
Solve challenging cable-based puzzles and uncover what really happened to the crew of The Alabaster. Now with Hint System (for those ultra tricky puzzles).
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; GOG, Epic, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $3.39−80% | 760reviews | 85% | — | $47.6K |
| $3.39−80% | 20ratings | 68% | — | not modelled | |
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
After playing it for 10 hours, I can recommend this game. I think that many people can find a lot of fun in Filament. While some issues eventually made me put it down before finishing, I still believe it's a fantastic puzzle game that's well worth a try. I'm impressed by the variety of puzzles in this game. Everything revolves around one single mechanic of maneuvering a robot with a rope to activate pillars. There are lots different puzzles and they use this gimmick in various ways: sometimes you need to connect the same colour, sometimes you need to connect the pillars in correct order, sometimes you need to connect the other pillars first to activate the rest, and so on. I am impressed by how many different scenarios have been squeezed out of this formula. The music in this game is really relaxing and suits well the purpose - you have a game with puzzles, so you need to focus really deep and the music should help with that, rather than distract you. There's a plot that you discover step by step as you collect each puzzle and card. I wasn't drawn into the story, but I know that it's not a selling point for this type of games. For a moment, I wanted to solve the mystery and discover the whole story, so I read the unlocked logs and messages, but... Ultimately, the difficulty curve is what caused me to step away. I'm well aware that a steep challenge is a major selling point for this genre, and normally I'd agree. However, given my limited gaming time (because of my other responsibilities), it became demotivating. Without a compelling story to pull me through, spending 20, 30, or even 40 minutes on one puzzle doesn't feel worth it to me. For the challenge itself? It could be, but I hit the pause at this moment. If you are looking for a challenging puzzle, that will test your thinking and move your brain cells a little, I think you should give this game a chance. I enjoyed it, I will probably come back to it some day, but for now, I don't feel there's a big payoff for time spend and with my limited playing time, I want to try something else.
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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, German, Russian, Simplified Chinese, Japanese, Traditional Chinese, Korean, Portuguese - Brazil*languages with full audio support
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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 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Filament, developed by Beard Envy and published by Kasedo Games and Maple Whispering Limited, is a thoughtful and atmospheric puzzle adventure set aboard a silent spacecraft adrift in space. At first glance, it seems deceptively simple—a series of puzzles centered around connecting glowing nodes with a tether—but beneath its minimalist surface lies a complex and emotionally resonant experience. You assume the role of a lone engineer investigating the mysterious disappearance of the crew of the Alabaster, a research vessel that appears fully operational yet eerily deserted. As you explore its empty corridors, your only companion is Juniper, the ship’s pilot, who communicates with you through the ship’s intercom. Through your interactions with her and the ship’s numerous terminals, you begin to piece together not just the story of what happened, but also a quiet meditation on loneliness, obsession, and the human need for connection. The heart of Filament lies in its intricate puzzle design. Each puzzle is built around a single mechanic—trailing a cable from your small robot avatar to activate pillars scattered across a grid-like space. The challenge comes from plotting a path that activates every node without trapping yourself or crossing your own cable. What begins as a straightforward exercise in spatial awareness quickly evolves into an elaborate symphony of interlocking constraints. New elements are gradually introduced: colored lights that must be matched, barriers that restrict movement, switches that open alternate paths, and multiple anchor points that require simultaneous consideration. Every puzzle is self-contained yet connected to a larger whole, demanding not just logic but creativity and foresight. There are no timers or penalties, no enemies or threats—only the quiet satisfaction of solving something that at first seems impossible. This deliberate pacing encourages deep focus, allowing players to sink into the rhythm of problem-solving until the game feels almost meditative. What elevates Filament beyond being a mere collection of puzzles is the care with which its environment and narrative are constructed. The Alabaster is rendered in subdued tones and soft lighting, creating a sense of isolation that is both peaceful and haunting. You wander its rooms freely, each one housing a series of puzzles connected to