
Control the flow of time to solve puzzles in this new version of the indie classic, featuring fully repainted artwork, a new world of puzzles, and seriously in-depth commentary.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.29/day in the week to Aug 11 → 1/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 1.9Kreviews | 92% | — | $770K |
| $19.99 | 576ratings | 93% | — | not modelled | |
Engagement
Reviews
Themes across 123 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h2]曾经的独立神作[/h2] 我第一次玩《时空幻境》是在大学时期。最初它看起来像一款非常传统的平台跳跃游戏,带着明显的马里奥式影子:平台条约、栗子头、食人花、城堡和公主。但很快它就变得不一样了,时间倒流机制让整个游戏的结构发生变化。谜题不再只是跳过去,而是不断被重新解构。随着世界逐渐展开,关卡之间的联系也变得越来越复杂,一些谜题甚至在当时看起来几乎不可理解。我是在看了攻略和解说之后,才逐渐理解这些设计的逻辑。那种原来如此的瞬间,是这款游戏最强的体验之一。最终结局的揭示也非常有冲击力,原来[spoiler]自己才是大魔王[/spoiler],剧情层面的反转让整个体验从简单的平台解谜,转向了更抽象的叙事结构。如果你耗费心力,收集到全部隐藏星星,就会意识到这游戏的剧情居然跟[spoiler]原子弹[/spoiler]还有关系,而并不只是个男女相爱和分手的故事。 游戏确实震撼了我,一度是我最喜欢的独立游戏之一。多年后我在Steam上补票重玩时,很多解谜记忆已经淡去,这倒是让体验变得更加纯粹,但也再次确认了它的设计高度——它曾经确实是独立游戏领域最重要的作品之一。 [h2]需要再玩一次吗?[/h2] 这款周年纪念版的售价比原版高了不少,而且原版经常打折,全价入肯定不合适。我等到去年夏促,-75%的时候买来又打了一遍。这一次,我的很多记忆还在,碎片收集的还是比较顺利的,大多稍作思考和尝试后就能收集到。只有一个例外,就是利用影子的脑袋顶一下栗子头,然后踩着怪物跳起来收集的那块碎片,那是我唯一看攻略收集的。不过,关于全星星收集就没法独立完成了,最终还是去看了攻略。只是这次我记得世界3的星星一定要在拼图前拿到,省得再来一个周目。至于速通成就,我就不打算尝试了,用工具解开就行了,现在已经没有心情再去研究解谜游戏的速通了。 我当然赞赏那些设计巧妙的谜题,但同时也意识到了游戏的一个明显问题:有些关卡依赖时间点操作或反复试错,而不是纯粹的逻辑理解。这让我的体验产生了分裂,我喜欢那种单纯因为机制和理解而造就的谜题,你明白过来就能解开,也就是说考验脑子,而不是手速。然而,在本作中,很多谜题你对照着攻略都要解好久,因为要通过快速反应卡时间点,考验的是操作。快20年过去了,像我一样的老玩家已经不是当年十几、二十几岁的青年人了,反应速度不可避免的下降了。让我们再去反复尝试几十次,专门去把握那些极为短暂的时机是件十分折磨人的事情。 [h2]新版本新在哪里?[/h2] 这个问题关联到制作者为什么要推出这个周年纪念版,我在此稍作探讨,后面还会提到。首先,本作在美术和音效上都加强了,按X就能在原版和新版两种画面之间切换,确实能看出来新版拥有更高分辨率,但艺术风格并没有太多实质性的提升。加了新的粒子特效,但代价是性能和帧率。至于音乐,感觉和原版听起来一样,只注意到一首带人声的新曲子,当然也许是我听力不好。不过,从视听角度来说,游戏的改变实在太少了!对于一款独立游戏,并非是依赖视听效果的3A大作,这些提升属于边际效应,并不值得买一个新版本来体会里面的细微不同。 这么说下来,那么这款新版本最吸引人的地方应该就是新加入的开发者解说,以及令人期待的40个新关卡了吧。乍一看似乎很有吸引力,但当你兴冲冲的进去试一试就明白这些内容呈现的到底有多糟糕了!周年版的问题不是加错内容,而是把游戏拆成了错误的体验结构。 [h2]评论音轨的呈现方式怎么这么糟糕?[/h2] 说到评论音轨大家可能都比较熟悉,一般都是主创们对游戏开发、设计、内容等多个方面的讲解和评论。有时他们在过场动画中播放,有时散落游戏各处,由玩家主动触发。