
Cubin is a first-person platform puzzle game that immerses you in the LGA experience. Complete 60 experiments to discover the truth about this simulation.
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Languages: English*, French, Italian, German, Spanish - Spain, Simplified Chinese, Portuguese - Portugal, Russian, Japanese, Norwegian, Dutch, Turkish +5 more
Reviews
Действительно интересная игра. Пусть на данный момент я не закрыл её на 100%, но планирую ведь оно того стоит. Геймплей приятный, графика хороша (тесты с выключенным светом вообще мои любимые), многие тесты построены так, что их можно пройти несколькими способами. Но иногда возникают ситуации когда случайно получаешь софтлок и приходиться проходить тест заново. Однако тем не менее это действительно интересная головоломка которая концентрируется на кубах и кнопках при этом это играется интересно, ведь за два прохождения я ни разу не поймал себя на мысли что тесты однотипны. Достойные 8/10
Not an absolute masterpiece but definitely an alright game. It was way more enjoyable than I expected it to be.
An excellent puzzle/platform game. Levels with good difficulties and not repetitive. The different endings (although a bit similar) are very interesting and teach more about the game's history. A very good game!
The game falls into the first person puzzle genre, a type of game that usually shares a few familiar traits. One of the first things you notice is that your identity does not really matter. You are simply one of many volunteers, labeled Player 422, who has agreed to take part in some kind of mysterious experiment for reasons that are never fully explained. The second defining element is the setting. You move through a series of pristinely clean rooms in strict order, almost like a lab rat navigating a maze. Your only connection to anything outside these sterile spaces is an AI named Alice, who accompanies you throughout the experience but doesn’t have anything interesting to say except repeat a few lines. Each room has a simple goal. You just need to reach the exit that leads to the next puzzle room. Because of that, the game never demands much attention to its deeper lore. Instead, the focus is firmly on the mechanics introduced right from the first room. As is often the case in games like this, the main interactive element is a cube. You can pick it up, carry it around, and use it to interact with pressure switches. You pick up a cube by holding the left mouse button and drop it by releasing the button. However, if you quickly move the mouse in any direction and release the button mid motion, the cube inherits that momentum and gets thrown. This might sound useful, but it can actually create serious problems. It is entirely possible to throw a cube somewhere unreachable, which can make the puzzle impossible to complete. This can even happen in the tutorial room if you accidentally toss a cube to the other side of a forcefield. Since the game does not have a cube respawn mechanic, the only solution in that situation is to restart the stage. Cubes are mainly used to hold down switches that power various elements such as doors or elevators. Each switch is connected to its device with visible power lines, so you can clearly see what each one controls. Cubes and switches also come in different colors, and they must match in order to work together. Sometimes an element will have several power lines connected to it. In those cases you need to activate all the switches to provide enough power for it to function. Other times you only need to press a switch once and the power remains active even after you remove the cube. There are also delay nodes that pass the power forward after a short pause. These are often used to give you just enough time to run and jump onto an elevator before it starts moving. Another important mechanic is teleportation. Every puzzle room contains a small control room that you can teleport to by pressing a key. From there you can observe the puzzle from a different angle, which can be helpful, but the main purpose of the room is a button that triggers something inside the puzzle area. Most of the time this button spawns a new cube, and pressing it is often the first thing you do after entering a room. The teleport system, however, feels a bit strange. You can only stay inside the control room for ten seconds before being automatically teleported back to the puzzle room. After returning, you must also wait a few seconds before teleporting again. Instead of a timer, the game signals this through the lighting in the control room, which changes from red to blue once teleportation becomes available again. The puzzles themselves vary in difficulty, though they all rely on the same core idea of matching cubes to their switches. The problem is that the solutions are not always smooth. Sometimes they feel a little finicky, with too many things that can go wrong. For example, building small staircases with cubes becomes a key technique that appears in many puzzles. By stacking two cubes you can climb higher and then grab them again from below to carry them further or create new steps. If you fall, you have to build the stairs again. If the cubes end up somewhere unreachable, you are forced to restart the puzzle. Platforming also plays a role. Running and jumping are frequently required, and you can even jump while holding a cube. However, jumping across small platforms can be tricky. You often need a running jump, but it is very easy to overshoot and fly right past the platform. In some situations, you even have to jump toward a distant cube and grab it mid jump, which requires precise timing and aim. The biggest issue, though, is the lack of control over how you hold the cubes. You cannot adjust the depth of your grip or control the cube’s rotation. Since you can grab cubes from several steps away, the distance between you and the cube becomes very important. Sometimes you have to pick up a cube from the farthest possible distance and guide it over a wall, push it onto a switch, or maneuver it through a small obstacle course. Dropping cubes can also be frustrating. Occasionally you need to drop a cube onto a switch below you, but it is impossible to know if it will land perfectly or bounce in an unexpected way and miss the target entirely. When that happens, you have to repeat several steps and hope it works the next time. Rotation is not as critical, but it can still be annoying in certain puzzles. In one case, you need to build a tall pillar of cubes so that the top one reaches a switch on the ceiling. Constructing this pillar can be messy because it is difficult to judge depth. Instead of placing a cube neatly on top, you can push it into the stack and knock the whole structure apart. In another puzzle, you even need to angle a cube so it presses into a switch on the wall by leaning against it. Despite these frustrations, there is still a satisfying feeling when a puzzle finally clicks. Moments like that make you feel genuinely clever, almost as if you have managed to think outside the box. Fortunately, the more awkward puzzles are in the minority. Most of them are well designed and even become easier once you grow familiar with the game’s little tricks. The game is divided into twelve chapters, each containing several puzzle rooms. There is also a deeper mystery hidden throughout the levels, revealed through six tapes placed in noticeable spots near bloody handprints and small sparkling markers. Multiple endings are also included. Unfortunately, once you finish the game your entire progress is reset. If you want to see the other endings, you have to replay the whole game from the beginning. Since there is no stage select, going through everything a second time can feel more like a chore than a reward.
