
Push, Combo, and Chain your way through a pulsing technicolor dreamscape all the while expanding your consciousness at 130 BPM.
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Italian, Japanese, Korean, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Spain
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
This game is super zen, relaxing and fun!
A mobile game port, with a very nice and chilling soundtrack, yet it lacks a proper tutorial for the mechanics (you'd have to trial and error yourself throught the game). And again, I will be harsh towards games that lack Steamworks, where the bare minimum is Steam Cloud saves. Especially for these kind of games, where progression tracking is crucial and you'd be loosing your stuff upon reinstall.
Mobile style puzzle. Better than most of mobile game ports.
It's RNG on top of RNG on top of RNG It's a great concept that is hindered by the developer's lack of desire to create an algorithm to handle all of the systems intelligently. Remember kids - using the Random function does equate good game design. I needs to be tempered!
fun
A very interesting game, that certainly makes me feel like I am stretching my brain. The goal is to make 'blooms', a solid hex of hexes, by pushing a smaller hex (or more than one) and the space behind fills up with a new hex. So far they need to be of the same color, which makes two color maps a bit tricky, but fun. The game has three modes, puzzles, arcade and campaign. All of them are dun in their own way. Controls are tight, graphics are simple and clean. An easy recommendation.
It's an okay idea, worth it during a sale.
기존작 (Splice, Auditorium)의 장점은 없고 왠 이상한 퍼즐을 들고왔다. 프랙탈패턴에서 벌어지는 퍼즐을 맞춰라는 것인데 문제는 운의 요소가 플레이에 많은 영향을 끼친다는 것이다. 정해진 횟수에 요구하는 타일의 갯수를 맞추려면 크래시를 연쇄적으로 해야하는데 그것은 생각보다 운이 많이 필요하다 그 넓은 프랙탈 도형에서 내가 클릭한 타일이 어디로 이동할지까지 계산하지 않는이상 그냥 운으로 맞기를 빌뿐이다. 또한 UI는 촌스럽다. 특히 (작전으로 해석된) 미션에서 실패했을때 나오는 연출은 정말 플래시 게임에서나 볼 법한 연출이었다. (플래시 게임을 비하하려고 하는 말은아니다. 다만, 약2만원주고 사는데 무료로 플레이하는 플래시게임의 연출을 보고 싶어하는 사람은 없을것이다.) 음악은 유려한 피아노 선율에서 일렉트로닉으로 바뀌었는데 사실 처음 든 생각은 "음악담당이 회사를 나갔나?"였다. 음악은 어짜피 호불호 갈리는 부분이지만 나는 불호에 가깝다. 퍼즐의 난이도는 운의 요소때문에 운을 이겨내는 두뇌싸움을 벌여야해서 그냥 무의미한거 같다. 전체적으로 실망을 준 게임이었다.
Fractal: Make Blooms Not War is a minimalist mobile app ported onto Steam. Fill up the empty hexagons and create "blooms" (groups of 7 hexagons arranged in a concentric shape) by clicking on empty hexes and "pushing" new hexagons out from the hex you clicked. Create as many as you can with as few moves possible to earn a high score. This is a browser/flash/mobile app tier game but the developers think you should pay $10 for the kind of game you can play for free in a web browser or on mobile. This kind of disregard for PC gamers from mobile app developers makes gaming worse for everyone. PC gamers are not here to be unfairly gouged.
It's fun, light, music is snazzy, and the puzzles are hard but not insane.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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