为了避免破坏玩家的初体验,本作的评论音轨的呈现方式选择了后者,而且不是在游玩过程中触发,而是通过洗手间的门进入一个专门的评论音轨世界。这里面是个超大的嵌套地图,内容被切分成几百段散落各处,长度加起来达到15小时。然而,这些内容并不是专门的评论音轨,而是被错误产品化的播客,这就是问题的根源! 首先是内容的问题,主创们只是跟主持人泛泛地谈论游戏,而不是跟玩家对话。他们几乎从不针对于你正在玩的某一关卡的各个方面集中谈论,而是东一榔头,西一棒槌。参与录制的人员寥寥无几,其内容有些啰嗦,而且容易让人找不到重点。说实话,很多内容并不有趣,没多少新意,常常只是些你早就知道的事情。 其次说一下播放方式,你一旦触发一段声音,你就不能离开目前的房间/世界,否则播放就会停止,即无法后台播放。有时音轨会接管你的操作,有时不会。你唯一能做的就是在房间里转来转去,由于房间/关卡实在太小/短了,你实际上是无聊到原地等待。你不能一边听,一边玩,只能盯着屏幕看字幕。英语好的话,你也不能一边听一边干别的事,因为每隔几分钟你就得去找下一小段。你也不能倍速播放,对于一款以时间为核心的游戏显得有些奇怪,可能Blow并不想让你倍速播放这些他认为的精华内容。 再次,这些评论音轨所在的世界简直是个迷宫,每个分类都十分散碎,而且层层嵌套,让人忘记你身处何处。里面有无穷无尽的门,层层叠叠,把你随机传送到熟悉或不熟悉的地方。往往最后还是会回到初始房间,回头打开门就不是之前的地方了,你还得再去洗手间开门进入重新寻找。有些评论音轨摆放的或高或远,有些还藏在看不见的地方,似乎是想让你探索一个大房间,但散碎的触发方式把本就不怎么有趣的大房间关卡体验破坏掉了。 结果是,这个系统既无法作为游戏机制成立,也无法作为音频内容消费成立。它处于两者之间,却同时削弱了两者。我觉得还不如把剪辑后的评论音轨上传到YouTube,然后让大家以倍速观看,体验会更好。或者干脆就把原版的播客放出来,剪辑之后配上时间轴。苹果的app store里有人做app用AI把英文播客转换为中文语音,在那里听也许更好,而不是花钱买个游戏在里面听十几个小时。 [h2]新关卡,新拼图[/h2] 在迷宫般的评论音轨世界中转悠的时候,你会看到有几个门边写着1或2,这些就是带有专门谜题的新关卡,也是我购买本作的主要驱动力。这些额外谜题并非40个,实际是16块新拼图,藏在13个房间里,最后结合为一张4×4的拼图。房间遍布在整个评论音轨世界中,大部分都在设计分类里。有些关卡你能看得见,但就是进不去,你需要尝试突破地图边界,或者从最右侧一路保护一个栗子头突破重重关卡来到最左侧来让你踩一脚。在迷宫般的新世界里,想找全13个房间一点都不容易,开发者不如设计一整个连贯的新世界把他们规规整整的摆放在一起,就像普通世界那样。 这些新的谜题并非多么出色,更注重时机把握而非解谜技巧,并非我的菜。这些大部分关卡大多来自以前的测试版,将其宣传为新关卡显得有些名不副实。这些谜题有些有趣,但上下没有连贯性,也没有任何像原版故事世界那样有个贯穿始终的主题或机制。你总是需要观察环境,回忆各种颜色的意义,尝试失败后再不断出门进门重置关卡。有些关卡过于简单,有些又过于强调时机把握,比如你需要连续三次顶起同一个栗子头,对方还是绿色的,失败了就得重来,这让我尝试了大几十次。我买这个版本主要就是为了体验额外的新谜题,但结果却不尽如人意。 总体来说,这个周年版的问题并不是「加了不必要的内容」,而是改变了原作的核心体验结构。原版的谜题建立在「理解」和「时间错位」的关系上,而新版却不断用额外内容、评论系统和碎片化关卡去填充它,反而稀释了这种设计的纯度。 [h2]销量惨淡[/h2] 本作发售两个月后就-75%,让一些原价购买的玩家大为光火。去年秋促更是开始直接打2折,这种打折速度说明本作销量并不好。我不是Jonathan Blow的粉丝,但看过几条他的直播视频剪辑。他在直播中亲口说过这个周年纪念版卖的非常糟糕,完全不足以维持他游戏公司的运行。另外,多平台销售策略的确增加了一些收入,但Steam仍然是最多的。其实这就回答了为什么要推出这个周年纪念版,其实原因就是为了钱。他的公司每年都需要数百万美元维持运行,十年无新作,任谁也躲不过资金短缺的宿命,他原本是想通过发行这款老游戏的重置来增加一项资金来源的。 [h2]我怎么看Jonathan Blow?[/h2] 有位指着说过:不要关注球员,而是关注比赛。这句话用在游戏行业就是不要关注制作游戏的人,而是关注游戏。我在大部分时间如此,但也在写测评的时候查查制作组的消息。我对Jonathan Blow的态度是复杂的,他受到很多人的推崇,确实是个解谜游戏届的先锋,我也认可他的能力。印象里,《笼中窥梦》的制作者在开发阶段还曾专门找他询问。他在推上有着不少言论,比如挺川、反疫苗、性别歧视等,说实话我并不关心,也不在乎,我主要还是关注游戏。 从其系列作品看,我喜欢《时空幻境》,但对《见证者》爱恨交加,怎么也喜欢不起来。后者理念出色,但玩家玩起来的体验并不好,曾作文专门批评。现在,这款《时空幻境周年纪念版》的问题我在上面完整说明了,依旧无法向他人推荐。2015年,Blow曾在《见证者》发售前接受过采访,说过下一款游戏将不是解谜游戏。今年,他的新作《沉星之序》公布了,我尝试了一下试玩版,发现不还是个解谜游戏吗?怎么说话不算话了?等《沉星之序》推出后,我很可能还会去玩,但这些都不会改变我对《见证者》和这次周年版的评价,它们的问题仍然是体验层面的,而不是理念层面的。
