
Antichamber is a mind-bending psychological exploration game where nothing can be taken for granted. Discover an Escher-like world where hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward.
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Themes across 851 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The best computer game ever! I love how the game breaks laws of space, love the low-key philosophical takes, love the minimalist design that leaves space for imagination!
It's fine. Lower your expectations. The vibe of the game is great, but some of the puzzles are a bit tedious, and its nearly impossible to know where to go. I get that's part of the game but it just grinds on after a while.
in my hubris I attempted to maximize the capability of the chroma guns self replication ability to create a veritable "♥♥♥♥♥♥♥♥♥" quantity of chroma blocks. the game crashed... I apologize for my gluttonous behaviour review: Cool game, really feels like something special the first time around. However around halfway through I fell off not really getting some of the puzzles and when I came back I just forgot where I was, but then like a few months later I went back and my entire save was wiped. So I had to do what turned out to be pretty much the entire game all over again since I was only a puzzle away from the end. What I think the real issue with the game is, isn't somuch the map, although it could do a much better job guiding the player, but how many chambers are annoyingly not actually something that leads to progress. What I mean by this is that a lot of chambers will show a certain amount of paths of which you can go, however 9 times out of 10 the extra path you keep missing and not being able to see is actually just an entrance from another puzzle that had a path that didn't go anywhere but this other puzzle. So this game is in reality about 3 branches while the entire game is about 40 cul-de-sacs of hyperbolic pathways. This wouldn't be a problem if the puzzles shook themselves up a bit and had some sort of satisfying little ding at the bare minimum for finding all these paths, at least that would be something instead of a metaphorical middle finger. Instead I was literally sliding against walls backwards hoping to find the secret paths I couldn't find, only to find out doing another puzzle that, yeah there was no extra connection, just this other puzzle I didn't do has a one way path to drop you in that area if you look at a corner wrong. It also sucked that walking backwards slowly actually WAS a solution to finding a path which also only turned out to be a troll bit that warps you from a hallway to the fly or wtf paths. It would've been nice if the game at least capped off the end journey with some more unique puzzles, but instead it was just more of the same type of things, then an annoying "guide the cube through the tube" puzzle at the end. Which isn't in and of itself difficult, but it gets extremely finnicky trying to angle yourself so the guide highlight actually lines up with where you want them to go, and doesn't just assume you wanted the cube to move to the inside of a window that's right in front of your face that you're looking through. Don't get me wrong, a lot of these mechanics and ideas are really cool, I really thought a lot of this game really was amazing, but when I'm forced to do this a second time, there's a lot of familiarity and disillusionment, so to me, many of them boil down to "can you move this cube in the right way" it doesn't feel good. It especially doesn't when there are a few that feel like you're breaking the game in a bad way with what you're trying, but it turns out there actually isn't another way to do the solution. Things like the bouncing orbs while moving needing to just move enough in order to break apart a wall to let you through is so awkward and annoying that when it turns out there was no other solution and the reward was either a dead end or just leading to another area you already were. I just can't help but feel disappointed or mad. In fairness though, this game IS from 2011, and again, double the playtime while knowing all the solutions isn't intended on any puzzle game. For the sale price of 10$ It's definitely worth your time playing it. It's just, be aware, there are a few issues with it while overall the game should give you an amazing 6 hours. It would be cool if the dev made anything else, but unfortunately it seems this was a success and the dev just decided to fall off the face of the earth I guess. Is it weird if to me that's probably the most disappointing thing about this game? It's like ECHO all over again where there's cool ideas with stuff that doesn't work, but everyone that worked on it disappeared off the face of the earth never to create art ever again... but I mean it's only been like 15 years. Not like the guys dead so I'm just being a whiny piss baby here.
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Languages: English**languages with full audio support
Hours played at review time, across 855 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It was first steam game that i have bought, its defenitly fun if you like wierd puzzles. Defenitly recomend for its price!
Flashbang
Beautifully crafted puzzles and once you understand what's happening, you feel op af. 9/10 worth the money.
推荐程度:80% (光敏性癫痫慎入) 先说缺点:场景没有美术,容易迷路。 但实际上深入了解(观看作者留下的彩蛋)会发现,场景的简陋其实是特意做出的选择,作者在枪的美术上还是下了功夫的。 而对于迷路,作者不仅给了完整的地图传送方式,可以随意退出进入节点,还提供了未完成的指引,地图上还会有关键的箭头指引。 解谜部分挺有趣,我是第三把枪就直接去结局了,回来做的全收集。 游戏最出彩的地方在于用各种技巧创造了包括但不止视错觉的各种艺术呈现。
Bueno Un 7 punto y algo/10.
ive been failing for 30 minutes in the white chamber
太喜欢了
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