
You wake up in a bright, but mysterious room. You don't know what is happening or how you got there.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
Stats
Languages: English**languages with full audio support
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | Free | 20reviews | 55% | — | $0 |
| $2.09−70% | — | — | — | 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.
Engagement
Reviews
[b]captive[/b] is an escape room game with [b]randomized puzzles[/b], which I'm never a fan of, but some are bound to be happy about replayability. that is, if the game was worth playing even once... it came out with a $3.99 price tag as a full release in may 2020, but it's far from finished and it never received any patches. eventually the price got lowered to $0.99, but needless to say, it's still not worth it. the version number (0.8.8.7) is one thing, 1.0 doesn't mean anything these days either, but settings consist of 2 resolution options and a full screen toggle, except [b]'only 1440x960 works at this time'[/b], says the game, and it's not lying. there's a stats button, but 'stats coming soon'. graphics are very basic, might be nostalgic if you've played flash games. I don't consider them all that important as long as they're functional, and they are. however, [b]audio in the menu is extremely annoying[/b], and of course there are [b]no audio settings at all[/b]. no music while playing, only during the credits, and there aren't many sound effects. despite the info on the store page and the developer's insistance of the contrary, [b]the game works on win7[/b], and after all of the above I was surprised to find that [b]manual saving[/b] is also functional. it opens a regular windows dialog, which is just as elegant as the rest of the game. [b]no autosaving[/b] though. so you're in a room, who knows why, trying to get out, who knows why, but [b]only using the left mouse button[/b], apparently. no way to back out with right click, gotta click not-so-subtle light bars on the bottom of the screen. again, classy. they also signify available exits from the current location, and you can click on all sorts of things to find items and puzzles. inventory on the right, some items can be examined, others combined, the rest dragged onto things in the room to use them. [b]I don't like math puzzles and this game has a bunch[/b], plus some others that I felt were too obscure or the clues not that helpful, but I'm also not very smart. I do enjoy this genre if it's done right but didn't like this one. it might take a while to crack the puzzles (or forever for the mathematically challenged, so I took a peek in the available [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2115423713]guide[/url]), but randomization is only relevant if you want to play it again and why would you? it's a [b]lazy and unfinished flash-like game with zero basic functionality and quality of life and a 'to be continued' screen at the end[/b]. as a first coding experience it's something, but it shouldn't have been released to the general public as a paid (or even free) product.
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.4M | 16.2K | 90% | $17.99 | |
| $1.1M | 4.4K | 83% | $9.99 | |
| $888.1K | 1.8K | 85% | $19.99 | |
| $831.2K | 3.5K | 89% | $3.99 | |
| $2.5M | 4.4K | 88% | $17.99 | |
| $229.6K | 290 | 71% | $24.99 |
Hours played at review time, across 20 reviews with recorded playtime.
[b]Captive[/b] is an escape room game exactly like the popular series of web-based games that circulated in the late 90's & early 2000's. You'll have to search every inch of the room for items and clues to figure out secret codes and ultimately crack a safe. [i]Captive[/i]'s greatest strength lies in the complexity of its puzzles, and is sure to stump even the most experienced escape artist. But I'm afraid that's where the magic ends, because it doesn't have anything else going for it. [h3]Since Steam forces a binary rating, choosing not recommended at its full price. I would recommend it on sale, if you're looking for a pure puzzle challenge, but bear in mind that it's very short, and the achievements only serve to pad its length. This review is actually mixed.