
⚡+🤖+🧩
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): 0.29/day in the week to Aug 7 → 1.71/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
Sums Steam only; GOG, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 100 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Fun game for the price, but I feel there is some missed potential. Some more challenging levels and more unique level design mechanics would have elevated it to a great game, as it is now it is just decent.
치밀한 레벨디자인 설계가 돋보이는 퍼즐 플랫폼 게임. 상당한 아웃오브 박스 사고를 요구하는 게임이라 플레이타임에는 개인차가 크게 나지만 (퍼즐풀이와 맵 진행의 발상면에서) 특별히 막힘 없이 진행하고 완전한 100% 플레이를 노린다고 가정했을 때 5시간 정도 소요되는 수준이다. 논버벌 퍼즐게임이지만 논버벌 퍼즐 게임 특유의 극악한 아스퍼거 구성(위트니스같이 플레이어와의 최소한의 상식선의 암묵적 합의조차 배제해버리는 불친절한)은 아니고 직관적인 게임디자인을 하고 있어서 최소한 일반적인 엔딩을 보는 것에는 막힘 없이 퍼즐에 집중할 수 있다. 전반적으로 플레이어에게 지속적으로 "아하" 모멘트를 던져주는 치밀한 레벨디자인 설계가 일품이다. 맵이 제공되지 않아서 상당히 불편하지만 이는 제작자가 의도한 것으로 [spoiler] 전체 맵구성 자체의 윤곽을 이해하는 것이 퍼즐 그 자체로 작동하기 때문에 [/spoiler] 1번 워프게이트를 찾아낼 즈음에는 치밀한 맵 설계에 감탄하게 될 것이다. (이는 제작자의 후속작인 Öoo 에서도 보이는 부분으로 Öoo를 재밌게 즐긴 플레이어라면 본게임도 재밌게 즐길 수 있을 것이다.) 단점으로 단순히 풀이방법에 대한 이해 뿐 아니라 그것을 실천하는 피지컬이 요구되는 부분이 있어서 (타이밍을 맞춘다든지 머리와 몸이 분리되었을 때의 시간제한을 맞춰야 한다든지 머리를 계속 공중에서 토스하면서 진행해야 한다든지 은근히 피지컬 요소가 크다) 맞는 풀이방법을 찾고도 피지컬이 후달려 풀이방법에 대한 확신이 무너지게 되는 불친절한 부분이 조금 있다. 도과 100% 달성 자체는 어지간한 퍼즐 플레이어라면 대체로 공략 없이 가능하지만 "35" 도전과제만큼은 상당한 피지컬이 필요하고, 도전과제의 의미를 확실히 파악하지 못할 수 있는데 이부분은 좀 아쉽다. [spoiler] 35데스 이내 클리어로 착각하기 쉬운 느낌이지만 5챕터 구간의 칩 모으기 게임에서 35점 이상을 모으면 달성이 된다. 일반적인 플레이어라면 아이콘을 보고 35데스 이내 또는 35분 이내 클리어 같은 것으로 생각하고 시도해봤다가 달성이 안되어서 답답해 할 것이고 공략을 안 본다면 칩 모으기 게임에서 "우연히" 35점 이상을 달성하는 것으로 확인하게 되는 이 게임에서 유일하게 불친절한 답정너 도전과제라 많이 아쉬운 부분이 있다. 그냥 35 대신 35/30 같은식으로 표현했으면 좋았을텐데싶다. [/spoiler] 놓친 부분을 확인 가능한 칩 20개와 달리 색상변경 팔레트는[spoiler](총 10개)[/spoiler] 총 수량도 알 수 없고 대부분 상당한 수준의 아웃오브 박스 사고를 요구하는지라 100% 플레이를 노리는 완벽주의자들에게는 (퍼즐 도전의 재미와는 별개로) 불쾌한 경험으로 다가올수도 있다. (난이도가 높아서 의도적으로 도전과제에서 빼버린 모양인데 오히려 100% 플레이어에게는 존재의 확인을 어렵게 만들어 찝찝하게 만들어버렸다) 그리고 게임 클리어에 영향을 미치지 않는 보너스 스테이지 성격의 [spoiler] 2차 업그레이드 (로켓헤드) 를 얻게 되는 [/spoiler] 구간은 버그로 착각할만한 방법을 통해서 진행하게 되어 있어서 다른 평가에서도 언급된 것처럼 조금 괘씸한 느낌도 있다. 이 구간 진입은 공략을 안본다면 현실적으로 노리고 진입하기보다는 어디까지나 "실수"나 "우연히" 진입하게 되는 것밖에 없어서 (이 구간의 퍼즐의 재미와는 별개로 진입을 위한 발상이 정상적으로는 나올 수 없다는 점에서) 이 역시 완벽주의자들에겐 불쾌한 경험으로 다가온다. 다만 언급한 불쾌한 부분들은 어디까지나 완벽주의자 플레이어들이 느끼게 될만한 부분이고 그것도 해당 영역들의 퍼즐은 재밌게 즐길 수 있기 때문에 옥에 티 정도로 볼 수 있는 수준이다. 오히려 "아 이런 숨겨진 퍼즐을 내가 놓치게 되다니" 하는 불만이 터져나오게 될 정도로 퍼즐의 완성도가 높다는 방증이기도 하다. 가격은 정가로도 만족할만한 수준이지만 동 제작자의 후속작인 Öoo 와 번들(꾸러미상품)로 묶여있는데 할인시즌에는 2 게임 합쳐서 1만원 이하 가격으로 구입 가능하니(평가작성일 기준 최저가 9940원) 가능하면 할인 시기를 노려 2개 게임을 동시 구매하는 것을 추천
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, French, Italian, German, Spanish - Spain, Arabic, Ukrainian, Dutch, Greek, Swedish, Spanish - Latin America +17 more
| $8.49 |
| 17ratings |
| 98% |
| — |
| not modelled |
| $9.99 | — | — | — | 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.
Hours played at review time, across 100 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Very cute short game
ElecHead is a tightly constructed puzzle platformer that proves a game does not need an enormous collection of mechanics to remain inventive. Developed by NamaTakahashi and Tsuyomi and published by NamaTakahashi, it was released on October 14, 2021. Its foundation is remarkably simple: players control Elec, a small robot whose electrically charged head can supply power to objects that he touches. From this straightforward concept emerges a succession of clever environmental puzzles where movement, electricity, timing, and positioning are constantly intertwined. Elec's unusual electrical properties are responsible for most of the game's personality. Walking across particular floors or touching certain walls and mechanisms can immediately provide them with power. Electricity is therefore not simply an ability activated by pressing a button. It is connected