
Fabric is a first person puzzle game in which you bend spacetime to solve challenging puzzles and complete glitchy-themed voxel based levels.
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Languages: English, Turkish, Russian
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Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It all started with a guy by the name of Boris Michael Soylu who entered a concept he was working on into one of those 7DFPS contests. His idea consisted of taking the space time bending mechanic that was present in the 2D plat-former called 'Faultline' by Nitrome https://youtu.be/bG_dgL1cPQU and enlarging that principle to a 3D world. The idea was a huge success and well received and from there on the project was immediately hand-balled to three level designers, Atil Kockar (Now with Chimera Entertainment), Anton Semchenko (Now with Kabuk Games) and Enes Ugur Sekerci (Now with King). As you can probably tell these three developers who made up Torreng Labs have all gone their separate ways and Torreng Labs no longer exists as a commercial entity. This is why you won't find 'Fabric' on the Steam store anymore. It’s a pity really and having now wandered the potential landscape of this premise well after the aftermath has already taken place, I can't help but feel that this product deserved a LOT more love than it actually received. Personally, I had a ball of a time strategically learning the principles of bending space time and gravity flipping with my gun. The 65 puzzles are set out generously in a manner which progressively teaches you the principles and potential that your law altering gun offers. On the negative side, there are 7 achievements I could not get to unlock at all. 5 which I prove are broken in a 41 minute 30 second walk-through I did. Accomplishing the whole game without any deaths and it was the above that made the game fascinating for me. Every play-through I did, I kept finding more and more hidden short cuts, some of them cleverly hidden I assume by the developers, others I’m curious if they even had any notion how much you could get around their placed obstacles by thinking outside the square. In fact, the potential quickness of being able to speed through levels nearly places this on a similar plateau to other parkour games like ‘Deadcore’ or ‘Qbeh-1’. Another downer for me was the implemented story. It just was not very engaging and any moral or hypothetical they were trying to get across became severely lost and upstaged by just the game mechanics alone being more endearing and fun. Personally, I thought they should have instead opted for more the comical side like ‘Portal 2’ and kept it light and entertaining. Those quibbles placed aside; I recommend installing it from your game library if you already have it. If you don’t, I’m not actually sure how you could still obtain it since Torreng Labs is no longer commercial. I guess it’s plausible, with enough interest shown, it could be made free if the developers wish. Or it could be sold and passed on to another developer or publishing company that would be keen to drive this space time bend concept further. However, Atil Kockar himself seems to have severely lost his commitment to this franchise and fabric has so far folded up on itself. This means that at this present point in time the only thing available to us is a early alpha prototype of Fabric 2 found here …. https://pingfromheaven.itch.io/fabric-2-prototype A mobile version from the same developer for google play which also contains a level editor found here…. https://play.google.com/store/apps/details?id=com.torreng.prefabric And a hope that this franchise after doing a commercial gravity flip will do another one and come back. Below a sample by me… https://youtu.be/nvj5FLiZcz4 If you enjoyed reading this review, feel free to subscribe to my curator page. Thanks... http://store.steampowered.com/curator/6843548/
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its a good concept and some of the levels are satisifying when you finally work them out however these are few and far between. Too many levels feel like trial and error which is a shame because there was potential for this to be a great game!
İndirime girmesini bile beklemenize gerek yok kesinlikle hak ediyor.
+
It started off pretty fun, but then the puzzles made no sense to me. And the loading screens were just annoying from the beginning.
Пройти игру можно разок: механика довольно интересна, атмосфера имеется. Реиграбельности нет, поскольку достижения придумывал какой-то мясник. Оптимизации и багфиксов, судя по обсуждениям в центре сообщества, нет и не будет - игру забросили. И это печально, такой потенциал загубили.
Очень годная пространственная головоломка. В игре 60 уровней с возрастающей сложностью. Если знать как, то всю игру можно пройти за полчаса. Но у меня прохождение заняло примерно 5 часов. Потому что пришлось ломать голову. В игре нет моментов на скорость/ловкость/точность. Перепробовать все варианты тоже не получится - их огромное множество. Все решения нужно именно продумывать. Отдельно стоит отметить, что значительную часть уровней я прошёл не так, как задумали разработчики, и это здорово. Тебя не бьют по рукам за "неверные" действия. Тебе дают инструменты и ставят цель. Как её достигнуть - исключтельно твой выбор, кто на что горазд. Впечатления очень положительные, рекомендую любителям жанра.