Well worth the price. Good platforming, good puzzles, good graphics. The story is a little odd, and I've only gotten one of the endings, but maybe as people discover more about the game we'll figure out how to get more endings. Overall a fun experience, and for $8 definitely worth it. I was iffy on the click-and-drag mechanics of carrying boxes, as I'm used to the pick-up-put down mechanics in the likes of portal, but it's utilized brilliantly, manipulating boxes through panes of glass, putting boxes up high in places where the player can't stand themselves or grabbing them from much further than they'd normally be able to. It's a simple concept, picking up cubes and putting them on matching buttons, but the unique nuances of how the drag-and drop style of carrying things works in this game that sets it apart. Definite recommend.
跑酷好难
Je viens de le terminer, c'est vraiment un bon jeu qui mérite plus de visibilité. Les puzzles sont bien pensés, l'histoire (qui n'est pas parfaite mais très correcte) dure environ 2h. Je le conseille fortement !
juste trop bien, ceux qui aiment portal vont forcément aimer
Да, я не смог пройти на хорошую концовку. А все из-за недолетов. Особенно на 59 уровне. Хотя больше всего я падал на уровне с трамплинами, я научился прыгать на кубике раньше, чем понял как прыгать по трамплинам. Конечно перепроходить не буду, из-за уровня 58 - где решает тайминг и точность - было бы сохранение - норм, но заново перепроходить уровень, чтобы в конце попасть на пиксель - это мучение.
Cubin es la primera entrega de este interesante universo de ciencia ficción creado por Limsod Games. Un título de puzles y plataformas en primera persona que toma como clara inspiración la fórmula clásica de la saga Portal, ofreciendo un desafío mental muy directo y disfrutable. La Experiencia: Despiertas en las asépticas instalaciones de simulación conocidas como "LGA". Acompañado (y guiado) por una voz llamada Alice, tu misión es superar 60 experimentos cada vez más complejos para descubrir la verdad detrás de este lugar. La jugabilidad se centra en la resolución de salas aisladas usando la lógica y las físicas: deberás manipular cubos de gravedad, usar plataformas de salto y acceder a salas de control para activar mecanismos. Además de estrujarte el cerebro, muchas pruebas exigen precisión milimétrica y habilidades de parkour en primera persona. Lo mejor: Diseño de niveles: Las 60 salas de pruebas están bien planteadas, ofreciendo un buen equilibrio entre la lógica mental y la agilidad plataformera pura y dura. Curva de aprendizaje: El título introduce sus mecánicas poco a poco, permitiendo que asimiles cómo funcionan los cubos y los entornos antes de empezar a complicar seriamente las cosas. Idioma: Como gran punto a favor para la comunidad hispanohablante, el juego incluye la interfaz y los textos traducidos al español. Puntos a tener en cuenta: Físicas y control: Al ser un título independiente, el control de los saltos y las físicas al interactuar con los objetos pueden sentirse algo toscos en las pruebas que exigen más rapidez, lo que puede causar ensayo y error en los niveles finales. Tono experimental: Todo transcurre en entornos de prueba muy similares entre sí, por lo que el peso del juego recae enteramente en la resolución del puzle más que en la exploración. Conclusión: Si disfrutas de la esencia de los juegos experimentales de escapar de habitaciones en primera persona y te quedaste con ganas de más retos espaciales tras títulos como Q.U.B.E., Cubin es un sólido punto de partida indie que sienta unas bases estupendas para su secuela. Valoración: 🧩 Diseño de Puzles: ★★★★☆ (Desafiantes y lógicos) 🏃 Plataformas: ★★★☆☆ (El control exige costumbre) 📖 Historia: ★★★☆☆ (Un buen misterio de ciencia ficción) 🗣️ Idioma: Textos en Español 💸 Calidad/Precio: ★★★★☆ ¡Gracias por leer! Si eres desarrollador o quieres descubrir más joyas ocultas, puedes seguirme y contactarme a través de mi página oficial de Curator: https://store.steampowered.com/curator/45041832-Maestro-del-Pixel-Pixel-Master/
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