directly to the protagonist's physical presence in the environment. This means that something as basic as stepping onto a platform can completely alter the condition of a room. A powered object might create a useful path, activate machinery, or introduce a new danger, forcing the player to consider the consequences of every movement. The brilliance of this system comes from how frequently electricity becomes both a solution and a problem. Being charged can activate the mechanism required to advance, yet that same electrical current can make another part of the room impossible to cross safely. Instead of treating switches as isolated puzzle elements, ElecHead makes the protagonist himself part of the circuit. The player gradually learns to examine environments in terms of electrical relationships, determining which surfaces should receive power, which should remain inactive, and how Elec can travel between them. The concept becomes considerably more sophisticated once Elec can detach and throw his own head. Since the electrical charge is associated with the head, separating it from his body effectively creates two different tools. The head can be thrown toward switches or electrical surfaces while the powerless body travels elsewhere. This mechanic dramatically expands the possibilities without abandoning the basic rules established earlier. Rather than introducing an unrelated ability merely for variety, the game develops its original concept into something more versatile. There is also a time restriction attached to separating Elec from his head. The body cannot remain disconnected indefinitely, so puzzles involving this ability combine logical thinking with execution. Players need to decide where the head should be thrown, what machinery it will activate, where the body needs to travel afterward, and how the two pieces can be reunited before time expires. These situations give the platforming an occasional sense of urgency while preserving the game's puzzle-oriented identity. One of ElecHead's strongest qualities is the way it communicates its mechanics without relying heavily on written explanations. Its environments function as lessons, presenting situations that encourage experimentation until the underlying rule becomes understandable. Early challenges establish the fundamental relationship between Elec and electrical objects, while later areas manipulate those familiar rules in increasingly surprising ways. This creates a satisfying progression in which the player's growing understanding is more important than conventional character upgrades. The controls and visual presentation complement that philosophy. ElecHead uses minimalist pixel graphics with a strong retro influence, but its simplicity serves an important practical purpose. Electrical states, platforms, hazards, and interactive objects remain readable even when several mechanics are operating simultaneously. The contrast between the dark industrial surroundings and illuminated electrical elements also supports the theme of restoring light to a world consumed by darkness. Narrative development remains deliberately understated. Elec's objective of bringing light back to the world provides enough motivation to frame the adventure, but the game does not interrupt its momentum with extensive dialogue or elaborate exposition. The mysterious factory and its machinery communicate much of the atmosphere through environmental design. This approach keeps attention firmly on exploration and puzzle solving, which is appropriate for a game whose greatest strength lies in mechanical discovery rather than storytelling. The adventure is relatively compact, and that can be interpreted as either a strength or a weakness. Players looking for a lengthy platforming campaign may find themselves wishing the central