a different crew member. Between challenges, you can read logs, examine personal effects, and listen to Juniper’s reflections. These moments flesh out the personalities of the missing crew and lend emotional weight to your progress. Each puzzle solved isn’t just a step toward mastery—it’s a step closer to understanding the people who built and operated this ship. The sense of discovery is quiet and personal; the game never resorts to overt exposition, instead trusting the player to interpret fragments of story woven into the environment. It’s a subtle, introspective approach that rewards curiosity and patience, giving the journey a contemplative quality rare in puzzle games. Visually, Filament’s presentation is minimalist but evocative. The ship’s interiors balance functionality with atmosphere—sterile corridors lit by glowing panels, consoles that hum softly, and puzzle interfaces that burst into vibrant color when activated. Each puzzle chamber feels distinct despite the simplicity of its layout, thanks to dynamic lighting effects and subtle environmental storytelling. The visual restraint allows the player’s mind to focus on the puzzles while still feeling grounded in the world around them. The soundtrack enhances this balance beautifully, blending ambient electronic tones with gentle melodies that ebb and flow with your progress. The music is neither intrusive nor repetitive; it feels like an organic part of the ship, pulsing softly as if echoing the heartbeat of a machine that refuses to die. The voice acting, particularly Juniper’s performance, brings warmth and humanity to the otherwise sterile setting, grounding the experience emotionally even as you spend hours in solitude. Filament is a game that demands a great deal from its players. Its puzzles can be brutally challenging, requiring not only logical reasoning but also patience and spatial visualization. There are moments when progress feels distant, when the solution hovers just beyond reach. But these are the same moments that make the eventual breakthroughs so rewarding. The satisfaction of tracing a perfect route, watching the entire network of nodes light up in sequence, and hearing the hum of success reverberate through the room is unmatched. For players who thrive on cerebral challenges, this difficulty is part of the appeal. For others, it can verge on frustration, particularly in the game’s later sections where multiple mechanics overlap in ways that can feel overwhelming. Yet Filament offers a degree of freedom often missing in puzzle games—you can tackle many areas in any order, allowing you to leave a problem behind and return later with fresh perspective. This freedom mitigates frustration and helps preserve the sense of calm exploration that defines the experience. Despite its complexity, Filament’s storytelling remains understated, relying on atmosphere and suggestion rather than explicit narrative beats. The relationship between the player and Juniper unfolds gradually, built through small exchanges that reveal her wit, loneliness, and vulnerability. The mystery of what happened aboard the Alabaster lingers in the background, driving you forward but never overshadowing the reflective tone. By the time the final pieces of the story fall into place, what lingers is not a grand revelation but a quiet sense of empathy—for Juniper, for the lost crew, and perhaps for the player’s own persistence in the face of solitude. The ending, though ambiguous, feels appropriate to the game’s mood, leaving space for interpretation rather than providing neat closure. In the end, Filament is not simply a puzzle game—it is a journey through logic, isolation, and understanding. It asks the player to think deeply, not just about spatial patterns but about the emotional patterns that emerge in the spaces between them. Every solved puzzle feels like a small act of reconnection, every discovery a fragment of meaning recovered from the void. It is a slow, introspective experience that rewards patience and thoughtfulness, offering beauty not in spectacle but in quiet realization. For those willing to immerse themselves in its world, Filament delivers an experience that is as intellectually demanding as it is emotionally profound—a delicate balance of precision, mystery, and human warmth set adrift in the cold expanse of space. Rating: 8/10
It's good. The puzzles are varied, well-designed, and interesting. Some caveats. The way the puzzles are presented isn't perfect. Sometimes the character moves very slowly when you want to just execute on something you have in mind. Sometimes the game gives you pillar arrangements where it looks like it's the right solution, and the only way you can tell it's not the correct solution is to try it, only to find out that it fails because it just barely misses the pillar it needs to touch by like a hair, or your character just barely can't fit between the gap. With this realization, suddenly you see several "close" solutions, and you feel a sense of fatigue because the only way to verify which one works is to try them all. This doesn't happen with the grid configurations, but occurs frequently with the freeform configurations. That being said, it's still good and worth playing/trying.
