
Walk on walls. Manipulate gravity. Discover secrets. In this first-person puzzle game, delve deep into an ancient labyrinth of intricate conundrums, seeking an imprisoned god at the centre.
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About
He Who Watches is an atmospheric first-person puzzle game that tasks you with navigating a seemingly impossible structure. Grapple with spatial reasoning and shifts in perspective to solve mind-bending puzzle chambers in a mysterious puzzle-platformer where every surface is a possible pathway.
Your bow is not a weapon, but a puzzle-solving tool used to manipulate your environment. Together with a single, magical arrow, you can open doors, move blocks, activate switches, and pull yourself across gaps with its magical chain.
Walk on walls. Walk on ceilings. Shift gravity as you slip between these planes, creating chain reactions to find the correct path forward. Patience and persistence are key to unlocking each solution.
What lies at the heart of this ancient labyrinth? How vast is this enigmatic structure? He Who Watches is full of secret paths, hidden mechanics, and cryptic symbols that invite you to look closer. Seek the imprisoned god at the centre. He is waiting.
Created by solo developer Bobby Vanden
Published by puzzle specialists Draknek & Friends
Solve over 100 handcrafted puzzles, each one more demanding than the last
Seek guidance when stuck, with a playable hint system
For the curious, investigate secrets that lurk in every nook and cranny
No generative AI was used in development.
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Engagement
Reviews
Themes across 129 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
《He Who Watches》是一款以[b]飞檐走壁、操控重力[/b]为核心机制的[b]第一人称推箱解谜[/b]游戏。 在本作中,玩家扮演的主角来到一座古老建筑的内部,需要仅凭一张弓、一支(可以随时随地回收的)箭,以及自己的头脑,与建筑中各种奇怪的机关斗智斗勇,并最终找到标题中神秘的“He Who Watches”的真身。 [h1]核心机制和创意[/h1] 看到本文的第一句话,你可能已经感到好奇了:“第一人称”和“推箱解谜”这两个词可是很少能搭在一块的。虽然本作的呈现方式是“第一人称”,但它的核心解谜逻辑是不折不扣的“网格解谜”:空间被划分为3D的网格,主角的任何行动和与环境的交互都是回合制的“走格子”。第一人称只是最好的视觉呈现方式,和核心解谜逻辑没有关系。 与一般的3D解谜不同的是,本作的主角可以“[b]飞檐走壁[/b]”,也就是在墙上、天花板上行走,于是谜题的“有效空间”(实际上对解谜有意义的空间)一下子就从一般3D解谜的“地表附近”,扩充到了“关卡中所有表面附近”,大大增加了谜题设计的可能性。