
Mystic Pillars is an original blend of intriguing puzzles and an immersive storyline set in Ancient India, providing you with a unique gameplay experience.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 24 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About

In a major crossover between Indian cinema and interactive entertainment, Mystic Pillars x Kantara update marks a significant expansion to the game. The new free update introduces a narrative collaboration inspired by the cinematic universe of Indian movie Kantara by Hombale Films - blending folklore, spirituality, and logic-based gameplay into a culturally rooted gaming experience.
The expansion includes:
Newly designed thematic puzzles for the Kantara village
Animated cinematic cutscenes capturing the mystic forest tone with Kannada Voice Overs
Environmental restoration of Kantara village where solving puzzles visually heals the land

Play as a mysterious traveller whose journey across the world lands you in the kingdom of Zampi. Resolve the drought plaguing the once-prosperous kingdom of Zampi by solving puzzles and destroying the magical pillars blocking the water.

Over the course of your journey, you meet other characters and slowly uncover what exactly happened that led to the downfall of Zampi. The animated cutscenes in the game add to the storyline and keep you wanting for more. Puzzles become more interesting and challenging to solve with different configurations as you proceed further in the game.

A game based in the southern part of Ancient India.
100 simple and unique logical puzzles.
An engrossing mystery surrounding the past, unveils the truth as you press forward on your journey.
Highly stylized, beautiful hand drawn artwork.
Animated cutscenes.
Partial Controller Support.