Filament es para mi uno de esos diamantes en bruto que esta en las profundidades de steam. Lo jugué por primera vez en Epic cuando lo regalaron y me fascinó al punto de querer comprarlo aqui y sacarle todos los logros. La banda sonora es un 10/10, no se, estaria escuchandola en bucle durante horas. Como juego de puzzles está al nivel de The Witness en cuanto a dificultad y originalidad, en muchas ocasiones tienes que andar haciendo capturas de pantalla o con el paint para resolver algunos puzzles. En su dia no fui capaz ni de llegar al final del juego y desistí pero en esta ocasion lo terminé hasta el final. La actriz de doblaje que nos habla durante el juego hace un trabajo de 10 también. Lo que más loco me ha dejado es que básicamente si miras por el hub del juego (fuera de los niveles como tal) HAY PUZZLES POR TODAS PARTES y algunos son complejos de pelotas, desde usar código binario/hexadecimal hasta saber código morse, traducir una especie de partitura indescriptible o utilizar una tabla de resistencias eléctricas para resolver un puzzle (aqui me confieso que soy demasiado tont0 y me ayude de guias para completar estos puzzles que son opcionales pero LPM QUE SE FUMAN LOS DEVS) Ojalá hubiera traducción al español, porque aunque mas o menos entendi un poco la trama, no me lei ni un solo mensaje de la terminal por pereza xd. Pero a grandes rasgos joya de los puzzles.
Great puzzle game- very challenging, but fun. Nice narrative too
A very difficult, very long puzzle game, with tons of secrets. Well worth the buy.
[h2]The Witnessが好きだからといって、決して手放しに勧められる代物ではない[/h2] 自分のように「The Witness成分」を嗅ぎつけてやってきた人向けに、それとの比較を含めてレビューする。 ゲーム全体の構成はThe Witnessに似ていて「共通ルールをベースにエリアごとの特殊ルールが追加された基本パズル群」と「+αの要素」で構成される。 しかしどちらもイマイチ面白くなかった。以下それぞれについてそう感じた要因を述べる。 [hr][/hr] [h3]基本パズル群[/h3] パズルのルールは最初こそ目新しく思えるが、そのうち「交差できないが2度書きは可能な一筆書きパズル」に帰着することに気づく。 それはペンシルパズルのような感じで基本的に「盤面を部分的に確定させつつ不確定部分を深さ優先探索する作業」にしかならず、"ひらめき"系の面白さは一切ない。 そしてそのパズルの難易度の上げ方も「ただ盤面を複雑にして組み合わせ爆発させているだけ」という感じで芸がない。 The Witnessも作業パズル的な場面は存在するが、そもそもその割合は少ないし、「通った場所は(辺のみならず点ですら)二度と通れない」というルールのおかげでそれほど組み合わせ爆発はしないで済んでいた。 またパズルゲームとしてユーティリティ面があまりにも拙いというのも減点ポイント。 [list] [*]画面が暗すぎる。特に「小さな壁があるかどうか」がパズル的に重要な要素なのに、その壁と床の色が同じで視認性が悪い。 [*]「ここにできる隙間は通れるのか」「これとこれは接触するのか」といったパズル的に重要な要素が、盤面からは判断しにくく実際に試すまで分からない。 [*]真上視点で盤面全体を一望できるのはよかったが、何故かその間は移動操作ができない。 [*]盤面巻き戻しやリスタートはあるものの、若干遅くテンポが悪い。 [*]いちいちダッシュボタンを押してトグルしないと走らない(これはパズル外のフィールドでもそう)。そもそもこのゲームに「歩き」は要らなくない? [/list] [h3]+αの要素[/h3] 半分くらいは問題なく面白いのだが、下記のように納得感(一貫性)のないものが混ざっておりせっかくの貴重な「そういう要素」に水を差す結果になっている。 [list] [*]ものを数える際は「下から順」がベースだったのに、場面によっては特に手がかりもなく「上から順」前提になっている [*]正方形状のパターンを利用する際、特に手がかりもなく90度回転させて使わないといけない場面がある [*]歪んでいるせいでその形状を一意に解釈できないような図形パターンがある [*][spoiler]2進数や16進数[/spoiler]については一覧表があるのに対し、[spoiler]モールス信号[/spoiler]についてはノーヒントでいきなり問題だけ突きつけられる(もし自分が気づいていないだけだったら、それはごめん) [/list] The Witnessの+α要素も煩わしく感じる部分はあったものの、少なくともアレの形式は一貫していたはずだ。それに比べるとイマイチ一貫性がなくスッキリしなかった。 [hr][/hr] 総評として「パズルについてもそれ以外についてもThe Witnessになり切れなかったイマイチなゲーム」という感触だった。
