
Magnus Positive Phototaxis is an atmospheric journey through a mysterious world of characters, traces and symbols. The task of the player is to solve the puzzles, using proper combinations of objects, finding them in the environment around him.
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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*, Polish*, French*, Italian*, German*, Spanish - Spain*, Portuguese - Portugal**languages with full audio support
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
Sweet little game! ( I purchased at 50% off) - much too short to pay more The art work and animation were top notch When are the other chapters coming out?
ikl
Pierwsza część wciąż najlepsza. Czekam, gdzie zawiedzie mnie dalsza wędrówka.
Awesome game, I really like the atmosphere, the story and catholic motives. Some part were actually a challenge, just enough for me not to get frustrated, but stil move my brain. If you want to spend your afternoon on something really unique -choose this game :)
i don't know what happened but this one is good
i absolutely love, love, love games with that type of a vibe.. i just wish there was a little more of a dialog for a story or interaction with other characters or your own mind. it just got a little confusing in the middle to the end.
[code][h3][b][url=https://store.steampowered.com/curator/45030479/]🧩Undecided & Puzzled Reviews🧩[/url][/b]Visit and follow my curator page if you enjoyed this review❤️[/h3][/code] [h2][b]Magnus Positive Phototaxis[/b][/h2] [b]Disclaimer: This review contains spoilers. Most but not all of them are marked for the sake of reading experience. Also, some people may not consider them as significant spoilers. I have completely blacked out the story portion, since I believe it is heavy with major spoilers. [/b] Third part of the Magnus-verse game series (Tetralogy) Let's start with the technical stuff: The sound effects on the main menu (and regular menu too as I later discovered) can be a little annoying and loud. Even after lowering "sound" volume within options (main menu, you do not get audio setting while in-game). It was so loud and "concerning" that a friend came up to where I was playing to check what was going on with that "strange noise". To keep it in the sound category, contrary to the first 2 games, you no longer have a music player. Music cannot be changed or controlled. Although to be honest, the music did not really pop in this one as it did in the first two. The art style follows suite with the first 2 games. This time, the game employs a mix of hand drawn art and digital graphics videos during the gameplay. This took me by surprise when I first started playing the game and suddenly a realistic video image of a [spoiler] ""flash memory device" [/spoiler] popped up. I wasn't expecting the mix given my experience with the first game in the series. This technique had been applied in the previous one, but I did not have a key for the 2nd game at the time, so I jumped to 3rd game (this one). For that first impression of the mix in art style, which is very pronounced, was that it didn't feel organic or that it didn't quite fit, but it had something to it. There was a "retro" sense to it even if it was [spoiler] meant to portray the future, that contrast was interesting. [/spoiler] As far as gameplay goes, point and click mechanics are still pretty standard. I found most of the puzzles a bit easy and not too challenging. I found it more challenging to actually find the objects needed than to solve the puzzle to move the story and game along. Then there's the inventory. They have completely removed the computer simulated inventory style, which I missed dearly. To use and/or combine items in this game, you just drag them to where you would like to use them. Basic point and click mechanics. I honestly thought that the "computerized" inventory was so unique, that it left me very impressed. Not only were the developers taking a risk by going outside of the expected controls, but they also made something creative that fit so well with the narrative. I know some players didn't like it or found it hard to use, but it really wasn't hard to use. It took me 5 minutes or less to understand how to use it and I thought it was so innovative. We need more "new" in our classics. That's what keeps it fresh and us, the player, entertained. Seeing how the inventory changed from game 1 to 2, then from 2 to completely gone in 3, served both as a sad reminder of how constant negative feedback (sometimes to the point of bullying) about something that isn't "the standard" and players not being able to think outside the box, can completely reshape (even ruin) an artistic vision. Maybe now those players will be happier using a more mundane and unremarkable inventory style system but they never learned to appreciate the art and innovation in something new and frankly easy to use. Now when I say "pretty standard point and click mechanics" we can throw in that the inventory is also the mundane classic style inventory we've been using for decades. In point and click games, as far as I see it, there are just a few things that can be done to separate yourself from the pack. Sons of Welder did that here, and I was sad to see it go. Fortunately, they still kept their core art and vision in most of this piece. Now on to the story. [spoiler] Even though the games don't have a very linear and poignant storyline, there's still a narrative through the objects, scenes and situations. Atmospheric storytelling. Magnus Imago did a fantastic job with this, which left me expecting the same level of quality or better for this game. Unfortunately, it felt it quite the opposite and instead took some steps back in its storytelling journey. I felt the story was lacking. The atmospheric storytelling was barely there. It felt very toned down and too subtle. The themes weren't subtle, but the connecting factor between these themes didn’t feel present. From what I could interpret, this chapter's theme was more about rebirth or renewal. Something new from something existent. The game has, what seemed to me, a lot of religious references or depictions. Again, the storytelling through these objects and scenarios was so subtle, that even if they were there, I couldn't really tell why the religious theme was relevant. As far as continuity, it does seem we are still living in a post-apocalyptic world. Given the state of your surroundings, like houses, buildings, upkeep etc. Theses settings and scenes keep the player aware of what the state of the world and quality of life is like in this moment in time. There are 3 chapters in total. The first chapter takes place inside a house. The second chapter, inside a house of worship and the third chapter in what seems like a water treatment facility with a possible farm and abandoned building to each side. The third chapter has somewhat of a second part to it which takes you to a different setting. You'll find a hotel with a bar, a bus stop and a freshly deforested area with a statue. Just by describing the areas you can sort of piece together a possible link, but as I mentioned before, it felt too subtle when it came to it. All in all, this one had me very confused as to where they wanted the story to go or what they wanted the story to symbolize or conclude with. At the end, the protagonist wishes they can find answers, but it still doesn't feel like a cohesive story from the first 2 games. Even seeing them as individual non-related games, this one left me confused and somewhat unsatisfied with its (non)resolution. (and I played it twice, because the first time I was left even more confused, second time I at least could interpret some things). [/spoiler] These games have all been extremely artistic, abstract and a lot is left to interpret from your surroundings, item descriptions and little narratives at the beginning or endings of chapters. Not my favorite out of the three, I also found it to be a bit short too. I still recommend it though. All the games so far have been so beautifully drawn, enjoyable, somewhat confusing but still good enough to keep you thinking about it and trying to figure it out. I see these as more than just games or experiences. They are art pieces, and just like with a painting, sometimes you have to look beyond the paint. I hope you can check the game out and enjoy! Below is the previous chapter: https://store.steampowered.com/app/1856550/Magnus_Imago/ And this is the next and final chapter: https://store.steampowered.com/app/2451460/Lazarus_AD_2222/ There is a bundle available with the whole series as well: [url=https://store.steampowered.com/bundle/40514/Egonaut_Magnusverse/] Egonaut Magnus-verse Bundle [/url] https://store.steampowered.com/bundle/40514/Egonaut_Magnusverse/ This was a Curator Connect game, which I do like to take a bit more time reviewing to be able to give the most detailed version of my review possible. I apologize for the wait.
I am still way too sober to really understand or appreciate these games.
cool art, whack ass animation, a good point and click that you can speed though.
Can't wait for the Village of Consolation
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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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