类似的设计也可以在《[url=https://store.steampowered.com/app/207570/English_Country_Tune/]English Country Tune[/url]》和《[url=https://store.steampowered.com/app/853410/YAPP2_Yet_Another_Pushing_Puzzler/]YAPP2[/url]》看到,但相比这两部作品,本作有一个明显的特点:谜题都处于[b]密闭空间[/b]之中,这点反而和[url=https://store.steampowered.com/bundle/234/Portal_Bundle/]《传送门》系列[/url]等经典第一人称解谜作品更像。由于这一点,外加“飞檐走壁”会频繁切换朝向,这就使得第三人称的呈现方式较为尴尬,所以第一人称才成为了本作最合适的呈现方式。 而说到走格子的解谜,“推箱解谜”自然是其中最庞大的子类之一,而本作中当然也有推箱解谜玩家喜闻乐见的“箱子”。只不过,本作中主角与箱子的最基础的互动方式并不是“推动”,而是和之前提到的“弓箭”有关。主角可以向前射箭(方向必须也是垂直/平行于网格线),箭不仅可以用来触发各种机关,而且如果箭射到了箱子上,它还会在主角和箱子之间连接一条“锁链”,主角可以通过这种“链接”[b]与箱子同步移动[/b],直到收回箭后锁链才会消失。 那本作为什么又要将最基础的交互方式设计得这么“复杂”呢?这就要说到本作核心机制的另一个部分:“[b]操控重力[/b]”。主角和箱子仍然受到重力的影响,只不过主角可以通过“飞檐走壁”来改变自身受到的重力方向。此时有意思的就来了:每个箱子其实也都自己有一个“重力方向”,而如果在“链接”时,主角的重力方向改变,那么此时链接的箱子的重力方向也会[b]跟着主角变[/b]。没错,通过“链接”同步的不仅仅是“移动”而已,同时还有“重力方向”这一个重要的状态,这就打开了非常多有趣的可能性。 当开始有2个箱子出现时,本作还将“重力”和另一种常见的推箱解谜机制自然地结合了起来:“[spoiler]粘连[/spoiler]”。说起来很简单,箱子会[spoiler]和它重力方向上的另一个箱子直接粘连起来,成为一个整体,而不只是“靠”在箱子上[/spoiler],而[spoiler]重力方向改变后,这种连接也会断开[/spoiler]。这种机制为什么能带来更多的可能性,我觉得不用我多说了吧,我更感兴趣的是本作将“重力”作为这种常见机制的一种“触发方式”这一点。 所以说,本作真正的核心创意是什么呢?具有“飞檐走壁”和“操控/切换重力”机制的解谜游戏其实并不少见,甚至某种意义上是一种很常见的机制,可以说是提到“烧脑”解谜机制,一般玩家和设计师都很快会想到的一种机制。但是本作真正有创意的地方并不是只有泛泛的“操控重力”,而是上面所描述的这种[b]特殊的操控重力的方式[/b],同时,在[b]3维空间(重力有6个方向)[/b]的情况下做这样的探索也是本作独有的野心。所以“为什么要这么设计”的原因很简单:因为这就是本作的核心创意,是它和其它游戏不一样的地方。 本作的设计还在某一个方面十分突出: [h1]利用三维空间[/h1] 是的,本作的独特之处还体现在[b]对三维空间的极致利用[/b]。 还是从机制设计开始分析:弓箭让主角可以和空间中任意远的机关和箱子产生联动,只要它们在空间中位于同一条直线,且“视线”不被遮挡即可。它意味着主角所产生的影响不只局限于身边一个小范围,而箱子和主角之间的链接也是一个实实在在的特殊结构,不仅可以围绕它设计出更多独特的交互,而且“直线”的空间限制本身也是一种有趣的约束。同时,箱子的“下落”也不再只朝一个方向,而是可以朝四面八方“下落”,换句话说就是直线移动,再也没有一个统一的“下”的概念。 发现有什么共同之处了吗?没错,就是“[b]直线[/b]”。因为在这些机制中直接表现出来的或者隐含的“直线”可以脱离表面、穿越整个空间,所以,上述所有“直线”机制中的任何一个都可以轻易将谜题的有效空间从之前的“所有表面附近”再度拓宽到“[b]整个三维空间[/b]”。有趣的是,除了以上描述的这些核心机制,本作还有两种比较主要的扩展机制我在这里没提,而它们的运作方式也恰好都和“直线”有着密不可分的关系。这可以说是我印象中,在推箱解谜领域最接近“真3D”的一次探索,这里的“真3D”指主角和各种元素真的可以在三维空间中任意移动,而不用只局限于表面。 当然,并不是说谜题的有效空间越大就一定越好。“有效空间”可以算是“自由度”的一种衡量,而我一直认为“谜题是限制的艺术”,过于自由的后果就是“混沌”,可能很难限制出有独特解的谜题。 本作这一大堆机制看似自由,实际上也有着很强的限制。主角不能跳跃,也不能随意从边上跳下“平台”,而是只能贴着表面行走和走到自己面前的墙上,这就是一个很强的限制,而之前提到的各种“直线”约束同样也是限制。这些限制和“通过这些机制实际上能实现的效果很灵活”并不冲突,甚至恰恰是因为有了这些限制,所以“在这些限制下还能实现某些效果”这一点才显得格外神奇。 也是因为这个原因,本作的谜题设计同样表现出了一种“克制”。你应该可以想象出非常多种对三维空间的平凡的“利用”方式,比如在空间中放置各种各样的墙和机关,把关卡搞得和迷宫一样,这样当然能产生“复杂”的谜题,但远远说不上“有趣”。比起这种无意义的“堆料”,本作的谜题基本都具有一目了然的空间结构/地形,以及数量很少的机关和箱子,绝大多数关卡中箱子数量不超过3个。但这绝不意味着这些谜题就很简单,因为本作的机制设计蕴含了足够的深度,各种操作和交互排列组合,再加上多种多样的地形限制,足以让设计师设计出100多道简约而不简单的谜题。 