ケーブルをひっかけて電源を供給する高難易度パズル 全ての白い柱にケーブルをひっかけながら黒い柱には触れないようにルートを構築する必要があり、かなりの試行錯誤が求められる 操作説明ステージの実績取得率が100%近いのに対し、チュートリアルステージ群の突破率が25%と3/4の人が脱落するほど難易度が高く、ステージ一つ攻略するだけで満腹 とにかく考えられる選択肢が多く、この柱にケーブルを触れさせるためにはこのルートを通る必要があるから~というように確定させる力と確定させた先入観を全て破壊して走り回る泥臭さが必要 倉庫番とはまた違った面白さでいいと思います おま環かもだが画面がすごくチカチカする
[h1][b] Reseña de Filament[/b][/h1] [h2]Resumen del Juego[/h2] Filament es ese rompecabezas indie de estrategia que finge ser “minimalista y relajante” mientras te amarra con cables como si fueras parte del mantenimiento eléctrico de una nave espacial con presupuesto… pero con ego de triple A. La propuesta es simple en papel: resolver puzzles de lógica desde una vista de arriba a abajo, manipulando líneas/conexiones en escenarios 2D con estética preciosa y colores que gritan “soy arte”, mientras el juego te susurra una trama de ciencia ficción con “buena historia” para que no te sientas tan culpable por pasar 40 minutos atorado en el mismo cuarto. La primera impresión es deliciosa: interfaz limpia, ambientación espacial elegante, y una banda sonora que se cree terapia. Luego llega la realidad: es un “casual” solo si tu idea de casual es sudar por la frente y cuestionar tus decisiones de vida. Es un juego para un jugador que vive de su dificultad y de esa satisfacción medio tóxica de: “no era imposible… solo me faltaba IQ prestado”. [h2]Conexiones Brillantes vs. Cortocircuitos Mentales[/h2] Lo Bueno: Rompecabezas de lógica realmente exigentes: aquí no se viene a pasear, se viene a pensar. Compatibilidad total con mando: perfecto para sufrir desde el sillón con dignidad. Estética minimalista y preciosa: ciencia ficción limpia, colorida y con buen gusto. Gran banda sonora: te acompaña mientras tu cerebro se apaga lentamente. Steam Cloud + logros (29): el juego guarda tu progreso y documenta tu sufrimiento oficialmente. Lo No Tan Bueno: Difícil de verdad: si vienes por “casual”, te vas a ir en modo “humillado”. Puede sentirse repetitivo si no eres fan hardcore de puzzles: misma idea, variaciones cada vez más crueles. Enfoque muy de nicho: es un rompecabezas puro con estrategia; si esperas acción o variedad de sistemas, mala suerte. Comunidad activa mínima (1 jugador actual): sí, se siente un poco como jugarlo en una cápsula de aislamiento. [h2]Tabla de Evaluación[/h2] [table] [tr][th]Aspecto[/th][th]Puntuación (0-10)[/th][th]Comentario[/th][/tr] [tr][td]Jugabilidad[/td][td]8[/td][td]Puzzles sólidos, controles limpios y un diseño que no se cae.[/td][/tr] [tr][td]Dificultad / IA[/td][td]8[/td][td]No hay IA que salvarte: el enemigo eres tú y tu paciencia.[/td][/tr] [tr][td]Contenido[/td][td]7[/td][td]Suficiente para justificar su enfoque, pero es “más de lo mismo” para algunos.[/td][/tr] [tr][td]Gráficos / Video[/td][td]8[/td][td]Minimalista, colorido y bonito sin intentar impresionar con humo.