
Cubway is a journey with an abstract story of lifecycle of rebirth, called Samsara. Guide the cube through the long way full of dangers and difficulties, visit many interesting and mysterious places.
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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, 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
[h1]Description[/h1] Cubway is a small skill game where users have to navigate through several obstacles in short levels. [h1]What does this product do?[/h1] [olist][*]Cubway is using Unity Analytics / Google GCE as Endpoint [*]Cubway is using GameAnalytics / AWS Endpoint [/olist] [h1]Screenshot[/h1] https://steamcommunity.com/sharedfiles/filedetails/?id=2851990835 [h1]Who is running the product?[/h1] ArmNomads, LLC [h1]Where are the service providers located?[/h1] [olist][*] ArmNomads - Yerevan, Armenia [*]Google, LLC, 1600 Amphitheatre Pkwy, Mountain View, CA 94043, United States [*][noparse]Amazon.com, Inc.[/noparse] - United States, Seattle, 410 Terry Ave N [*]GameAnalytics - 8th Floor, 9 Appold Street, London, EC2A 2AP, United Kingdom [*]Unity Technologies - San Francisco, California, United States [/olist] GameAnalytics (GA) was aquired by Mobvista 2016. Their service is realtime-monitoring 2,3 billion active users each month. Unity Analytics average number of monitored devices is around 2,5B+ and 23B+ ad impressions each month. [h1]What data is collected?[/h1] [b]GameAnalytics[/b] The scope of GA is somewhat larger and interested users should do an own research. At least it's monitoring your Hard/Software, IP, playtime, level sections, keystrokes, demographic data, highscores, used ingame ressources and so on. [b]Unity Analytics[/b] Unity gets your deviceID, IP, playtime, data of your OS and gaming progress. This behaviour can be seen in mostly every product with Unity-Engine as long as the behavior has not been explicitly disabled by devs. [h1]How is data collected[/h1] Unity-Analytics (event-telemetry) during game initialization and between every level/screen GameAnalytics realtime-monitoring service is doing callbacks back to their API every 6 seconds Both services are using UUID's (unique user ids) to identify user. Partly cross over platforms. [h1]Is the data confidential or personal?[/h1] Personal and accordingly uniquely attributable userdata [h1]Summary[/h1] A typical and illegal data theft. Consumers are not informed and this behaviour is an example how consumers are self-service stores for BigTech. P.S. Should be there a future censoring here... the {LINK REMOVED} will be Amazon's company name. Valve Softworks is too stupid to parse stuff correctly with their AI and patronizing behaviour on Steam.
Игра света и тени на пути к загадкам, которые сделают мудрее или погрузят во мрак. А зависит это уже от вашего восприятия, господа и дамы! Мой разум был встревожен, но не сломлен. Меня доконал геймплей: застревание на одном из особенно сложных моментов привело к потере всякого терпения и прекрасная игра оказалась брошена. А жаль. Вы замечали, как отголоски забытых моментов мешают снова повторить попытку? А всё бы получилось в ЭТОТ раз, но вы цепляетесь за уже пережитое, что не имеет отношения к настоящему. И в очередной раз проходите мимо, хотя уже даже не помните, что вас оттолкнуло.
抽象风旅行?emm~确实很抽象, 控制小球解锁图片,对,每个关卡都是一张老照片~关卡过后有一句话鸡汤。 不管是毒鸡汤还是好鸡汤~我都没办法看完~因为~游戏太难了~ 哪怕我用简单模式都没法clear~ 游戏不支持手柄~只能键盘一点一点按~其实有些讨厌这样的模式~ [h1]~不怕难的可以试试,反正我是连简单模式都clear不了~[/h1]
This game has lots of mixed reviews - some of them praise it, some of them hate it. It actually costs 4$/€, so it's not even that cheap. Some users called this game pretentious, since the story looks random and shallow with little effort employed in the graphical sector, while the gameplay itself isn't really even an arcade/puzzle - rather, it's just a simple platformer with few movement options. Other users praise the abstract artwork, the minimalistic environment, the relaxing atmosphere and such. The Italian translation of the game is horrible, so I think you should stick with the English one.. the first screen selection in which you're allowed to choose between easy, hard or normal literally reads "pass the game upon another difficulty in order to see analternative story ending" (yeah, "analternative" is written like this in the Italian page). Anyways, the whole environment is really minimalistic. It's all 2D, you're a red cube, you can move left or right and everything is black and white. Obviously, the goal is to reach the end in each level. There are lots of taglines and messages between the levels, it's up to you I think to judge if they're enough philosophical or not.. just keep in mind that many translation suck that much that you won't be able to enjoy anything. Most of the times you won't even know what you're doing and why some of the black figures are moving and why they're moving that way, but in the end the game looks like a simple minimalistic puzzle game which doesn't present some noticeable kind of uniqueness in my view. Plus.. it's slow. Apart from the three endings, there are 55 levels and you'll have to move your cube through a mix of texts and abstract black figures which will constantly move - remind that you'll be able to go only left or right. All in all, the graphics get better and better between the levels and I don't know, I agree with those who say that the game is pretentious since it's no philosopical masterpiece, but on the other side it has a nice mix of good music, nice graphics (not in the minimalistic levels themselves, but rather in the animations in-between) and somehow challenging but simple gameplay. It's more a matter of timing and waiting rather than pure arcade ability, given the limited moves your cube has. But it's ok. I'd recommend the game, all in all. It can be enjoyed by lovers of relaxing puzzles or semi-philosophical matters. In a general way it's not a masterpiece, but it's a nice effort. New mechanics are added as you'll progress with the levels, making the game somehow more challenging.
