
A simple 3d sokoban puzzle game in which you push monopole magnets to solve puzzles and enter the exit teleporter.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Japanese, Korean, Russian, Simplified Chinese
Engagement
Reviews
Difficulty : ∞/5 (Insane) Global : 5/5 (Perfect) Curator page : [url=https://store.steampowered.com/curator/44695991-Anokturnus/]Anokturnus[/url] I have always thought a puzzle game had 3 ways of reaching the top. Games like Portal or The Talos Principle do not only rely on the puzzle aspect, they offer complete experiences that nail it in every domain. Other games like Supraland or Patrick's Parabox are games that stake everything on originality and the pure fun you are feeling when playing them. Finally, there is one last category, the one I want to talk about. A good puzzle is a puzzle that doesn't reveal itself easily, the "aha moments" can only come from puzzles that cleverly hide their tricks. So it's only natural that the extremely difficult games are pretty much always very appreciated among the puzzle community. Stephen's Sausage Roll, Baba is You, Snakebird, Recursed, Magicube... these games are excellent mainly because they offer very challenging levels and fully exploit their potential. Generally speaking, difficulty in video games does not tell us anything about the games quality. Souls-like and precision platformers can reach unbelievable difficulty spikes, yet that is never proof of a good design. Puzzle games are different. Extremely hard puzzle games often have something else in common, something that makes their difficulty act as a nearly-objective quality marker: their refined and simple design. The simpler and harder they are, the better they get. This is especially true for sokoban games, they reign supreme in the kingdom of challenging games. And if you ask any puzzle enjoyer what game is holding the crown, there is a good chance they will answer "Stephen's Sausage Roll" or "Baba is You". Yet, unbeknownst to everyone, Magnet Block has stolen the crown for quite some time now. Magnet Block is — no surprise — a block-pushing game developed by Isaac Andrews; as the name suggests, the blocks are all either a red or a blue magnet. The goal of a Magnet Block level is to reach the exit teleporter which activates when every green tile in the room has a magnet placed on it. Two magnets of the same color will repel each other while two magnets of different colors will stick together when they come into contact, just like real-life physics. These magnets enable various interactions that are the heart of this complex game, from building, separating and controlling shapes to creating chain reactions. Magnet Block is the most deceptively simple-looking game. As I said earlier, that is a characteristic a lot of extremely hard games share in common, so what exactly makes Magnet Block special? Well, let's take a look at the games I quoted earlier. Stephen's Sausage Roll looks simple, but in truth your character is not easy to control with its tool, it adds a layer of complexity directly into the core of the gameplay. Baba is You makes use of text blocks to constantly change and mix the rules. Recursed's Ice Palace is the closest thing I can think of that rivals Magnet Block in terms of difficulty, but once again Recursed uses unconventional thinking in the form of recursion as the base of its puzzles (and The Ice Palace is fanmade anyway). Magnet Block is pure. The basic visuals only show the bare minimum and each puzzle is nothing more than a small room with a few magnets; the rules never change, the mechanics never evolve, the controls are never restrained. I guess one could argue that thinking with magnets counts as unconventional thinking, and that is debatable. My point is that Magnet Block cannot be any simpler, and even the most beloved classic refined hard games don't reach that level of simplicity. 107. That is the number of challenges this game contains, and obviously there is absolutely no filler level to be found whatsoever. Every level is unique and has at least one trick, a special interaction you never encounter twice. The insane difficulty of Magnet Block comes from its outstanding design. When you find the trick of a level, you have only done half of the work (or even less). The levels are designed in a way that requires you to not only know what to do, but also to find how you could implement it. Several tricks can also be found in certain levels. The solutions are so precise that there is indeed next to no chance to randomly find one by just fiddling with the levels, you have to make that brain work. Experimentations are still needed to better apprehend how magnets interact, but this will not be sufficient past the first twenty levels. It is easy for a game to artificially increase the difficulty with a very high minimum number of steps to execute a