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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, Polish, Portuguese - Brazil, Spanish - Latin America, Traditional Chinese, Turkish +1 more
| $19.99 |
| 132ratings |
| 92% |
| — |
| not modelled |
| $19.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 123 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Please research Jonathan Blow and his politics before buying. The game itself is a classic for a reason, but it's not worth supporting him IMO.
The worst thing about this game is that it is relatively heavy as puzzle games go. Not that it's difficult, it's a completely fair challenge, but exploring ideas and executing the solution requires time and work on your part. It's not one of these games where as soon as you see the solution, all the work is done, you just click it in. You actually have to walk the guy around to pick up the thing, get on the platform, reverse, hit the switch, jump on the guy, reverse, do the other thing, etc. It takes doing. That said, if you go in with that in mind, you have an absolute gem ahead of you. It's just so texturally rich, has lovely music that somehow never gets annoying despite being very melodic and upfront, and works very well playing both forwards and in reverse, and every puzzle is always interesting in a new way. I quite like the poetry and prose interspersed between the puzzle sections, too. It's a far deeper experience than all those puzzle games that just put you in an void with an IQ test. If you want to compare it to The Witness, I think it's clear that Jonathan improved as a designer over time, and The Witness is, I would say, better, but this is a completely different game, and also extremely good. Delights abound.
