
All or something is preventing and helping, freezing and melting, braking and slipping, glowing and fading. The devices are subordinated with the common laws of a puzzle. That, that is melted that will not be frozen and will not swim. But there is something unfired that drowning and freezing. The Ice bridges are not for the fire coals.
Modeled estimate, not a reported figure. How we estimate →
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): 0.14/day in the week to Sep 1 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Stats
Engagement
Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game was handcrafted by the devil himself
Это маленькая, но очень ладная пошаговая головоломка, где нужно толкать предметы, чтобы открыть портал.
даже за халяву больно играть
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian**languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Напишите обзор игры
очень крутая головоломка
Caliper oldukça soyut bir fizik/puzzle dili kuran, mantığı tam olarak “kurallar sezgisel değil, keşfediliyor” hissi veren garip ama ilginç bir bulmaca deneyimi. Isı, buz, yanma, sürtünme gibi zıt kavramların aynı sistem içinde sürekli birbirini etkilediği bir yapı var ve oyun sana net açıklamalar vermek yerine deneme-yanılma ile öğrenmeyi dayatıyor. Bu da bazı anlarda çok tatmin edici “aha” anları yaratırken, bazı anlarda da neyin neden olduğunu anlamayı zorlaştırabiliyor. Bulmacaların tasarımı daha çok soyut düşünmeye ve ilişki kurmaya dayanıyor, klasik puzzle oyunlarından beklenen netlik burada yok. Genel olarak sabırlı oyuncular için, kuralları çözmeye çalışırken yavaş yavaş açılan deneysel bir bulmaca oyunu.
Caliper, developed by Tort and published by Conglomerate 5, is a compact 3D puzzle platformer that centers on environmental interaction and loosely guided experimentation. Rather than building its identity around narrative structure or cinematic presentation, the game leans into abstract mechanics and physics-based behavior. Players are placed into small, contained environments filled with interactive elements whose behaviors must be understood and manipulated to advance. At its core, Caliper revolves around observing how objects respond to specific conditions. Environmental elements can change states—platforms may freeze, melt, activate, or deactivate depending on player input or proximity. The puzzles are not heavily tutorialized, which means the game encourages discovery through trial and error. Early moments often feel ambiguous, as objectives are not explicitly spelled out. Instead, players are expected to interpret the space, test interactions, and deduce how elements relate to one another. This open-ended structure makes experimentation central to progression. Level design emphasizes compact arenas where each object serves a functional purpose. There is little visual clutter, allowing players to focus on the mechanics at hand. The 3D environments are simple in geometry but intentionally structured to support layered interactions. Moving from one platform to another often requires activating a sequence of environmental changes in the correct order. While the puzzles are not deeply systemic in complexity, they demand attentiveness and a willingness to revisit assumptions when initial approaches fail. Visually, Caliper adopts a minimalist aesthetic. Colors are clear and environments are modestly detailed, ensuring that interactive components remain readable. There is no elaborate artistic theme driving the presentation; instead, clarity and functionality dominate the design. Sound design is similarly restrained, providing subtle feedback without drawing attention away from the puzzles themselves. The overall presentation aligns with the game’s experimental tone. The gameplay experience is relatively brief, with levels designed for short sessions rather than extended campaigns. This brevity reinforces its identity as a low-cost, focused indie experiment. However, the absence of structured guidance can be divisive. Some players may appreciate the freedom to discover solutions organically, while others may find the lack of clear direction frustrating. Because mechanics are introduced without extensive explanation, success often relies on patience and observation rather than immediate understanding. Replay value is limited, as once the environmental logic of a level is solved, there are few alternate paths or branching solutions to explore. There are no significant narrative layers or evolving mechanics beyond the central environmental interactions. The satisfaction comes primarily from deciphering how a space operates and successfully navigating it. Ultimately, Caliper functions as a minimalist puzzle experiment that prioritizes environmental logic over spectacle. It does not aim to compete with large-scale puzzle platformers in terms of scope or depth, but instead offers a small collection of abstract challenges centered on physics-based interactions. For players drawn to understated, exploratory puzzle design and willing to embrace ambiguity, it provides a concise and unconventional experience. Rating: 7/10
If your looking for a review on this game you've come to the wrong place, but if your're looking for an outstanding pie recipe you've come to the right place. Ingredients: 1. 6 tablespoons unsalted butter 2. 1/2 cup white sugar 3. 1/2 cup brown sugar 4. 1/4 cup water 5. 1/4 teaspoon cinnamon 6. 1 pinch salt 7. 5 apples - peeled, cored and sliced 8. 1 pastry for double-crust pie Directions: 1. Preheat oven to 425 degrees F (220 degrees C). 2. Combine butter, white sugar, brown sugar, water, cinnamon, and salt in a saucepan over medium heat. Bring to a boil, remove from heat and set aside. 3. Roll out half the pastry to fit a 9-inch pie plate. Place bottom crust in pie plate; pour in apple slices. 4. Roll out top crust into a 10-inch circle. Cut into 8 (1-inch) wide strips with a sharp paring knife or pastry wheel. Weave the pastry strips, one at a time, into a lattice pattern. Fold the ends of the lattice strips under the edge of the bottom crust and crimp to seal. 5. Pour butter-sugar mixture over top of pie, coating the lattice, and allowing any remaining sauce to drizzle through the crust. 6. Bake in the preheated oven for 15 minutes. Reduce heat to 350 degrees F (175 degrees C), and bake until the crust is golden brown, the caramel on the top crust is set, and the apple filling is bubbling, 35 to 40 more minutes. Allow to cool completely before slicing.
An excellent puzzle platformer with a subtle visual style and clever logic. The levels are thought-provoking, well-balanced, and enjoyable to play.
Ufff huid de este juego.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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