
You thought it would be the chance of a lifetime when tech giant IRT hired you to work in their new testing facility. But now… you’re a guinea pig for experimental teleporting technology and suspect that something is wrong with this company. Very wrong...
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About
You thought yourself in luck, when you landed a cushy deskjob at tech giant IRT. But when they led you to the testing facility on your first day and told you to “help with some tests”, you realized that something is very wrong.
Leap of Phase is a first-person puzzle game. You will need to solve puzzle rooms by utilizing personal teleporter units. Place up to three of these at any time you want.
After activating a unit, you will be teleported to the position the unit was placed. The tricky part is you can only choose the unit you want to be placed and not the unit you want to be teleported to. The teleporting order is fix and must be kept in mind while placing the teleporter units. Interactive devices can be manipulated via buttons to advance through puzzle rooms.
Leap of Phase features a compelling story written by novelist Falko Loeffler. Experience fully voiced dialogue and an atmospheric soundtrack. Find out what lies behind the shiny facade of the tech company IRT and discover secrets much darker than you tought possible.
45 Puzzle-Rooms
100+ Head-Scratching Puzzles
A compelling story
Fully voiced dialogs (2800+ lines)
An atmospheric soundtrack
Teleporters
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Simplified Chinese, Russian, Portuguese - Portugal*languages with full audio support
Engagement
Hours played at review time, across 36 reviews with recorded playtime.
Reviews
A portal puzzle game with a nice mystery to set it apart from other titles. The game belongs to the first-person puzzle genre, which is distinguished by various characteristics. The first is that you are in a cube-like, almost sterile setting. Almost always, it's some type of secret lab hidden from the rest of the world. You never learn what is beyond those walls, and your only source of contact is a female voice on the other side. The character you control is the latest test subject for their cutting-edge technologies. The genre's second distinguishing feature is an unusual puzzle-solving technique. Because it deals with good old and always reliable portals, this game doesn't actually bring anything new to the table in this department. You begin with just one portal and eventually switch between three. Each has a distinct color to make things stand out. The catch is that, while you can place whatever portal you want, you must teleport to them in a specified order. The gameplay is straightforward. You set down the portal and teleport to it from anywhere in the room. The rule is that a portal can only be placed where you are standing. It cannot be thrown or fired, for example. The mechanic is frequently linked to switches. Walking over a switch both opens and closes some of the paths. The goal is to get past these obstacles and into the next exam room. There are colored cables on the wall that indicate which elevator, door, or other device a particular switch is connected to. There are numerous types of switches: you may activate/deactivate them by walking over them or by keeping them down. That is why you will need to use cubes as well. The game avoids using a shaky physics engine, which could present problems when dealing with cubes. You "save" the cube in your portal glove instead, and simply load it into the world when needed. There’s always only one cube. Because completing progressively harder rooms can become tedious, the game includes a mystery that entices you to continue playing. You notice that things are not as they should be after completing several rooms and waking up from a much-needed nap. Strange things begin to occur, and rooms begin to shift behind your back. Then you wake up to find that everything is OK. Was it a dream or something else...? Unfortunately, there's no big reveal at the end, which is a bit disappointing. The game’s not exactly long, but you get all achievements in a single run. You can also replay any stage from the main menu or try extra challenge rooms.
Z jednej strony ta gra posiada całkiem ciekawą historię, dobrej jakości voice acting i grafikę, która nie razi w oczy, ale z drugiej strony jako entuzjasta gier logicznych muszę stwierdzić, że gra zaczęła być ciekawa dopiero w ostatniej ćwiartce - wcześniejsze poziomy były bardzo powtarzalne i nie oferowały żadnej rozrywki, były żmudne, ale nawet nie trudne, czego nie rekompensował nawet fakt, że gra nie potrzebuje ekranów ładowania. W niektórych miejscach wydawało mi się, że skala pomieszczenia i rozmieszczenie poszczególnych elementów łamigłówki ma sztucznie zwiększyć poczucie trudności poziomu, w innych rozwiązanie było właściwie takie samo, jak w poprzednich... Oceniam ją pozytywnie, ponieważ posiadał kilka interesujących poziomów, ale w skali od jednego do dziesięciu nie jest to więcej niż piątka. Z pewnością nie kupujcie jej więc za pełną cenę, skorzystajcie z przeceny, dzięki której będziecie ją mogli kupić za mniej niż 20 zł.