[h1]Living Within Time: The Ethics of Rewinding[/h1] I cannot tell whether this is a beginning, an ending, or a return. Yet one certainty remains: if I am asked about time, I do not know; but if no one asks me, I do. Or rather, let me amend that: only by living life in all its consequences—the braiding of mistakes and triumphs, of sorrow and joy—can I give voice to the way I understand the time I have lived. There must be no obsession with mastering, explaining, conquering, or dissecting time, least of all when desire itself has become blind. When we have committed a mistake and time refuses to heal it, the city clothes itself in chaos. What could it mean for a city to be ablaze? Perhaps it is this: my own cloud of fire, my private apocalypse, the moment when my mistake takes flesh within me until it leaves me no choice but to burst apart. I had arrived at the city. It was burning, the flames reaching towards its highest point. There, where a bridge stood, everything lay swallowed by shadow, wrapped in utter unknowing. I ran across the bridge, perhaps arriving, perhaps returning; yet within that solitude, darkness revealed itself only afterwards. Above, the stars traced their own silent pattern, asking nothing of interpretation. Perhaps they were illuminating the sky at the end of all things. And with every step I take, time is already there. I came upon a house. Perhaps it was my old home, where everything rests in silence, perfectly still, persuaded it will always remain the same—as though I had feared change, and spent my life fleeing from it. The sitting room welcomed me with its light still burning. Everything else was steeped in a spectral night. Fragments of my childhood lay tucked away in boxes; my teddy bears waited for an embrace whose tenderness could never be what it once was. I feel so distant—not only from others, but from myself. I cannot help but wonder: what have I been? Who am I in this present moment? The door opens. Books are waiting for me, quietly tracing the course of a life. Does life exist within time, or does time carry life within its depths, concealing both its meaning and its truth? Books that speak of time and of the ways it is lived; of forgiveness, and of choice. Is everything, for as long as we live, bound to time? To understand life and its meaning—to embrace everything it demands, to its furthest consequence—is to have travelled through it; to have stumbled upon your own princess, your own Dulcinea, through whom the manner in which I have lived is given form and meaning, whether that meaning proves to be truth or illusion. And yet, within time, a revelation was born. It blossomed like the flowers in a painting as I found myself remembering those bright, carefree days: drinking wine, laughing, dancing with wholehearted abandon. Just like that first world beyond the painting into which I had wandered—I could breathe the fragrance of the flowers, feel the grass beneath my feet across the open meadows, gaze upon the emerald forest: an Eden beneath an unbroken sun. A longing that belonged to a time before consciousness itself. Then I awoke, and it seemed as though it had all been nothing more than a beautiful dream. An idyllic tableau that had filled me to overflowing with joy. Yet the moment my actions touched the lives of others—those small creatures, so like porcupines—I discovered that, without ever intending to, I could wound them. How did I feel in that moment? Why do people drift away? Even if my intentions were kind, how could I be certain I would not repeat the very same mistake, treating them as obstacles to be swept aside? To rewind is a solution. But, like the Ring of Gyges, would I not merely be teaching myself to erase every fault? And if time always granted me another attempt, would I not, little by little, forget how to learn from the unforeseen—and from pain itself? This flow of time—this power to rewind, and the many ways in which time could unfold—posed an unspoken question: was I seeking perfection, seeking to make amends, or merely trying to flee? How many times would I erase my own actions in order to obtain what I desired most, until the world finally bent to my will? It would be nothing less than an attempt to manipulate all that lies beyond my understanding, rather than accept my mistakes, and my sins. I stood still. Breathing. Feeling the gentle breeze