solution, and I would not be talking about Magnet Block if it was one of those games. The levels stay compact, resulting in short solutions most of the time (you can even easily memorize them to think outside of the game). Yet, they consistently manage to look completely impossible. Magnet Block only introduces one new mechanic in the whole game that is sparingly used, the coil and counter. When a block comes into contact with a coil, it adds a charge to the counter. Removing a block from the coil also adds a charge, and the number of charges a counter has depends on the puzzle. Fully charging the counter is mandatory, but you need to be careful not to overload it. This mechanic allows for some interesting puzzles, as the counter only goes up per "turn". That is to say, if several blocks hit the coil consecutively because of a chain reaction, it will only add one charge. Magnet Block may only have one special mechanic in the whole game, however it does not mean the levels are all the same. This is another strength of the game, it somehow manages to offer different types of challenges while barely bringing anything new. There are levels that emphasize on the lack of room, levels that have no green tiles and instead just want you to reach a place, levels that give you plenty of room and require big chain reactions, levels that have a pit in which you need to find how to fall (you can't fall on your own, you need to be pushed), levels that want you to create and remotely manipulate shapes... The game is overly simple in design, has next to no special mechanics, and yet offers that much puzzle diversity. I do not consider pits as a mechanic, they are environmental elements that bring verticality and variety to the puzzles. The more you progress into the game, the more pits and verticality become present (green tiles can also be placed on magnets later on), and the more the game gets harder and expands on your knowledge of magnets interactions. Studying what happens between magnets on top of magnets seems scary? Yes it is, and it goes very far. Like building vehicles... Magnet Block is criminally unrecognized. Its stellar puzzle design transforms the most simple-looking puzzle game into a nightmare machine that ruthlessly tests your limits. It is the only game that has ever beaten me, and I consider it to be the ultimate challenge.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 38 reviews with recorded playtime.
Magnet Block is an outstanding block pushing / sokoban style puzzle game with stellar level design. Especially given the fact that there seems to be little to no talk about it in the thinky games community and its few reviews on here I’m quite shocked how good this game is. For everybody who is into very elegant, yet challenging and surprising puzzles – this should exactly be your game. Most of the levels have a small solution space and at first glance they look like they should be rather easy to solve – but the reality is that very often you will think despite having tried every possible move that they’re impossible. That is until you figure out that *one* specific move, interaction or idea and all of a sudden you get that rewarding „aha“-moment! In retrospect most levels actually feel rather „easy“ but the solution was just hidden so well in plain sight. This quality of Magent Block puts it up there with the best games the genre produced in my opinion. The game also starts to introduce some very interesting and challenging puzzle ideas right from the start, so you don’t have to play through 50 levels to get to the good stuff, there is no filler to be found in here. The idea of having magnetic blocks in a sokoban game that attract and repulse each other makes for a very smart twist on the formula without being a gimmick. Although I love games that constantly introduce new (environmental) mechanics such as Can of Wormholes or Bonfire Peaks – Magnet Block is all about strong level design. This is a must buy for everybody who is even remotely familiar with the genre!
"A simple 3d puzzle game." - Stephen's Sausage Roll, 2016 If you have played SSR and have ever since wistfully longed for a game that would expect just as much of you and reward you in kind, look no further. This is one of the best sokoban games ever made, one that explores its own mechanics to the fullest extent to bring out the strongest possible puzzles, and is absolutely relentless in its pursuit of making each level a completely unique experience that never repeats itself or talks down to the player. It is not an easy game. It does not pull any punches. It will expect you to rise to the challenge for every single level, but if you are up to it, it will keep revealing more and more to you, right up until the very end. By the time you are done with it, your brain will have expanded multiple sizes. I cannot recommend this more! Go play it.