[/h3] [h3]Pros[/h3] ✅ Challenging. Definitely one of the harder escape rooms I've played ✅ Varied puzzles: Basic math, some item combining, even physical interaction ✅ Secrets: Extra achievements for decoding hidden clues ✅ No annoying pixel hunts. Easy to find hotspots. [h3]Cons[/h3] ❌ Its core puzzle is acutely complex, and the hints surrounding it are easily confused. ❌ Bland Graphics. MSPaint-tier ❌ Short: One room. Once solved, the mystique is gone, and repeat runs become less and less fun. ❌ Cliffhanger ending. This isn't a plot based game, but what little crumbs it gives you are unsatisfying. "To be Continued" is a major letdown. ❌ Silent. It does have a few sound effects, but there's no music to speak of. This could be good for concentration, but it also makes the game feel even emptier. [b]Captive[/b] is the kind of game I'd expect from an engineer: Logical, calculated, and precise. The puzzles require some tinkering, a bit of outside the box thinking, and once solved, do give a sense of satisfaction. What [i]Captive[/i] lacks, however, is charm. The aesthetics are drab, the silence is deafening, and the tease of a plot without any answers was disappointing. Don't get me wrong--there's nothing wrong with bland graphics. I've played dozens of escape rooms over the years and some of the greatest don't have any screenshot-worthy visuals. But what they did have was coherent puzzles, maybe a bit of comedy, and ultimately some kind of plot resolution, no matter how small. [i]Captive[/i] feels like it scratches the surface but doesn't want to go any deeper. There are only a handful of interactive objects, no decorations beyond the minimum necessary required, no way to inspect your inventory items for additional clues. And I can't get past the fact that it's only one room. In 2020, I'd expect something more substantial of an experience for a game with a price tag. You can still play great escape rooms online right now, entirely free. To the developer's credit, he has been very responsive and even patched some initially game-breaking bugs. And without his help, I would not have been able to make sense of some clues that were phrased in a way open to interpretation. The updated version now has resolved these issues, for the most part. TL;DR - Get Captive if you're a puzzle collector. But only if it's on sale. There's only a handful of actions to take to escape the room, and the fun quickly diminishes when you're replaying it for achievements. [u]Achievement Hunters[/u]: Finish the game and find all secrets. <1hr to 100% [h3][url=https://steamcommunity.com/sharedfiles/filedetails/?id=2115423713]Click here for the full walkthrough and achievement solutions.[/url][/h3] [code][b]This review was commissioned by [url=https://store.steampowered.com/curator/33779114-pcgameit/]the PCGame!t Curator[/url], updated daily![/b][/code]
Totally got sucked in by the puzzles or should I say struggling to figure them out!
Aydınlık ama gizemli bir odada uyanıyorsunuz. Ne olduğunu, oraya nasıl ulaştığını bilmiyorsun.
[h1]Before I played Captive, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
Captive is a small-scale point-and-click escape room adventure that takes a familiar concept and keeps it deliberately focused. The player awakens inside an unfamiliar room with little understanding of how they arrived there, leaving escape as the immediate objective. Rather than relying on combat, platforming, or complex character progression, the experience is built around observation, environmental interaction, item discovery, and logical experimentation. It was developed by Kennex and published by Kennex Software, with its modest scope making it feel closer to a traditional digital escape-room challenge than a lengthy narrative adventure. The central room is essentially one interconnected puzzle. Ordinary furnishings and objects become important because almost anything might conceal a clue, key, useful item, or another piece of the escape sequence. Desks, drawers, closets, electronic devices, and less conspicuous parts of the environment encourage methodical investigation. Progress generally comes from finding something useful, understanding its purpose, and determining where it belongs. This creates a satisfying chain of discoveries in which solving one problem frequently opens the way to another. One of the more appealing aspects of Captive is that it does not bury its basic idea beneath unnecessary systems. The objective is clear even when the solutions are not: examine the room and figure out how to leave. That simplicity allows the puzzles to remain at the center of the experience. Items that initially seem insignificant can acquire importance after another clue is discovered, encouraging players to reconsider areas they have already inspected. When these connections make logical sense, solving them provides the rewarding realization that makes escape-room games enjoyable. The downside is that careful observation can occasionally turn into persistent hotspot hunting. There is an important difference between failing to solve a puzzle and failing to notice the exact location that needs to be clicked, and Captive sometimes approaches the latter problem. Players who enjoy searching every corner may see this as part of the challenge, while others may become frustrated when they understand what they should probably be doing but cannot locate