understated and largely left for the player to uncover. There are interactions beyond simple movement, but they are not explicitly explained, encouraging experimentation and curiosity. This design approach can feel liberating for players who enjoy uncovering systems organically, but it can also be disorienting. Without guidance or a clear framework, it takes time to understand how your actions affect the environment, and even then, the game resists being fully “solved.” It operates more on intuition than logic, which is both its defining strength and its most challenging aspect. Visually, AENTITY is striking in its abstraction. The environment resembles a living canvas, constantly shifting between recognizable forms and complete ambiguity. Patterns emerge and dissolve, sometimes suggesting structure before slipping back into chaos. This fluidity creates a hypnotic quality, drawing players into a rhythm of observation and interaction that can feel almost trance-like. The lack of fixed visual anchors reinforces the idea that the experience is about perception itself, encouraging players to interpret what they see rather than simply process it. The audio design complements this visual identity by remaining subtle and atmospheric. Rather than guiding the player with strong musical cues or dramatic soundscapes, it provides a gentle backdrop that enhances immersion without dictating emotion. This restraint allows the experience to remain personal, leaving space for players to project their own interpretations onto what they encounter. There is no traditional narrative, but there is a thematic presence—an undercurrent that touches on ideas of awareness, control, and the relationship between observer and environment. One of the more unusual aspects of the game is its approach to progression. While there are achievements and certain discoverable elements, they feel secondary to the broader experience. The game deliberately avoids a goal-driven structure, emphasizing exploration without purpose. This can be refreshing for players tired of conventional reward systems, but it can also make the experience feel directionless. Without clear milestones or evolving mechanics, motivation becomes entirely self-driven, which may not resonate with everyone. Over time, the limitations of this design become more apparent. While the core concept is intriguing, it does not expand significantly beyond its initial premise. Once players become familiar with how the environment reacts, there are few new layers introduced to deepen the experience. This can lead to a sense of repetition, even within a system that is constantly changing on the surface. The variability of the visuals adds some replay value, but the underlying mechanics remain largely static. Ultimately, AENTITY is a niche experience that prioritizes atmosphere and interpretation over structure and challenge. It invites players to slow down, observe, and engage with it on their own terms, offering a form of interaction that is rare in more conventional games. For those open to its abstract nature, it can be a thoughtful and visually engaging journey. For others, particularly those seeking clear objectives or mechanical depth, it may feel too ambiguous to fully connect with. Rating: 7/10
Das meiste ist schwarz oder weiß. Aber es gibt auch viel grau. Ich geh irgendwo hin. Da ist irgendwas. Es bewegt sich und ist rötlich. Ich gehe weiter. Jetzt wird es sogar grün. Ich bekomme ein Achievment. Bestes Spiel!
Related
Related
Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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