Посредственная аркада с великолепным звуком и стилем. Cubway хочет казаться сюжетно ориентированной игрой с текстовыми вставками после каждого уровня и несколькими концовками. Но на деле эти самые вставки оказываются до жути банальными фразами в стиле "только пройдя через боль, можно познать счастье", которые с громким скрипом складываются в единый невнятный сюжет. Геймплей представляет собой необходимость добраться из точки А в точку В, при чем в каждый момент времени есть только два направления движения: вверх-вниз и влево-вправо. И основная сложность геймплея в препятствиях, которые предугадать совершенно нельзя. В итоге прохождения уровня сводиться к "ага, вот эта штука в этой точке упадёт, поэтому нужно немного назад сдать, блин, а сейчас этот круг расширился и убил меня, ладно, в следующий раз пройду дальше и узнаю что-то новое". И для аркады подобное отношение к игроку я считаю не очень честным, потому что очень мало зависит от наших навыков и реакции и очень многое - от опыта и знания уровня. Возможно разработчики вкладывали в это какой-то символизм, но геймплейно выглядит очень плохо. Звучит и выглядит игра прекрасно. Звуки взаимодействия приятные, эмбиент на своём месте и в нужное время. Всё происходящее на экране понятно и даже иногда приятно наблюдать за происходящим. Но главных проблем игры это не решает.
I usually do not like to use this word, but this game is extremely [i]pretentious[/i]. The "story" is basically randomly selected stock footage with thoughtful-ish text and a fancy instagram filter layed over it. But that would be forgivable if the gameplay was any good. Spoiler alert: it isn't. The game advertizes itself as a puzzle-arcade. But the controls are too restricted for an engaging arcade gameflow. You can only move along a straight line left or right and occasionally up or down. For a such simple movment system the controls are too slippery and often you end up dying because of the horrible input reading. Puzzle mechanics is absent. There is no thinking involved, because the results of your actions are unpredictable and inconstant. Sometimes the blocks kill you upon contact, sometimes you need to touch the exact same blocks to finish the level. Sometimes the blocks move left, sometimes they move right, sometimes they do nothing or just crush you by randomly spinning. The game does nothing to telegraph the movments, so you won't be able to "solve" the level. Basically it's a memory game with tedious execution. The only advantage Cubway has is the art direction. It's increadibly stylish and pleasant to experience. Design and music create the relaxing "zen" atmosphere the developers were obviously going for. To sum up, this is barely a game. Neither the arcade, nor the puzzle mechanics are engaging. The story is paint by numbers New Age pseudo-wisdom. Maybe it could work better on mobile, but as a PC experience it's a borefest with some nice visuals to look at.
Не для слабонервных. Все медленное, кривое, сложное. Но визуал прикольный, красивый. И дорогие карточки на эту индюшачью дичь.
I like the atmosphere and the pictures. The music is wonderful. Then again, the game itself is repeat of trial & error. I'm not sure if I would recommend this as soothing and healing game, as this game evokes the opposite. Unless you find tranquility in the fact that no matter what we do, we always have a vague hope to change the outcome but likely fail a ton before.
I had thought that the game was going to be an artsy, "go with the flow", meditative zen-like experience where getting into the zone will allow you to rhythmically flow to the end point. It was actually rather simplistic, pressing one button to move your thing across a screen in a particular direction until something triggers, and sometimes just frustratingly trying to race across the screen before a triggered event sealed off an exit, forcing you to try again and again and again and.... all the while making sure that you land your thing pixel-perfect on just the right spot (with the unfortunate handicap of delayed drifting after ending your button press). That became god awfully irritating, trying to land your thing on just the right spot without drifting past or stopping just beforehand. It's just a waste of money. Rather use your cash for trading cards or something.
͕͗С͕͕͗͗Т͕͕͗͗Р͕͕͗͗А͕͕͗͗Д͕͕͗͗А͕͕͗͗Н͕͕͗͗И͕͕͗͗Е͕͗
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Concurrent players on Steam, sampled daily since tracking started.
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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