世界で最も難しいパズルゲーム。
まず最初に矛盾するようなことを言いますが、このゲームは万人にお勧めできるものではありません。 このゲームに親切なチュートリアルはありません。 ほぼ全編にわたって、ひたすらシンプルに高難易度のパズルが続きます。 特に一部のパズルは正気を疑うレベルで難しいです。 それでも、私は多くのパズルゲーム愛好家にこのゲームをプレイしてほしい。そう思います。 ごのゲームはプレイヤーを意図的に突き放してきます。理不尽にも思えるようなパズルも中にはあります。 ですがそれは、プレイヤーをどこまでも信頼し、パズルの面白さを損なわないように配慮した結果なのです。 どのパズルも練りに練られていて、無駄な配置は一切ありません。本当に傑作ぞろいだと思います。 繰り返しますが、このゲームは本当に難しいです。確実に、何度も途中で投げ出したくなるはずです。 いわゆる「非常に難しい」と評価されている他のパズルゲームよりも数段難しいと思ってもらって差し支えないと思います。 ですがその分、パズルが解けたときの爽快感については非常に上質なものが味わえることを保証します。 筆者は全問制覇までにプレイ時間にして約175時間、期間にしておよそ1ヶ月半かかりました。 ちょっと値段が高いと思われるかもしれませんが、それに見合ったボリュームとクオリティだと思います。
There will be times this game feels truly impossible. And given it's such a small indie title, it's tempting to just throw in the towel and assume the dev didn't fully test their game. I can say, emphatically, this is not the case. Even when it feels like you're backed into a corner, there IS a solution. This isn't a two week game jam cobbled together product, this is clearly years of careful and precise planning and design. Some of the puzzle solves are so mind-blowing and so well thought out, it's simply staggering. I'm only about a quarter of the way through the game, and each puzzle is completely unique and completely novel. And [i]most[/i] puzzles in MB, despite appearing so ridiculously simple, have 2+ novel concepts and moves for each level. This is a [b]must play[/b] if you have even a passing interest in either Sokoban games or puzzle games. Simply put, one of the greatest puzzle games ever made and it's still woefully undiscovered. Give a shot, you won't regret it.
花了大概55小时全通了这个“简单的3D推箱子解谜”,体量不算大(不到100关),但难度很高,大概到20关左右就上难度了,到60关之后几乎每关都要思索平均1小时左右了,难度可以对标史蒂芬的香肠卷,两者差不多。推荐对类推箱游戏或者解谜游戏非常擅长的玩家体验,不建议轻度玩家体验。 - 优点 1、简单的机制但挖掘深刻:Magnet Block的机制非常简单,游戏中存在红蓝两种箱子,分别是现实中不存在的两个单磁极,同极相斥,异极相吸。但这游戏对机制的挖掘非常深刻,几乎把能考虑到的所有技巧都做到了不同的关卡中,在发现过关解法时会有恍然大悟的感受,成就感非常的足。 2、较优秀的关卡设计:除了大概20%的纯腾挪关(基本上集中在前中期),剩下80%的关卡都是构造关或者骚操作关,而且这些关每关都有不同的核心思想,非常有意思。 - 缺点 1、关卡排布不太合理:目前总共不到100关,感觉就是大致按照难度从小到大顺序进行了罗列,连续的关卡之间没什么关联,导致连续过关的时候需要频繁换思路。建议作者可以按照设计的几种关卡类型(为了不剧透就不详细展开说了),对关卡进行归类,分成若干章节,这样玩起来会舒服很多。 2、美工过于单调:所有关卡都是同样的配色,非常容易审美疲劳,可以考虑过10关或者20关换一下地板、墙之类的配色,会好不少。
ユー ニード トゥ ビリーブ イン ユアセルフ ファースト って作者が言ってた。
关卡设计不错,有好些构造关,虽然时不时会有腾挪 好难,还在打
Absolutely a masterpiece. A must-play for fans of pure puzzle games, and a hidden gem that deserves far more recognition. Magnet Block is, without question, the best "pure puzzle" game on Steam, surpassing even legends like Baba Is You, The Bean and Nothingness, Stephen's Sausage Roll, and Can of Wormholes, An Architect's Adventure, Recursed, and so on. The game’s basic mechanics revolve around just two principles: blocks of the same type repel each other, while blocks of opposite types connect and move as a single unit. From these simple rules emerge puzzles of astonishing complexity