总之,有两类解谜游戏设计是我一向很佩服的,一是将简单的机制做出花来,二是将复杂的机制限制在人脑可以接受,且还能产生有趣谜题的范围内。神奇的是,在本作中我居然同时体验到了这两种感觉,通过之前的描述你应该也能理解,一个设计在某个方向上“简单”,而在另一个方向上“复杂”,这两者是不冲突的,其实很多优秀解谜游戏也都是这样。 接下来我想讨论一下本作另一个特殊的设计: [h1]隐藏层次[/h1] 一开始我并没有想到本作这样的纯逻辑解谜游戏也会有这样的“隐藏层次”设计。注意我的用词是没预料到“[b]这样的[/b]”隐藏设计,而不是说完全没预料到这个游戏有隐藏内容,因为神秘隐藏/Meta之类的内容已经是现代解谜游戏的某种标配了,至少是比较大的作品的标配,如果完全没有反而比较让人意外。 而本作的隐藏层次设计并非庞大的跨谜题Meta解谜,也不单纯是在“选关地图”解谜,而是类似《[url=https://store.steampowered.com/app/224760/FEZ/]FEZ[/url]》、《[url=https://store.steampowered.com/app/553420/TUNIC/]TUNIC[/url]》、《[url=https://store.steampowered.com/app/813230/ANIMAL_WELL/]动物井[/url]》这样的隐藏设计。这些游戏的“隐藏内容”和“表层内容”之间存在明显的界限,甚至在不同的隐藏内容之间都有明显界限,因此被称为隐藏“层次”。 我个人对这些游戏的隐藏层次设计的感想比较复杂,本质上是因为这些游戏的表层玩法和隐藏玩法完全就是两套不同的玩法,只是发生在同样的场景当中。比如《FEZ》的表层玩法是平台解谜,《TUNIC》的表层玩法是类魂动作,而它们的隐藏玩法都是神秘的密码和“ARG”解谜。虽然这些隐藏玩法名义上一样是解谜,但它们和我最喜爱的“逻辑解谜”还是差很多的,往往是需要“对电波”的横向思维解谜,往往考察的是观察、联想的能力,而不是逻辑推理,所以我个人对于这些解谜玩法其实并不是那么感兴趣。 一开始听说本作的隐藏层次也设计了这样的电波解谜部分,我还是持怀疑态度的,但这次我感觉终于遇到了一个我比较喜欢的隐藏层次设计。主要有两个原因,一是这次我比较幸运,还是比较顺利地通过了要对电波的环节,而第二点是最重要的:本作的隐藏层次设计[b]没有抛弃之前最核心的推箱解谜玩法[/b],电波解谜只是其中的一个“环节”。 (注:以下讨论[b]不会剧透具体设计[/b]) 在本作的隐藏层次中,游戏会引导你发现一些“隐藏规律”,它们会告诉你隐藏内容的出现规律,而其中某些“隐藏内容”不是别的,就是对推箱解谜玩法的[b]扩展机制[/b]。一些隐藏内容需要用到这些扩展机制才能获得,而这个“用”的过程就还是推箱解谜,只是增加了之前没有的新机制。 这样的设计好就好在,“找隐藏”这个过程不再只有“找”这一步,因为找到之后仍然还要进行推箱解谜,无论是以某种特定姿态到达特定位置也好,还是先找到隐藏位置,再解决一个用到特殊扩展机制的单独小谜题也好。于是隐藏玩法和表层玩法就产生了联系,而不是各玩各的。对于像我这样把谜题本身视为一种“正反馈”的玩家而言,这种对隐藏机制和谜题的期待足以推动我去把隐藏找完,即使过程中并不是所有环节都是纯逻辑解谜。 不过虽然本作的隐藏层次做得很不错,但我还是感到有一点遗憾。一些隐藏机制感觉十分有趣,感觉完全足够进行和主线中其它的扩展机制同等程度的系统性探索,也就是单开几个大关,探索机制本身,外加和已有机制的各种组合等等。在一开始做隐藏的时候,我是很期待所有机制最后“合流”,用几个困难的妙题给整个游戏一个华丽的收尾的,但是最终整个隐藏层次的谜题篇幅比较有限,又因为隐藏内容散落在地图各处,因此结构也较为零散,没有“合流”,也没有探索到我所希望的深度。其他朋友所提到的“收尾仓促”可能也是由于这个原因吧,个人感觉还是比较可惜。 当然,我也知道做内容需要时间,而本作的开发周期已经挺长了(至少4年),可能作者想不出更多的新关了,或者面对着现实的成本压力,但又不想把这些已经有的有趣内容完全砍掉,所以才这么做的。不过作者当然也可能就是有意为之,我就不过多揣测了。我觉得如果作者有这个意愿和能力的话,未来继续推出DLC也不失为一种选择,之前《[url=https://store.steampowered.com/app/1147890/Bonfire_Peaks/]篝火山峰[/url]》就是这样的,巧的是这也是Draknek发行的游戏哈哈。 [h1]其它方面[/h1] 以下是一些其它你可能想知道或者需要注意的方面。 本作由于是3D游戏,而且是第一人称,所以不可避免地会触发某种程度的[b]3D眩晕[/b],据说因为“飞檐走壁”的缘故,程度还要比一般游戏更强。由于我个人不晕3D,所以晕的程度如何不能感同身受,只能在此提醒一下。 本作的难度整体适中,引导很顺滑,一些支线关卡会比较难。不过本作几乎所有关卡都配备了提示,采用的是从《[url=https://store.steampowered.com/app/1295320/Can_of_Wormholes/]Can of Wormholes[/url]》的“gain insight”开始一脉相承的“提示谜题”的方式,用一个更小的谜题去提示关键步骤。 本作的操作手感十分不错,并没有因为是“第一人称+走格子”而操作起来不伦不类。