of that first world, of a childhood untouched by worry, of that emerald valley where my feet knew only laughter and the joy of running free. How effortless life seems there, even if such a state is often dismissed as mere comfort. Comfort, they say, is only a narrowing of consciousness. Yet this Eden belongs to what came before consciousness ever cast its shadow. I live within time. I continue on my way. Sometimes I lift my eyes to watch the clouds drift across the sky; at other moments, I bear a ring that crystallises a season of comfort, preserving a happiness untouched by pain. And then there are the moments when I glimpse the shadow of all my what ifs, sorrowful as it stands upon the brink of vanishing altogether. Through each of these moments, I realise that I have already fixed my gaze upon a single north and given it a name. But if I fail to reach it, will I still be capable of repentance? Or will I discover that what I truly regret is not my failure, but everything I became in trying to escape it? At what moment do we truly live? If everything can be taken back—if I remain condemned to a loop of time I believe I can overcome—I may also reach the end having learnt nothing from my own actions. Perhaps, if I were to reconsider what truly matters, the Princess could finally leave. I would let her go. With every world I set foot in, time whispers something different: how it lingers over certain moments, and how, through others, it moves inexorably on. It is true: I have made mistakes I deeply regret. Yet regret must not become a force that holds me still, nor a means of fleeing what is painful or difficult. It must become the place from which I learn to continue, to make a home of what once felt uninhabitable, and to emerge from the heart of chaos. I leave. I rest. I leave the lights burning. I am grateful to my sister for this gift, for the most precious time I possess—the closest thing I know to eternity—is the time I spend beside her. How has life treated you, through all these years? What do you feel when you make a mistake, or when one of your actions becomes a measure of another person's dignity? We all weave our own braids: threads with others through time.
Outstanding game, never played the original, so the ability to change between old and new graphics at any time is a nice touch and gives a lot of value to the craft of everything (especially after listening to the dev commentary on the art), the game itself has a great concept with great execution, no notes there, it's great overall, it's one of those, this game is so good, why hasn't anyone copied it during all this time?, maybe this is the best version of the game and to top that would be pretty hard The story, or the value that I got out of what I saw and experienced, since the it's not a linear straight forward story like in most games, will be on my mind and make me look at the world in a different way, that being said, it's open to interpretation, so your millage may vary Definitely recommend the game to everyone that enjoys puzzles or is looking for a more unique game experience On the developer commentary, listened to everything and enjoyed the new levels that where added for the puzzle pieces, the alternate levels where also very interesting but the highlight in the dev commentary was in the sound department since it's where I have the least knowledge in, the art and programming where also great, with the order that I went, when I arrived at the interviews there where parts that I already knew about in other segments, so it got a bit repetitive, but I just skipped ahead on those, a x2 speed on the sound would have been nice Played on linux bazzite with Dualshock 4 controller via bluetooth, all worked great