Not many walkthroughs. Not fun.
Fabric은 3D 플랫포머 퍼즐 게임입니다만... 4시간 가량 걸려 클리어 한 후기로는 별로 추천하고 싶은 게임은 아닙니다. 인디 포탈같은 걸 생각해서 살까 생각하신다면 극구 말리고 싶네요. 가면 갈수록 어려워지는 레벨 디자인과 중간중간 기믹을 이해하기 위해 집어넣은 스테이지 등, 그런 것들을 포함해 총 65개의 퍼즐이 있습니다만... 하면서 느낀 단점은 이것입니다. - 게임을 킬 때 메세지가 나오길래 뭔가 했더니, 광과민성 발작에 관한 내용이었네요. 이런거에 취약한 저로써는 퍼즐을 풀 때마다 머리가 깨질 것 같았습니다. 그것 외에도, 클리어 이후 -> 다음 스테이지로 넘어갈때, 화면이 아예 하얗게 변하는 효과가 있고, 또 죽으면 되살아날때 하얗게 변해지는 효과가 있습니다. 이런 효과들은 매우 눈이 아파서 눈살이 찌푸려지는 경험을 했습니다. 그 외에도 게임 플레이 도중에 멀미나 광과민성 증후군을 유발하게 하는 효과가 가득하니, 이런 것에 약하면 하지 않으시는걸 추천드립니다. - 이해할 수 없는 도전과제들 : 네, 게임을 '그냥' 클리어하면 아무런 업적도 주지 않습니다. 마치 노리듯이 2시간 내로 끝까지 깨기, 한 번도 죽지 않고 끝까지 깨기 등, 왠만한 코어 게이머라도 질릴만한 과제들을 한아름 뿌려주는데다가, 별 의미도 없는 '레벨 셀렉트' 메뉴에서 1부터 64까지 다 고르기, 또 버그가 있는건지 FOV 값 최대로 하기와 Bloom 효과 최대로 하기는 달성조차 되지 않습니다. 아, 참고로 64레벨에서 65레벨로 넘어가 죽지 않고 깬다고 하더라도 이 꼼수는 먹히지 않았습니다. 적어도 현재 버전으로는요. 도전과제를 살펴보신다면, 오히려 없느니만 못 한다고 생각하는게 마음이 편할 겁니다. 또 초반 몇 개는 달성되어서 희망고문을 하고 있거든요. 예를 들면 게임을 두 번 킬 때 달성되는 도전과제라던가. 카드 파밍을 하실거라면 절대 끄지 말고 한 번에 다 받으세요. 그러면 차라리 0%로 기록되어 좀 낫습니다. - 도트로 컨셉을 잡느라 글씨의 가독성이 보기 안 좋음. 또 그렇게 집중해서 보면 금새 하얀색으로 화면이 바뀌어 눈만 더 피로해집니다. - 인트로 스킵 안 됨. 이게 뭔 문제냐, 하는 분들이 있으실텐데. 게임 도중에 메인 메뉴로 돌아오면 스킵 없이 블록이 이동하는 컷씬을 끝까지 다 봐야 합니다. 위의 도전과제까지 합치면 시간을 배로 잡아먹는데, 한 두번 볼때나 오 하면서 좋아하지, 계속 보게되면 지루함밖에 없습니다. - 게임 내 옵션은 메인 메뉴 화면에서 변경 불가능. 게임 내에서만 적용해야 함. ---- 총평 : 4 / 10. 스토리는 평가하지 않겠습니다. 애초에 스테이지 시작의 텍스트 몇 줄이 끝이기도 하고, 그걸 가지고 흥미를 유발하기엔 분량이 너무나도 적거든요. 없는 셈 치는게 좋다고 봅니다. 퍼즐의 아이디어는 나쁘지 않은데, 10달러라는 원 가격을 인식해서인지 복잡하기만 한 퍼즐의 반복. 차라리 5달러로 내리고 30 스테이지로 했다면 좀 낫지 않았을까. 광과민성 증후군을 유발하는 게임 이펙트들과 도전 욕구보단 화만 나는 도전과제들로 저는 이 게임을 비추천합니다. 저는 가능한 만큼 도전과제를 시도해봐야겠네요. 모두들 하실 거라면 위의 사항을 숙지하시고 하길 바라겠습니다.
Ну если совсем не чем заняться, то можно и поиграть!)
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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