Other Features:
- Inspired by the board game Mancala / Ali Guli Mane
- Supported in 20+ languages - English, French, Italian, German, Spanish, Russian, Chinese (Simplified & Traditional), Japanese, Korean, Portuguese EU, Polish, Turkish, Portuguese BR, Hindi, Kannada, Telugu, Tamil, Arabic, Catalan, Hebrew
- Voice over in English and Kannada (the local language in Bangalore, India)
- Official Showcase as part of Unite India 2018 event
- Official Selection: Indie Megabooth GDC Showcase 2020
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $6.99 | 87reviews | 85% | — | $7.3K |
| $12.99 | 815ratings | 59% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
As much as I'd like to recommend this game, what with being an Indian Game Developer and all, I don't recommend the game on steam. I have not played it on mobile devices, but I do not believe that the game is yet polished enough to be released on steam. I mean considering that the game is very simplistic, it's really necessary to have other parts of the game in a better state. (Warning, some technical terms from game development used :P ) 1. As for why the game is so big in file size, is beyond my understanding. Not sure if assetbundles were used in Unity or not? It's not like the videos/cut scenes are 3D, or even actual moving video clips. It's just full screen images. Audio is also very limited, and they would be compressed, I'm guessing. 2. I don't like the dialogue system, it just feels weird to me, I can't exactly put it into words. 3. I was recording the levels using twitch studio beta, and needing to click the "Record Video" button using the mouse meant that I was faced with a very unusual and weird bug. The click outside the game, i.e. in the Twitch Studio app would register inside the game and it would make/try to make a move. Clearly, InputSystem's or InputManager's listeners are not deactivated and re-activated in OnDisable. This is very annoying, especially having to record a 100 levels. 4. Which brings me to my next point, the game feels way too grindy/lengthy for a casual genre. It killed my interest after a few levels. It started to feel much like a chore to complete the game rather than enjoy it. It would have been okay if there was some gameplay variation along the way as well, but there is none. 5. The audio narration is very very weird. In certain cutscenes, the narration goes on at the correct pace, but mostly, it feels very rushed. There is almost no time/gap between 2 sentences, allowing the player to take in the information in the narration. This could be due to localization, but it breaks immersion for me. I mean, the game's title literally says "A story-based puzzle game". I could not enjoy the "story" part of the game for this reason. 6. During transitions between the Spirit and Warrior, there is some sudden flickering issue. Looks like 1 SpriteRenderer is being disabled and another one being enabled, but the timings don't match, so they also overlap for some time. Looks weird. 7. Also, sometimes, the skip menu goes off screen, or if you spam click the pause button to skip the dialogue, it freezes the game after completing the level. Have to Alt+F4 to quit the game. Despite all this, there are a few good things about the game. 1. Easy simple mechanics. 2. Aesthetically pleasing visuals. Some nice details on the pillars as well. 3. Good music. If you want to play a puzzle game, get the game on sale. As of the current state of the game, I wouldn't recommend it at full price, but if the bugs and kinks are fixed, I'd give it another shot :)
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Arabic, Japanese, Korean, Polish, Portuguese - Portugal, Portuguese - Brazil, Russian +9 more
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its an ok puzzle game with Indian story and context, can get repetitive or slow, but had a good time of solving them in the office meetings. get only if you like such games.
Though the aesthetic is basically a glorified flash game, the puzzles were still interesting enough.
[h1]The good, the bad and the Weird[/h1] [h2]The Good:[/h2] [list] [*]Nice story [*]Nice graphics, just the colorful experience you would expect from an Indian tale [*]Nice music [*]Great voiceover [*]So cool that they came up with this (at least to me) new concept for a logic puzzle. [*]Music stops playing when window is unfocused, as every game should be. [/list] [h2]The Bad:[/h2] [list] [*]Game cannot be unfocused by just moving the mouse outside of the window, mouse is caught in the window. You have to actually use ALT+TAB.[/list] [h2]The Weird:[/h2] (a.k.a. something to think about for the devs) [list][*]A bit unusual that you have to make graphics settings before the game actually starts. Haven't seen that in a very long time. [*]Had a bit of a weird start to the game: When I first started, the cutscene was narrated in Kannada (No, I didn't misspell "Canada", it's a language, which I didn't know before). The language sounds a bit like Greek and is therefore very pleasant to listen to, also thanks to the pleasant voice of the narrator. However, it was super distracting to hear the monologue in Kannada while trying to read the English subtitles, which is why I was unable to finish reading the subtitles before the cutscene replaced them with the next ones, until I went to the settings where I was able to change the spoken language to English. Why the game decided to start me with English subtitles and Kannada spoken voiceover - I have absolutely no idea. [*]When I reset my progress to get the last achievement, it also reset all my settings, including the graphic settings that I had to make before even starting up the game. So when I started the game again to hear the start of it in English, it was once again in fullscreen AND the spoken language was again Kannada, so I had the same issue as before. It was then that I noticed that this cutscene, with which the game starts before even letting you see the main menu, cannot be aborted or sped up. [*]Can't access settings directly from the level by pressing ESC, but you have to abort your current process and return to the main menu and go to the settings from there. It's not game breaking, but it would've been better if the settings menu was just accessible right away. [*]After lvl99, the spirit says "Great. You are almost at the last leg of the game." - So he now knows he's part of a game? Breaking the 4th wall at this point seems like a weird decision to me. Maybe this is an inaccurate translation, at least in English, the words "Challenge" or "test" would've been appropriate if the spirit was not supposed to break the fourth wall. [/list] [h2]The Conclusion:[/h2] If you like puzzle games, buy it!
-as a puzzle game that tries to have a story and add a meaning to the thing you are doing, they did a pretty good job. -the soundtrack is fine and it matches the environment. -the art style is good but it could be more detailed. -I wish there was an undo button. it could have saved so much time. -most of the puzzles are fairly easy. there are some that you might stuck (mostly at the middle part of the game) -they explored their puzzle idea completely. (I think 100 puzzles is enough) -the whole game takes around 6 hours (I wasted so much time on the last puzzle)
Nice story. The puzzles are adding and subtracting. Gets a little repetitive. A few may stump you for a bit.