and depth. Despite its brilliance, Magnet Block remains criminally underappreciated. Most hard puzzle games are praised as "profound" and "difficult" for requiring either a chain of simple ideas or one or two critical insights. In contrast, Magnet Block takes difficulty to a whole new level. Playing this game feels like solving only the boss-level puzzles from those notoriously difficult game(actually more than that). Except for the puzzles in the demo, nearly every challenge demands players to synthesize 1–3 critical ideas while juggling plenty of simpler ones. Moreover, these ideas are not handed to the player but must be fully understood, built upon, and applied across the entire game to tackle higher levels. The difficulty is truly unmatched, with puzzles that are not only incredibly compact and condensed with ideas but also structured in a way that prevents brute-forcing or random trial-and-error solutions. Each level demands a deep focus on the structure, dynamics, and topology of the magnet blocks and the board, ensuring that every solution feels deliberate and earned. One improvement I’d love to see is control over motion speed and camera angles. While the Shift key slows motions, it still feels too fast at times. Allowing players to adjust speed in the options menu would be good. Additionally, adding a move command or better controls to adjust the camera view would be great. 정말 잘 만든 퍼즐 게임입니다. 출시 2년이 됐는데 아직까지 유명하지 않은 게 이상할 정도네요. 퍼즐 게임을 좋아하는 분들이라면 무조건 해봐야 합니다. 아니더라도 데모는 찍먹해봐야 합니다. 개인적으로 현존 스팀 퍼즐 게임(baba is you, bean and nothingness, recursed 등등 전부 따져서) 중 퍼즐 자체로는 예술 작품에 가까울 정도로 제일 잘 만든 퍼즐게임이라 봅니다. Stephen's Sausage Roll(SSR) 에서도 집게로 찝기, 밀치기 등 기본적인 동작만으로 어려운 퍼즐을 많이 만들어냈죠. 이 게임도 비슷합니다. 게임은 SSR이랑 비슷한 메커니즘으로, 소코반 형식에 3D 상호작용이 있고, 같은 색의 블록끼리는 밀고, 다른 색의 블록끼리는 합쳐져서 작용하는 게 전부입니다. 간단하죠? 그런데 난이도는 어렵다고 소문난 퍼즐 게임(위에 적은 바바 등)들에서 보스 난이도급만 골라서 하는 기분입니다. 게다가 SSR처럼 일단 옮겨보면서 아이디어를 시도해볼 수 있는 방식이 아니라, 이 게임에서는 모든 과정을 "논리적으로 추론"해야만 문제가 풀립니다. 반대로 퍼즐은 전부 해법을 "논리적으로 추론"할 수 있도록 설계되어 있는데, 중간에 껴있는 어려운 발상이 퍼즐의 핵심입니다. 그 핵심이 정말 알차고 새로운 아이디어만 꽉꽉 뭉쳐놔서 플레이 해보면 풀 때마다 감탄이 나옵니다. 단순히 아이디어 한 두개를 어떻게 생각해냈냐, 잘 만들었네 그런 수준이 아니라 아이디어를 생각하는건 그렇다 쳐도 그걸 어떻게 서너개씩 조합해서 이런 좁은 공간에다가 전부 욱여넣어서 이런 퍼즐을 만들어 냈지? 그걸 어떻게 이렇게 제약을 둬서 반대로 논리적으로 풀 수 있게 만들었지? 진짜 퍼즐이 예술적이라 퍼즐마다 하나의 작품을 보는 기분입니다 분명 게임이 어려운 것도 맞고, 그런 어려운 퍼즐을 재밌게 전부 즐길 수 있는 사람이 거의 없는 것도 맞지만 어려운 퍼즐, 순수한 퍼즐 같은 게임 장르 하나를 대표해서 누구나 한번쯤은 찍먹해봐야 하는 게임입니다.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| The Shore VR | $8.3K | 74 | 38% | $5.39 |
| The Gardener and the Wild Vines | $8.3K | 59 | 98% | $9.99 |
| Labyronia RPG 2 | $8.3K | 703 | 76% | $0.55 |
| LEAVES - The Journey | $8.3K | 734 | 80% | $0.79 |
| Blade Jumper | $8.3K | 57 | 86% | $6.99 |
| Skibidi Jeffrey: I want to cum inside Femboy Hitler | $8.3K | 194 | 89% | $1.99 |