[/td][/tr] [tr][td]Historia[/td][td]7[/td][td]Trama sci-fi interesante, más acompañamiento que protagonista.[/td][/tr] [tr][td]Ambientación[/td][td]8[/td][td]Espacio elegante: se siente coherente y bien armado.[/td][/tr] [tr][td]Efectos (VFX)[/td][td]7[/td][td]Efectos cumplidores; no deslumbran, pero hacen su trabajo.[/td][/tr] [tr][td]Música[/td][td]9[/td][td]De lo mejor: atmosférica, fina y te mantiene cuerdo (más o menos).[/td][/tr] [tr][td]Voces[/td][td]6[/td][td]Funcionales; no es un juego que viva de actuaciones memorables.[/td][/tr] [tr][td]Diversidad[/td][td]6[/td][td]Protagonista femenina y enfoque singleplayer; no es su bandera principal.[/td][/tr] [tr][td]Rendimiento[/td][td]8[/td][td]Ligero y estable: no debería darte problemas en condiciones normales.[/td][/tr] [tr][td]Rejugabilidad[/td][td]7[/td][td]Rejugar por completar/optimizar y logros, no por “historia cambiante”.[/td][/tr] [tr][td][b]Total Puntuaciones (Excelente)[/b][/td][td][b]7.4[/b][/td][td]Un indie de puzzles con clase… y con cero piedad.[/td][/tr] [/table] [h2]Conclusión (Excelente)[/h2] Filament es excelente en lo que quiere ser: un rompecabezas de estrategia y lógica, precioso, minimalista y con vibra sci‑fi, que te atrapa con un diseño inteligente y te remata con dificultad. Es de esos juegos que te hacen decir “ok, uno más” y de pronto ya es de noche y tú sigues discutiendo con un cable imaginario en tu cabeza. ¿Vale la pena? Si te gustan los puzzles difíciles, sí: tienes una experiencia muy pulida, con 29 logros para presumir que eres funcional bajo presión, y una presentación audiovisual que se siente cuidada. Ahora, si buscas compañía o una comunidad activa para comentar soluciones… pues con 1 jugador actual, básicamente estás resolviendo esto en soledad, como debe ser el castigo. Las 609 recomendaciones totales sugieren que no estás loco por querer probarlo: el juego cumple. Solo no vengas a pedirle que sea otra cosa. Aquí se viene a pensar, a fallar y a ganar con arrogancia. [h3]Recomendación de Compra (Recomendado para fans de rompecabezas difíciles)[/h3] Puntuación Total: 7.4/10 Número de jugadores activos al momento de hacer esta review: 1 Descuento máximo registrado: N/A Veredicto: [i]Cómpralo si te gustan los rompecabezas que te tratan como adulto; evítalo si quieres relajarte.[/i] Si tu idea de diversión incluye quedarte atascado, reorganizar tu lógica y sentirte un genio por algo que el juego te obligó a entender a golpes, Filament te va a encantar. Si no, también te va a encantar… pero solo para odiarlo un rato antes de volver “por otro intento”.
9/10 场景设计学到了《The Witness》的精髓,同时去除了一些常规意义上不友好的要素。常规谜题设计水平整体很高,环境谜题我收集到的一大半都挺有意思的,虽然有几个环境谜题波特率低的要死信息采集这一步需要很大功夫,但这个过程也还算开心,剩下的随缘分慢慢找了。常规谜题总体难度中等偏低,但是容易陷入思维定式卡关,平均下来三分钟左右一道题,极差比较大。谜题设计上由于谜题结构自带的拓扑性,往往很难一眼看出中间状态(状态树的割边集),取而代之的是每道题都有很明显的关键矛盾(反逻辑或消耗大量自由度),需要一定程度上转变解题思维、虽然解题明面上的回馈是剧情但是剧情比较神秘。推荐任何阅历的逻辑解密爱好者游玩,如果你喜欢《The Witness》的话本作品必玩。
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