the necessary interactive element. Patience is consequently just as important as deduction. The confined setting contributes to the game's atmosphere. Because there are relatively few locations to examine, players gradually become familiar with every part of the room. That familiarity is useful to the puzzle structure because previously unimportant objects can become meaningful after new information is uncovered. The mystery behind the protagonist's captivity also provides some motivation beyond mechanically opening locks. There is always the underlying curiosity of discovering what the escape will reveal, even though the narrative is considerably less elaborate than the puzzle-solving component. Visually, Captive is functional rather than ambitious. Its presentation exists primarily to support interaction and make the environment readable. The limited setting inevitably means there is less visual variety than in larger adventure games, but concentrating the entire experience within a compact area also reinforces the feeling of confinement. The environment becomes something to study rather than simply pass through, which suits the escape-room concept. Players expecting cinematic storytelling or highly detailed modern environments should temper those expectations, as the attraction here is predominantly mechanical. Achievement hunters also have additional objectives to pursue, with 20 Steam achievements providing an extra layer of completion beyond reaching the ending. They can encourage more thorough exploration, although replay value remains naturally limited by the puzzle genre. Once the locations of important objects and the solutions to major puzzles have been learned, subsequent playthroughs are unlikely to reproduce the uncertainty of the first attempt. Replaying therefore makes the most sense for achievements, completion, or attempting a faster escape rather than discovering substantially different content. Steam Deck compatibility is less straightforward. Captive does not have an official Valve Steam Deck compatibility rating indicating that it is Verified or Playable. Its Steam listing is designed around Windows and traditional mouse-based point-and-click interaction, so it should not be treated as officially supported for Steam Deck. Proton may potentially allow the game to run, and the Deck's trackpads can theoretically accommodate mouse-oriented controls, but functionality should be considered unofficial and potentially inconsistent. Players specifically buying or installing it for handheld use should therefore expect possible configuration or compatibility issues rather than assuming a seamless Deck experience. As a free-to-play title, Captive's modest size and straightforward construction are easier to appreciate. It is not trying to compete with large commercial puzzle adventures. Instead, it provides a concentrated room-escape exercise for players who enjoy searching environments, collecting objects, experimenting with combinations, and gradually unlocking a solution. The absence of a financial barrier also makes it easier to recommend as a curiosity to escape-room enthusiasts, provided they are comfortable with occasional trial-and-error searching. Overall, Captive is a respectable but limited point-and-click puzzle game whose greatest strength is its commitment to a simple escape-room formula. Its interconnected environmental puzzles can produce satisfying moments of discovery, while its obscure interaction points and restricted replay value prevent it from becoming a particularly memorable entry in the genre. For patient players who enjoy examining every object and gradually piecing together an escape route, it provides a worthwhile short challenge without unnecessary complications. Rating: 5/10
Guess I'm stuck "Clues" don't really make sense, I can't tell which clues go to which "puzzles" "Puzzles" are mostly math problems, trying to decipher the "clues", and the pixel hunt of trying to use inventory items Game is sold as complete, but the only thing in "settings" is resolution options and a message saying they don't work yet. It doesn't save automatically, you have to hit esc and save. If you just close the game you lose all progress. Not sure it's worth starting over, let alone playing 10 times for the achievement.
免费 有成就 没中文 囚笼 你在一间明亮却透着诡异的神秘房间中醒来。 你一无所知,不清楚发生了什么,也不知道自己为何会来到这里。 房间里有一台电视、一个垃圾桶、一张书桌和一个衣柜。四处散落着各种物品,大多隐匿难寻,有些随手就能找到,有些则暗藏踪迹。 你需要点击场景特定区域搜集物品,摸索道具组合用法,最终逃出房间。 要怎样才能打开电视?抽屉该如何解锁?书桌里藏着什么? 开启大门的钥匙身在何处?门外究竟有什么在将你困住? 你能否解开谜题顺利脱身,还是永远被困于此? 这是一款点击式解谜冒险游戏。 你被困在密闭房间内,需要破解难易交织的各式谜题,寻找逃离的出路。 你无从知晓被困的缘由,但离开前必须探明房间背后的种种线索。 你的目标只有一个:逃出这里。 探索房间、搜集道具、灵活运用, 开启拾取到的物品,将道具相互组合,在房间各处尝试使用。 倘若陷入卡关,不妨静下心仔细思考。 你会永远深陷囚笼之中吗?
I do not recommend
Too much math.
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