Leap of Phase: Samantha’s mechanics deliver a tight, responsive movement and combat system that turns every engagement into an expressive test of timing, positioning, and skill execution. The core combat feels crisp and intentional. Every attack, dash, and defensive action responds instantly, and the game rewards precision more than brute force. Weapon swings have clear start-up and recovery windows, so success depends on reading enemy tells and timing your actions rather than simply spamming buttons. The dash mechanic is a mechanical centerpiece. It isn’t just locomotion — it’s your defensive backbone. Every dodge consumes stamina, and how you manage that resource amid enemy waves dictates whether you control space or get overwhelmed. Dashing through attacks to reposition feels fluid, and learning enemy patterns to chain dashes effectively becomes deeply satisfying. Enemy design reinforces mechanical depth. Foes attack in distinct patterns, telegraphs, and rhythms, making each encounter feel like a mini puzzle where spacing, timing, and choice of attack matter. Larger enemies with multiple attack phases require you to switch between offensive pressure and defensive spacing dynamically. Stamina and resource management add another layer. You can’t just dash endlessly or spam high-cost attacks — you must decide when to commit and when to reset the engagement. This pushes you to think tactically and keeps encounters feeling strategic rather than chaotic. Progression mechanics are solidly integrated. Unlocking new abilities, weapons, and movement upgrades doesn’t just buff stats — it changes how you approach combat scenarios. Do you prioritize faster dashes, stronger hits, or better stamina recovery? Each choice meaningfully shifts your mechanical toolkit and invites experimentation with different playstyles. Traversal is smooth and purposeful. Jumping, climbing, and aerial movement integrate tightly with combat flows, making mobility feel like an active system rather than a passive add-on. 10/10 — responsive combat, nuanced resource control, and satisfying movement mechanics make every fight feel earned.
I'm a long time fan of various puzzle games and was given this as a gift. On the whole I liked it, but it leaves quite a bit wanting. The vibe is very much a blend of Portal and The Turing Test, and feels just a little bit derivative, although it's redeemed by the extra thematic elements that begin to bleed through towards the end. The three-portal mechanic, and the fact that you have to go through the portals in a certain order, made for some pretty innovative puzzling, although the designers ended up repeating themselves a little here and there. The voice acting was... okay. The cast sound pretty professional, but a little extra direction for them would have been useful. My biggest complaint would be the ending. There's a clear echo of Half Life here, but while that game gave a very solid climax as payoff for all the buildup before coming to the end, TPORT has all of the buildup and very little of the payoff - it just *ends*, right as it's finally hitting its stride. As such, the game feels unfinished, like there ought to be one more chapter that never got released. All in all, if you like platform puzzle games you'll still have plenty of fun with TPORT. It's a solid entry, but small, and it would have benefited greatly from a little extra here and there.
If you like Portal than definitely.
SINTESI DEL GAMEPLAY FPP che sfrutta 3 punti di teletrasporto che potrete posizionare dove volete ma che si attiveranno rigorosamente nell'ordine: blu, verde e rosso. Con questo pattern logico dovrete attivare in modo funzionale interruttori per utilizzare scale, ascensori e la porta di uscita dal livello. Alcuni interruttori saranno a tempo costringendovi a gestire sapientemente il timing. DIREZIONE ARTISTICA Il gioco è figlio della "scuola Portal" dunque vivremo suggestioni fatte di stanze asettiche e ipertecnologiche accompagnati dalla solitudine e da misteriosi osservatori. Aggiungere altro sarebbe spoiler comunque aspettatevi ovviamente un mistero da risolvere come da scuola. PRO Puzzle ben congegnati, estetica appagante, direzione artistica buona. CONTRO Dura poco e rispetto alla concorrenza dello stesso genere offre un livello di sfida il più delle volte basso: solo verso la fine del gioco si richiederà un vero impegno.
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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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