
Dubio is a game of tiny puzzle parcours. It offers a challenging mix of puzzle-solving and momentum control. Jump and bounce through 100 levels that test your wits and sense of timing. Or are there more?
Modeled estimate, not a reported figure. How we estimate →
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About
Dubio brings you a fine-tuned mix of puzzle solving and minimalist platforming. Roll and bounce your way through 100 levels, each a compact obstacle course that requires clever planning and solid execution.
Encounter warps, toggle blocks, gravity switching diamonds and surprising visual trickery. You might even discover hidden moons that bring tougher challenges still.
The music for Dubio is made by Kettel, known for his warm melodic electronic vibes and his popular score for 'ibb & obb'. His soundtrack for Dubio explores a more otherworldly haunting sound.
Play however you like. Dubio features full support for keyboard, controller, mouse and touch.
Not sure if you'd like it? Try the free demo and get a good idea of what Dubio has to offer.
Designed and developed by Richard Boeser (ibb & obb, Chalo Chalo) and AJ Kolenc (Home Improvisation).
Music by Kettel (ibb & obb, Park Beyond).
Stats
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*, Arabic*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek* +91 more
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
简洁,精妙,有时会纠结,终究会释然。 作为一款简·单的解谜游戏,Dubio无疑是合格的。发觉某种技巧并逐渐从生疏到熟练掌握、在“无数次”尝试中寻找最简单的解法、因为偶然间的灵光一现达成目标的喜悦,都让我非常享受这个过程。没有冗杂的剧情,没有复杂的操作,只有球本身的缩放、张弛、静动、折返。当我完成所有关卡,进入界面,看着圆满的图案,我能感受到平静的满足感。 只要对上电波,相信我,Dubio绝不会让你失望!^-^
Short and fun game about specific mechanics used in various levels, like inverting gravity, activate and deactivate color coded pillars and such Some levels feel harder to play and read than others, but some others give a pretty satisfying feeling when you finish them, and there's usually not a single way of completing a puzzle, that freedom of solution is rarely found but very much appreciated.
[h1] 非常值得尝试的平台跳跃游戏 [/h1] 主线流程不考虑成就和隐藏的情况下两个小时内完全可以通关,如果玩完了觉得不值得还可以退款。 难度曲线非常平滑,实在想不出的地方还可以找攻略。 整个游戏的视觉效果和知识锁都非常漂亮,替代结局是我最喜欢的游戏关卡之一。
Top
去掉隐藏关这游戏就是完美
非常好玩
zty nb!
Very fun gimmick for a platforming puzzle game, but the amount of levels overstay their welcome, which is evident by the lackluster stage gimmicks introduced later like reverse gravity and invisible layouts. Also, I made it to about 2/3rds of the game and accidentally deleted my entire progress, which was so easy to do for some reason...
简约的画风与极简主义的操作引人入胜 也让我联想到能量守恒的物理大题【捂脸笑】
I can't in good faith recommend this game if you're like me and enjoy getting all achievements for games that are otherwise great. For about the first 10 hours of the game, this is a fantastic offering, supporting an indie dev at $5 USD. Great visual style, fantastic ambient music care of Kettel (how I know about the game), hundreds of puzzles that build upon one another, asking you to keep it all in mind as you go from world to world. Great! It was only in trying to do the very last level where it fails to cross the finish line for me. The concept is great; use all the techniques you've learned in one final gauntlet. Unfortunately, I would say that concept wasn't executed from the start. Not only are there types of puzzles left out, but if anything goes wrong in collecting 25 diamonds, it's time to start over. Now this can happen for many reasons: On a first pass, you're not prepared to solve a particular puzzle, you panic a little, you start over. Fair. Something in the timing of your execution could be off. Hmm, okay, that's technically on me. Something goes wrong with the physics engine. That really sucks. You go invisible 22 diamonds and 2+ minutes in, and, despite knowing this is coming from previous attempts, something from the above happens. Now this just feels like bad design. The Witness comes to mind with this last challenge level. Essentially the same thing happens. Your knowledge of the entire game is tested, and you need to start from the beginning if something goes wrong. But the key difference from The Witness's challenge is that it's timed, randomized, and fully reliant on the player's knowledge and execution. In Dubio's final level, you can take all the time you need, you know exactly what's coming, and you've known how to solve it all (again and again and again). It simply comes down to it being too precise, or a physics engine problem, or both, and it really doesn't feel good when the game closes your eyes 88% of the way there and then something doesn't work out, or something else you've done hundreds of times before doesn't work out. I believe I've spent about 3 hours trying to finish this last level. There were other levels before this that stumped me for hours as well, but in the end were so fun because they were in fact puzzles. I would try for a while, puzzle it over, go to another world, come back, figure it out, execute, feel really smart. Meanwhile I quite literally have the solution for the last level, I just can't seem to do it for really silly game design reasons. Personally, I don't know how to fix this. A checkpoint system of 5 diamonds at a time, but getting the diamonds is actually difficult? Revising the order of the diamonds, so that the pain point diamonds aren't so devastating when failed? Changing why the pain points are difficult with level layout, diamond position, required knowledge, or some combination of these? I can't say for sure myself, I haven't designed a game, but seeing another review on here saying this took 6 years to develop makes me think this last level was designed in that vacuum, and the only other relevant review (based on time played) also hates this last level. Just saying.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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