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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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
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
Bonfire Peaks is another excellent sokoban-style puzzle game from Corey Martin (Push Pipe Paradise, Hiding Spot) and friends. Compared to Stephen's Sausage Roll, this is much more beginner friendly: levels are much smaller and there are many more of them ([spoiler]202[/spoiler] to be exact) with a gentler learning curve. The introduction of new techniques and mechanics proceeds at a comfortable pace and provide a satisfying variety of puzzle types (and combinations). Some puzzles are on the "main path" while harder ones are usually on the "side paths"; the latter gave a similar high (compared to SSR for me) of fulfillment whenever I finally had that brilliant flash of insight needed to solve it. For experienced puzzlers, the "tutorial" levels can be completed very quickly so their inclusion is largely inconsequential if you don't like them. 100% took me about 42 hours (haven't started DLC yet) without any hints. This is highly recommended for puzzle fans.
As a big fan of Stephen's Sausage Roll, I wanted to love this game. Unfortunately, I didn't enjoy my time with Bonfire Peaks too much. Part of the reason is the game's art direction and music, which I find incredibly depressing. The real flaw, though, is in the game design. In Stephen's Sausage Roll, you tend to fail because objects move around too much in unexpected ways, which is fun. In Bonfire Peaks, you instead get stuck in unexpected ways, which is frustrating. While I admittedly haven't played the game too much (I only solved 47 puzzles at the time of writing this review), I haven't yet come across any mind-blowing mechanics that would make me want to keep playing. Another drawback is the hub world, which (so far) merely acts as a glorified menu. Games like Isles of Sea and Sky and Can of Wormholes have shown that Sokoban games can do better.
想了很久還是寫一下評論好了 本體通關+DLC 1破一半 玩到後面感覺不是自己喜歡的玩法,沒有獲得太多樂趣就放棄了 整體的謎題設計除了少部分(小於5%)都在線,很不錯 但作者的程式邏輯可能差了點?很多好笑的BUG明顯是設計上的缺陷,玩到後面都有點麻痺了
You approach a mountain with a simple instruction: burn your belongings. You can not move on unless you do. And so you do. You ascend the mountain. You burn away more and more of what you owned leaving behind less and less of who you were. But who are you? Where is this mountain littered with memories? Here a crumbled ruin, there an abandoned home, a crashed car and a scattering of toys. The path narrows, the elevation steepens, but the need continues: burn your belongings. You rise through the elevations but you carry that weight. Every bonfire lessens your burden and stays the dark but with every flame there's less of you. Is it catharsis that rises from the embers or the petty vanities of a turbulent soul? Or is it just another crate in the wind? You’re gonna carry that crate.
One of the finest puzzle games. Really well-balanced difficulty with multiple paths to avoid getting the player stuck. Beautiful visuals and soundscapes. I woke up one morning with a solution in my mind, which I think is the hallmark of a great puzzle.
nice puzzle game, if only the puzzle in which the game introduces a new game mechanic simpler. because sometimes you wont be able to solve few puzzles due to not knowing about a certain mechanic. but if you are a person who is good with experimenting by him/her self and discover things then this wont be an issue for you.
This seems like an an awesome atmospheric puzzle game that I was really enjoying. After I saved my game and came back, I couldn't load levels anymore in my save file. I really don't want to start over and play these 23 puzzles again, it's too tedious. It's too bad the game is too buggy to finsih.
Отличная сложная головоломка, к сожалению, не сильно популярная. С одной стороны, оно и понятно: трейлер где какой-то мужик ходит и сжигает коробки не особо впечатляет, меня описание и видео изначально не впечатлили. Но с другой - что-то всё же сподвигло скачать демку и ознакомиться, а это оказалось правильным решением (вообще возможность ознакомиться с игрой посредством демо-версии - это крутые и незаслуженно позабытые технологии древних), поскольку игра зацепила, причем не кисло как своей атмосферой, так и самими головоломками. По сути, Bonfire Peaks - это трехмерный сокобан с управлением похожим на Stephen's Sausage Roll. Кори Мартин явно вдохновлялся SSR, поскольку это непривычное и странное управление как создает сложности в процессе решения головоломок, так и зачастую используется для решения, понимание тонкостей и нюансов управления часто является ключом к решению, кроме того на мою радость для решения не нужно никакой ловкости рук или хороших рефлексов чтобы что-то там вовремя прожать - только холодный расчет. Также в игре в наличии джентельменский набор: возможность неограниченно отматывать действия назад или скинуть головоломку в исходное положение по нажатию одной клавиши в любой момент. В игре чуть более 200 головоломок, они очень хорошо отбалансированы, идут с постепенным возрастанием сложности, знакомят с новыми механиками, позволяют усвоить их базовые особенности. Каждая головоломка представляет небольшую область, которая как правило без труда целиком помещается на экране. В ней есть костер, коробка с воспоминаниями на сожжение и нескольких коробок, которые должны помочь сжечь коробку с воспоминаниями. В такой обманчивой простоте кроется вся прелесть: сначала смотришь и думаешь, что сейчас всё быстренько сделаешь, затем начинаешь делать... и порой кажется, что поместить ящик в костер вообще невыполнимая задача, т.к. вам не додали ящиков, а решение порой оказывается очень красивым и элегантным. Для прохождения игры не обязательно решать все головоломки: обычно достаточно решить пару-тройку самых простых и получить за них ящики, которые позволят перейти к следующему этапу игры. Такой обманчиво лёгкий путь позволяет довольно быстро пройти игру, разве что под самый конец всё же появятся сложные головоломки и придется над ними посидеть, ведь игра не сдастся без боя. Для тех же, кто любит головоломки, помимо основного пути припасены небольшие ответвления, в которых расположены головоломки повышенной сложности, а уж над ними приходится хорошенько подумать. P.S.: Если Вам как и мне оказалось мало основной игры, то есть ещё дополнение состоящее из 3-х частей, которое увеличивает общее число головоломок почти в 2 раза.
Difficulty: ★★★★★★☆☆☆☆ Quality: ★★★★★★☆☆☆☆ I haven't gotten anywhere near finishing this game, and I don't plan to. The game is fine. There's nothing particularly offensive it does, and I will admit it's very polished. But I just...couldn't care. The three things that usually keep me engaged with this sort of game are extremely high-quality puzzles that genuinely wow me when I solve them, some novel mechanic I've never seen elsewhere, or some impressive design choice, like metapuzzles. A Monster's Expedition has all three of those things, this game doesn't have any. Again, the puzzles are fine, but I can't say they're anything special. It's the same sort of deal as draknek's more recent The Electrifying Incident, except that game was very short, so just "ok" design easily got me through the whole thing. Finishing a game of the same quality, but as long and hard as this, is something I don't consider worth my time. If you've exhausted all other puzzle games of this scope to play, go for it, but for anyone else I can't say I recommend it. I'll stand by my strong recommendations for A Good Snowman and A Monster's Expedition as far as draknek games are concerned.
Incredible and challenging Sokoban style 3D puzzle game. Should be way more popular than it is. Basically a much more atmospheric and better looking version of Stephen's Sausage Roll, with possibly a bit more filler but also a gentler learning curve.
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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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