concept had been explored across substantially more content. However, the restrained duration also contributes to excellent pacing. New applications of electricity appear frequently enough that the experience rarely feels padded. The game generally explores an idea, complicates it, and then progresses toward another variation rather than repeatedly recycling the same challenge. Optional exploration gives curious players additional reasons to investigate the environments carefully. Hidden areas and collectible elements reward those willing to question suspicious surfaces or experiment with mechanics beyond what is necessary for straightforward progression. These secrets fit naturally into the design because the same curiosity needed to solve puzzles also encourages players to investigate unusual parts of each room. Steam additionally includes 13 achievements, providing another incentive for completion-oriented players. ElecHead is also technically modest. Its pixel-based presentation allows it to maintain relatively light hardware requirements, while its straightforward control scheme makes it easy to understand from the beginning. The game is designed as a single-player experience and focuses entirely on delivering a concentrated sequence of platforming and electrical puzzles rather than adding unnecessary secondary modes. The most impressive aspect of ElecHead is ultimately its discipline. Almost everything revolves around a small number of interconnected rules, yet those rules are flexible enough to support an impressive assortment of challenges. Electricity affects movement, platforms, hazards, switches, and environmental states, while the detachable head adds another dimension to the same system. The result is the kind of puzzle design that regularly produces satisfying moments of realization without requiring an overwhelming collection of abilities. ElecHead may be modest in scale, but its focused construction makes it memorable. Its combination of intelligent environmental puzzles, responsive platforming, minimalist presentation, hidden discoveries, and creative use of electricity demonstrates how effectively a single mechanic can carry an entire game when explored thoroughly. The relatively short campaign is its clearest drawback, particularly because the mechanics are strong enough to leave players wanting more. Nevertheless, NamaTakahashi and Tsuyomi created a distinctive puzzle platformer that values ingenuity and thoughtful design over sheer quantity of content. Rating: 9/10
There is zero text only pixel icons that are supposed to be "obvious"? I wanted to exit the game, but apparently I erased my progress, cool. ♥♥♥♥ this game.
후속작 하고 원작 하니까 역시 아쉽긴 한데 진짜 잘만들었다... 처음으로 돌아가는게 마지막에 짜서 넣은 느낌이 확 들긴 하지만 그래도 레벨 디자인 자체가 너무 잘 돼있어서 아예 막힌 구간이 거의 없었음.. 똑똑해 아주? 후속작 또 내줄거죠?
Short and sweet. A truly great puzzle platformer.
端的にいってイモムシのほうが完成度が高いと思ってしまうが、それはあっちが完成度高すぎるという問題である。 こっちもなかなか独創的で、イモムシをプレイした後に作者の想像力にノックアウトされた人なら今作も気に入るだろう。 アクション性が高いのがやや気になるが、ゲーマーならまるで問題とはならないぐらい。 弾幕や攻撃を避けるのではなく、操作の猶予時間が短いという感じ。攻撃らしきものも一応あるが。 リトライはすぐできるので、アクション苦手な人にも大きな問題にはならないだろう。 あと、音楽がかっこいい。
It's an interesting puzzle game but gets boring quickly for me unfortunately
极其优秀的知识锁平台解谜 Öoo作者的前一部作品,质量不输Öoo 优秀的藏知识,优秀的引入,优秀的机制联动,优秀的关卡设计 有非常多的隐藏收集物,他们更是用到了非常奇异的技巧(也因此没把他们放到正路) 另外感觉这位作者真的很懂平台跳跃手感,这两个游戏的手感比某些平台解谜好太多了 纯粹的神作!
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $10.8K | 92 | 97% | $5.99 | |
| $4.3K | 26 | 96% | $7.99 | |
| — | 0 | — | — | |
| $1.5M | 6.9K | 99% | $9.99 | |
| $263.9K | 1.5K | 99% | $8.99 | |
| $18.2K | 137 | 99% | $5.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $301.2K | 1.1K | 74% | $7.99 | |
| $301.2K | 637 | 86% | $12.99 | |
| $301K | 733 | 74% | $14.99 | |
| $301K | 693 | 96% | $14.99 | |
| $301K | 192 | 70% | $59.99 | |
| $301.5K | 2.2K | 91% | $4.99 |