Ремастер пазл-платформера, вышедшего в 2008 году. В техническом плане игру отлично проапгрейдили — полностью перерисовали графику, добавили анимации, обновили музыку. Тот случай, когда в предыдущую версию играть нет смысла. Что же касается нового контента — тут всё не так однозначно. Дополнительные уровни мне не сильно понравились. Они никак не дополняют основную игру — нет ни новых механик, ни какой-то единой темы. Просто набор не особо сложных головоломок, доступ к которым довольно запутан (причём их всего 13 штук). Также добавили раздел с комментариями о создании игры. Разработчик записал 15 (!) часов аудио о дизайне, программировании, музыке, боссах, каждом отдельном уровне… Интересно, конечно, но очевидно, что кроме [strike]его друзей[/strike] людей, профессионально интересующихся геймдевом, это никто не слушал) Забавно, что в игре, которая проходится где-то за 5-7 часов, появилось 200 000 слов текста. Это очень много. Для сравнения, в каком-нибудь Ведьмаке 3 примерно 450 000 тысяч слов. Я искал информацию, почему в ремастере нет русского языка (в оригинале был), и оказалось, что на локализацию просто не хватило денег) Что касается базовой игры, которую я проходил лет 15 назад… Теперь смотрю на неё немного иначе. Уровни всё так же хороши, хотя и кажутся довольно простенькими. Есть в них что-то ламповое, уютное. Конечно, в 2026 году манипуляции со временем уже мало кого удивят, но на момент релиза это было просто «вау». А вот всё остальное… Стиль сюжетных текстов очень… претенциозный? Автор так погнался за формой, что немного позабыл про содержание. В итоге простые вещи рассказываются максимально сложным языком. Опциональный контент (звёзды) — это ужасно. Мне в целом мало нравятся секретки, которые невозможно (буквально) найти без гайдов. Но здесь они ещё и приправлены сверху дурацкими геймплейными механиками. Ждать два часа реального времени (без возможности альт-таба), чтобы попасть в нужное место, серьёзно? Это должно быть весело? А пиксель-хантинг для одной из звёзд (которую можно пропустить, из-за чего придётся перепроходить игру) правда обязателен? Да и даже с гайдами сбор звёзд превращается в платформенное дрочево с бесконечными попытками поймать идеальные тайминги для каждого элемента на экране. В общем, игра про время прошла проверку временем лишь частично. Откатываясь в прошлое я вижу, что когда-то ставил оценку 9/10, но возвращаюсь в настоящее и понимаю, что это всего лишь крепкие 7,5/10
I never played the original release, but I really enjoyed this. I don't agree with the idea that any of the puzzles are unfair. You genuinely just need to be patient, try different things, and pay attention. Usually, if you leave and come back, you will figure it out upon a second viewing. And I can understand why people would call the game "pretentious", but I reject that as well. I don't think Blow is trying to show off, I think he was just trying to tell a story in a more unconventional or interesting manner and the fact that the game is 10% artsy-fartsy and makes you read a scant bit of text annoys people. Blow is a bit of an eccentric and is very opinionated, which is a good thing. With respect to the story, I appreciate the attempt to add multiple layers of interpretation as well as the fact that it reflects the gameplay and vice versa. You observe, come to a conclusion, meet a reality where that conclusion doesn't hold, and then reinterpret what you previously saw. That does make this a rather "literary" feeling game. Dare I say, Wolfe-ian? I've dabbled slightly with The Witness in the past, but I'm looking forward to properly playing it through after making my way through the commentary levels here. Considering how cheap this frequently goes on sale, I think its worth picking up both for its own merits as a solid puzzle game trying to modestly push the boundaries of game storytelling AND for its historical relevance as one of the influential set of "original" indie games that helped give us the thriving ecosystem we have today.
While some of the puzzles are fine, others are needlessly frustrating and the game is honestly really pretentious for being just kind of mediocre. Braid is worth neither your time nor your money. 5/10
What's here is great. It sounds great, it looks great, and the puzzles are great. Unfortunately, there's not much here. Just a handful of puzzles with credits rolling after what felt like should have been 1/3rd of the way through the game. So I highly recommend giving it a go if you get it on sale, but if you pay full price you'll likely be disappointed with how small it is. I spent about 4 hours with the puzzles, then another little while going through some of the commentary.
不愧是独立游戏的开山之作。无法想象作者如何设计出过去的自己的影子把钥匙递给现在的自己这种操作。很多关卡都是靠教程通过的,甚至教程要拉十几次进度条+慢放看操作,即使这样在游戏里依然要尝试十几分钟才能拿到拼图,已经放弃拿星星了。从世界2开始几乎红温全程,对操作饥和手速的要求非常高。 虽然游戏难度很高但依然强烈推荐,把时间运用到极致的一款游戏,在遇到时空幻境之前我从来没有想过一款游戏可以像一本书一样隽永深刻。为了了解什么样的人才能做出这种游戏,特意去看了一些吹哥的视频,确实只有天才和疯子莫辨的人才能做出如此“惊世骇俗”的作品。感谢这个世界还有这样人和这样的游戏。
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