Mystic Pillars X Kantara from Holy Cow Productions is a puzzle-driven experience that blends logic challenges with a strong sense of cultural storytelling, creating something that feels both grounded and quietly distinctive. Rather than relying on complex mechanics or high-intensity gameplay, it focuses on clarity, structure, and atmosphere, placing players in a drought-stricken kingdom where solving puzzles directly contributes to restoring balance to the land. This framing gives the experience a sense of purpose from the outset, turning what could have been abstract challenges into meaningful actions within a larger narrative. The gameplay is built around a consistent puzzle system inspired by resource distribution mechanics, where players must carefully move units across pillars to achieve a target configuration. The rules are simple enough to understand quickly, but the challenge lies in the constraints—each move affects the entire system, and solutions often require thinking several steps ahead. As the game progresses, the puzzles grow more demanding, introducing tighter limitations and more intricate layouts that encourage experimentation and patience. It’s not a game that relies on speed or reflexes; instead, it rewards deliberate thinking and a willingness to pause, analyze, and refine your approach. What makes these puzzles more engaging than they might otherwise be is how they are woven into the game’s narrative structure. You take on the role of a traveler drawn into a kingdom suffering from a mysterious drought, where towering pillars disrupt the natural flow of water. Each puzzle solved represents a step toward restoring life to the environment, and this is reflected visually as barren landscapes gradually regain color and vitality. This connection between gameplay and world-building helps maintain a sense of progression that goes beyond simply clearing levels, giving the experience a cohesive rhythm that ties its mechanics and story together. The Kantara component adds another layer to this foundation, drawing inspiration from regional folklore and cinematic storytelling. It enhances the presentation with more expressive cutscenes and voice work, particularly through the use of Kannada language elements, which lend authenticity and depth to the narrative. These additions don’t fundamentally change the gameplay, but they enrich the overall experience by strengthening its cultural identity and emotional tone. The result is a game that feels more rooted and intentional, using its thematic influences to elevate what is otherwise a straightforward puzzle framework. Visually, the game adopts a stylized, hand-crafted aesthetic that emphasizes color and composition over detail. The puzzle areas themselves are clean and functional, ensuring that the mechanics remain easy to read, while the surrounding environments and animated sequences provide the emotional context. The contrast between these two layers works well, allowing the player to shift between focused problem-solving and more expressive storytelling moments. The sound design complements this approach, using subtle music and ambient cues to reinforce the game’s calm, reflective atmosphere. That said, the game’s reliance on a single core mechanic does introduce some repetition over time. While later puzzles become more complex, the fundamental structure remains largely unchanged, which can make the experience feel predictable in its later stages. For players who enjoy mastering a consistent system, this is not necessarily a drawback, but those looking for evolving mechanics or unexpected twists may find the progression somewhat limited. Additionally, the relatively short length means that the game concludes before it has the chance to significantly expand on its ideas. Even with these limitations, Mystic Pillars X Kantara succeeds in delivering a focused and cohesive experience. It understands its strengths—clear puzzle design, strong thematic identity, and a calm, deliberate pace—and builds around them without overreaching. The result is a game that feels complete within its scope, offering a satisfying journey that balances intellectual challenge with narrative context. Ultimately, this is a title that stands out not because it reinvents the puzzle genre, but because it integrates its elements with care and intention. It provides a steady, thoughtful experience that encourages players to slow down and engage with its systems at their own pace, all while presenting a story that is rooted in cultural inspiration. For those seeking a relaxing yet mentally engaging game with a distinct sense of place, it delivers a rewarding experience, even if its simplicity limits its long-term variety. Rating: 7/10
패드로만 기둥 박살내기 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 물길을 막는 기둥을 박살내야하는 게임입니다. 기둥에는 보석이 박혀있으며 우측의 그림 속 숫자와 동일하게 기둥의 보석 위치를 조정하여야 하죠. 보석이 있는 기둥을 선택하고 다른 기둥을 선택하면 보석들이 이동합니다. 선택한 기둥과의 거리에 해당하는 수의 보석이 이동하며, 만약 그보다 적은 보석이 박혀있다면 이동이 불가하죠. 바로 옆의 기둥이면 1개가 이동하고 1칸 떨어져있으면 2개, 2칸 떨어져있으면 3개가 이동하는 방식. 이때, 화살표의 유무에 따라서 이동이 제한될 수도 있습니다. 기둥과 기둥 사이에 화살표가 있고 이동하려는 방향으로 화살표가 이동하여야만 진행할 수 있죠. 양방햐이라면 문제가 없지만 단방향이라면 지정된 방향으로만 이동이 가능합니다. 지정된 보석의 배치가 완료되면 스테이지를 클리어하게 되고 기둥이 파괴되면서 물길이 이어지게 됩니다. 물길이 열림에 따라서 황폐화된 마을이 다시 살아나는 모습을 관찰할 수도 있죠. [아쉬운 점] -실행 후 언어 선택에서 진행이 불가한 버그 존재 (다른 방법이 있는건지 모르겠지만, 마우스와 키보드는 무반응이며 10분 ㅈㄹ하고 컨트롤러 연결해서 겨우겨우 플레이함 | 옛날 버그라는대 왜 아직까지 남아있는지 알 수 없음) -힌트 없음 -퍼즐이 너무 단순 반복됨 (뭔가 추가적인 요소도 없고 신규 규칙도 단뱡항 화살표밖에 없고)
Идея игры крутиться вокруг задачи 3-го класса со звездочкой, в которой требуется отмерить 4 литра воды используя емкости на 3 и 5 литров. Даже из такой простой идеи можно сделать клевую игру и зачатки этого есть, но к сожалению, лень инду разработчиков ощущается повсюду: 1) Утомительная музыка (вы выключите ее через какое-то время). Очень красивая графика, но очень скудная анимация игрового процесса, которой будет стыдно даже в мобильной игре. Можно ведь было добавить гигантские шахматные фигуры, или что-то из мифологии, да вариантов река. 2) Играть можно только последовательно и если застряли, то нельзя отвлечься на другие уровни. Даже отменить один ход нельзя . 3) Довольно неравномерная сложность. В целом все уровни простые, но около 5 прям сложные сложные. Я только за, но такие уровни надо выделить в бонусные. В целом возникает ощущение, что просто все свалено в одну кучу. 4) Продолжая тему сложности: можно было бы добавить, например, звездочки за прохождение (прошел с минимальным количеством ходов – 3 звёздочки). Это позволит домохозяйкам спокойно пройти, а въедливым игрокам искать оптимальные решения. В целом игра доставила мне толику удовольствия, но она честно получается негативный отзыв. Я редко пишу отзывы и именно эту игру хочется поругать за неиспользованный потенциал. Есть множество аналогичных игр, у которых можно было скопипастить все последние тренды: добавлять новые правила по ходу игры, сделать бонусную сложность, сделать секретные концовки, замутить особенную и клевую музыку (пригласить симфонический оркестр Мумбаи). Несерьезно сейчас делать игры такого уровня. Вообще имя компании и некоторые достижения говорят о самоиронии и возможно это просто проба пера и следующие игры будут лучше. Посмотрим. Рекомендую довольно похожую игру Divide by sheep. Вот она задорная! Всех минусов выше в ней нет и она от нашего разработчики :)
At 0,45€, i.e., 0,0045€ per 1 out of its 100 puzzles, it's hard to [i]not[/i] recommend this, but good luck not growing tired of it before reaching 50. Still, interesting puzzle-mechanic as such, and also... well... Indian kitsch. I recommend the puzzles.
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Players by region
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