
Opposites attract and likes repel. Enter the mysterious world of Attrax in this captivating single-player experience. Solve logic puzzles based on attraction and repulsion, and uncover the origins of the institute. Enjoy hours of gameplay that will redefine your understanding of physics and logic.
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About
Opposites attract, and likes repel. Dive into the mysterious Attrax institute, solving intricate logic puzzles based on the principles of attraction and repulsion, with each puzzle bringing you closer to the origins of the institute. In this captivating single-player experience, enjoy hours of gameplay that will challenge your mind and redefine your understanding of physics and logic.
Each puzzle room will test your knowledge of attraction and repulsion. Manipulate charged field generators, charged particles, charged cubes, and other activators in different testing environments in order to solve these puzzles.
Take the power of attraction and repulsion into your hands. Use the Charge Gun to directly affect the world around you, flinging objects (yourself included) across rooms to solve intricate puzzles and cross deadly gaps.
The institute is much older than it wants you to think, and why is it you can't remember how you came to this place. Keep your eyes and ears open as you progress through the Attrax technological institute, and you just may uncover its deepest and darkest secrets.
Over 100 puzzles to solve, a true test of your logic and execution
Many lore secrets to uncover, for those with sharp eyes and ears
A secret ending, for those who can find it
Fully re-mappable controls
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
Very nice game, it does Portal franchise proud. With a different spin on it, makes it a new way of game play
I understand that game development is difficult, and if I made this game, I would be proud of it. The Portal inspirations are very clear and for a solo developer, it's not a bad imitation. However, this game is not as good as Portal in any aspect. In general, I would describe the issue as a lack of polish and not expanding enough on the gameplay mechanics. - There are "100+" puzzles but most are very similar because there are not enough distinct mechanics. - The puzzle cognitive difficulty is low. Often the harder puzzles are just the same solutions as easier ones but with more steps. There were only a few that I thought were actually cleverly designed. None of them made me feel clever for solving them. - The voice acting, soundtrack, and plot aren't very good, and there are issues with the captions (synchronizing with and matching the words of the audio). This isn't as important to me, but the main narrator's voice started to annoy me very quickly (though maybe that is intended). - Some puzzles are incredibly frustrating due to the physics and timing, especially with platforming / launching and turrets. Some require landing cubes on buttons from afar, which can be kind of tricky to do with the gun. - Some areas have glass floors which have much less friction than normal ground. I don't think this friction difference is intentional but I found it frustrating when my player character unexpectedly slid off of ledges. - Performance tanks in the gardens on Steam Deck. - Graphically, the game isn't all that original or interesting. I don't know if it was the quality setting I played on, but the reflections on glass walls (which there were a lot of) were all of the sky, and yet the game mostly takes place indoors. Why not add reflection probes? I think Portal had more forgiving physics because portals would funnel you into them, and aerial faith plates would consistently launch you to the same spot. This game has much more air control than Portal, which is actually a bad thing because it means that the player can easily ruin their trajectory by accidentally overshooting or undershooting their intended destination. There are also some platforming sections that require player input in air, such as the third garden tower, which has moving launch pads that you need to land on and click the correct mouse button at the correct time. Launching also doesn't have the very forgiving timing, and the loading screen actually warns you not to click too early. That leads the platforming sections to be quite frustrating and I honestly would have prefer it be just a puzzle game without any sequences that are just platforming. The main thing I noticed that the developer did make more forgiving is that when attracting or repelling the charged particles, its velocity snaps to 0, so it is usually pretty easy to stop them mid-air. That is helpful and even required to solve many of the puzzles. However, the turrets are not very forgiving at all. There are multiple sequences where you need to go down a straight hallway with a turret at the other end. The particles move too quickly to stop or deflect unless you are moving away from it. So you have to inch towards the turret but walk backwards anytime the particle gets close to you until it is finally heading the direction you actually want to go it. But by that time, the turret has shot another. The two particles hit and annihilate, allowing you to get a few more steps forward before the turret fires another. Repeat all over again. Oh, and if you get hit twice, you have to start the whole sequence over. Which speaking of starting all over again, the 100th puzzle has a relatively short platforming section with spikes. If you mess up a jump and hit the spikes, you must start the 100th puzzle all over. Which I did like 5 times. Skill issue I guess, but why not add more checkpoints? After dying the last time I uninstalled the game in frustration. I reinstalled a day later but my save was lost because this game doesn't support cloud saves, so I uninstalled again. Before I attempted the 100th puzzle though, I tried to do the optional stuff. I found a hidden door in the starting area. No idea or indication for how to open it. Maybe I didn't look hard enough, but it felt like finding the door was supposed to be the secret. And I completed the garden. I got an achievement for that but it's unclear to me if there was more. Credits didn't roll and I wasn't taken to the main menu, but I could not progress any further because I was stuck in a room with a character whose dialogue kept looping, which seemed like a bug to me but maybe that is the "ending". I wanted to like this game. I wanted to finish this game. But I didn't. No hate to the developer. Again, pretty good for solo dev, having attempted game development myself. But man, I feel like the main things that annoyed me could be fixed easily and yet they were not.
光球を誘導するPortal系パズルゲーム。 赤・青の力場を切り替え、光球を引き寄せたり弾いたりしながらゴールへと誘導する。光球の動きはゆっくりだがステージは狭めで障害も多い。素早く正確なスイッチ操作が要。 画面はFPS視点、動作は軽快で操作は直感的。研究所?のような背景は清潔感があり明るく見やすい。壁の反射や透過光の表現がやや過剰だが十分綺麗。 日本語訳はなし、ナレーションは多めで読みにくいが無視しても攻略に支障はない。 難易度は(私には)高め。シビアなタイミング勝負の操作が難しく、私は序盤で投げてしまった。正確な操作に自身のある人なら楽しめるかも。
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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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