本作起源于2022年的一个“Dungeon Crawler”类型Game Jam,这个类型就是那种老式的走格子地牢探索游戏,只能90度转镜头,我记得我在2024年前玩的Demo还真就只能这样,这就比较别扭。现在就好多了,虽然移动和交互会自动“卡”在网格之中,但是视角是可以自由转动的,方便观察关卡,适合解谜这个类型。除此以外应该还有很多细节调整,总之就是更好了。 [h1]总结[/h1] 总而言之,本作是一款非常独特的3D推箱解谜游戏,包括核心机制“飞檐走壁”和“操控重力”在内的种种设计都将三维空间探索和利用到了极致,但是谜题设计又秉承了“简约而不简单”的“克制”,实在是难能可贵。隐藏层次的设计也比较有趣,没有脱离推箱解谜的表层玩法“另起炉灶”,而是在表层玩法的基础上继续扩展,就是隐藏部分的内容量没有那么足,比较让人意犹未尽。 结论:[b]强烈推荐[/b]。 [quote]普通玩家一枚,关注独立精品。不是为了特立独行,只是为了追求自我。 喜欢我的评测?敬请关注: 我的[b]Steam鉴赏家[/b]([url=https://store.steampowered.com/curator/44752532/]老船长OldCaptain[/url]):推荐一些我个人觉得有特点的Steam游戏。 我组织的[url=https://oldcaptainwzj.notion.site/164f304725d5803a957fd3c7b478e3d6]游戏推荐数据库[/url]:保存我所推荐的作品信息,方便检索作品以及索引到对应的评测,Steam和非Steam作品都有。 我的[url=https://oldcaptainwzj.notion.site/OldCaptainWZJ-16df304725d580a0a767d6ed91ddc41c]个人主页[/url]:包含更多游戏相关信息分享,上面的数据库也是内容之一。 [/quote]
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Languages: English, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 129 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I will start by saying I am the exact target audience this game was made for. I adore logic puzzle games, metroidbrainias, and dungeon crawlers. This game has an amazing start and the first 10% or so is very fun, I moved through at a decent pace and was enjoying every second of the first 2-1/2 chambers, They have a lovely logical difficulty curve. HOWEVER. Around the end of the third chamber there is a STEEP difficulty spike. Like wtf, this isn't the same game. I was stuck on "Release" for over 30 minutes before I gave up found a video of a streamer solving it. Can confidently say I would not have gotten it on my own. The "hint puzzle" was totally inadequate and did not explain the real idea needed to solve the larger puzzle. Got immediately slapped back by the first puzzle in the next room as well. New mechanic in "Carry" is obvious, hint puzzle was useless against the actual problem the room presents, scrape wasn't bad, "Falling up" is where I came to a screeching halt. Even the hint puzzle is unsolvable. Currently unable to find any headway and completely stuck again... I like when puzzles make you think logically, These have become more annoyances than puzzles. Going to request a refund for now, Probably wait for an actual walkthough and a maybe a patch or two to emerge before giving this another crack.
A pure joy to play and think in. The shape of the room flows through your mind, and controls with snappy movement through ethereal visuals. There is no up; this premise is executed with polish. A dedicated feedback feature in the menu means you can expect this game to get even better upon release. I'm a developer of a gravity shifting game as well, and played a demo of He Who Watches at SIX 2023, and followed the iterations of demos over the years. Bobby is a professional that has created a fabulous game, and works with a team worthy of it.
This is such a brilliant game! I've played a lot of puzzle games and this is without a doubt one of my all time favorites. If you're worried that the game looks too confusing based on the trailers, I promise you its a lot less disorienting once you're in game and controlling the character for yourself. There's also a whole host of motion sickness settings to mess with if that's something else you're worried about. The puzzles are absolutely fantastic with the perfect mix of logic, experimentation, and discovery, and the rules of the game build on themselves in very interesting ways. There are more puzzles in each hub than are needed to proceed, so you can skip puzzles that are giving you trouble if you need to and come back to them later. And speaking of hubs, each hub is itself a puzzle that hides layers of secrets for you to discover. If you're a fan of puzzle games, this is a must-buy IMO. I've played through it twice already (I had early access) and I'm waiting to forget about it so I can do it again!
[h3]前言[/h3] 《He Who Watches》是一款标准的3D类推箱解谜游戏,而且据我所知应该是第一款带6方向重力切换的类推箱解谜游戏,整体质量颇高。如果你是逻辑解谜爱好者,且[b]不晕3D[/b],极力推荐这款游戏。 下面从几个方面无剧透地评价一下: [h3]一、机制设计[/h3] 首先前文已经提到,这是据我所知地第一款6方向重力切换的推拉箱解谜,并在此基础上,进一步设计了两个核心机制[spoiler](①重力方向粘连 ②传送带)[/spoiler]。主要机制就这么点了,但挖掘的非常的深刻。 [h3]二、关卡设计[/h3] 三个词语总结:精炼,简练,老练。 精炼:每一关都围绕一个核心过法设计,基本上只要能想到这个核心过法就能顺利过关,且几乎所有关卡的过法都有所不同。 简练:围绕核心过法布置关卡内容,不放多余的东西干扰思路,也不会过分减少操作空间以增加腾挪难度。 老练:整体游玩下来,能明显地感觉到关卡设计非常成熟,且把大部分我能想到的机制运用全都做成了关卡,完成度非常高。 要说缺点的话,也就是最后的收尾有点点潦草,无伤大雅。 [h3]三、隐藏设计[/h3] 隐藏方面总体来说挺好玩,但不算特别优秀,尤其是对于逻辑解谜玩家来说,有不少需要对脑洞的电波成分。 [h3]结语[/h3] 总体来说是非常优秀的一款逻辑解谜游戏,不可多得,期待Draknek的下一个新作《DITTORI》
Early game figuring out the mechanics feels amazing Middle game seeing different interactions and edge cases feels amazing Late game cleaning up difficult puzzles feels like hitting your head against brick walls for hours on end End game secret hunting feels amazing
Warning: spatial reasoning required!
The kind of game where you get stuck and then hours later solve it in the shower.
My current immediate gripe with the game are the loading screens in-between levels (what on this God forsaken earth could you possibly be loading???????????????????????????wtf???????wtf?????????????wtf?????????????????????????????????????????????????? All of the assets are the same level-to-level and there is like 100 bytes of information per-level). But in those loading screens there is something even worse - spoilers for the levels in the form of level names, thanks for ruining my puzzle solving experience!
Fascinating—10/10 A masterclass in graceful difficulty and rewarding curiosity. Each chamber orbits a certain mechanic, and almost every single stage within it introduces a fresh twist on that core idea. The game gradually eases you in through miniature, heuristic puzzles that teach without lecturing, so you internalize the logic organically. Even when you hit a genuine wall, there is a built‑in hint system. The hidden collectibles are a pure joy—the design leaves enough room for discovery through sheer experimentation without preset clues. And it's fun even if following the preset clues.
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