
NeuraGun is a third-person science fiction puzzle game. The player will have to go through a maze of mysteries that will lead him out of the tangled scientific complex.
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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, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Turkish
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
[h1] NeuraGun [/h1] [h3] Positives: [/h3] + Quite good graphics + Ok sounds and music + Some acceptable puzzles + Achievements + Only 45 minutes long [h3] Negatives: [/h3] - No intro or explaination at all - Some of it does not make any sense - Only 3 short levels in total - Achievements are only for level 1 - Level 2 has worse graphics than the rest - Third person perspective was a bad choice (it would be better in first person) - FOV-adjuster that dosent work - You can adjust the voice volume in audio, but where is the voice? - Options menu is only accessible while playing - Using the gun feels clunky and slow - Rough controls in general - Full of bugs and glitches (some game breaking) - You can get stuck a lot of places - Invisible walls - Unfinished and unpolished levels - Annoying last puzzle - The ending is just looking at a brain (maybe use some of it instead to make a better game?) - Ridiculously priced [h3] Conclusion: [/h3] What is this really? A very good example on how games shouldnt be developed. If you can even call it that. Its a pre-alpha demo at best. I know it says early access, but if this is what you managed to make over the last 4.5 years, then may God help you. You'll need it. And if there's anyone still considering playing NeuraGun: thats a HARD PASS! You have been warned! Go do something useful instead, like painting your cat (I suggest to use pink with some yellow dots). [h1] Total Score: 2.5/10 [/h1] [b] PS! [/b] If you still insist on playing this game (may God have mercy on your soul) know this: - Its possible to open the end door of level one - First move the glass cube to the other end of the corridor (to the red square, turning green when correctly placed) - Then you need to move the neon cube to the first room (where you started) - Place it over the glass cube you dropped in the hole earlier (but put the neon cube a bit more to the right side of it) - Jump on top of it and on the half-floor above it if possible (remember its a buggy mess of a game) - Get a yellow energy cartridge and put it in the holder on the ceiling - Now the end door of the first level is open and you can continue this Godforsaken game - Level 2 will also be confusing, but its time you make it on your own - Good luck (you'll need it!)
Really a mess the gun doesnt work after the second stage , not even restarting the game solves the issue you can't save it really looks fun but it needs work to be something good.
NeuraGun is an atmospheric sci-fi puzzle adventure developed and published by Whale Rock Games, presenting itself as a minimalist, enigmatic journey through a cold and cryptic research facility. Rather than relying on exposition, the game drops you into a sterile technological labyrinth with little explanation of who you are, what happened in the complex, or why your path forward is blocked by elaborate security mechanisms. This ambiguity becomes the driving force behind the experience: each door you open, corridor you traverse, and room you unlock hints at a larger mystery hidden behind layers of steel, neon lighting, and malfunctioning machinery. The result is a game built around mood and environmental tension rather than traditional narrative clarity. Gameplay centers around environmental puzzles that test spatial reasoning rather than reflexes. Much of NeuraGun’s design revolves around interacting with cubes, pressure pads, laser grids, and security sensors in order to open doors or activate new areas. You frequently manipulate objects using a gravity-gun-like tool that allows you to lift, reposition, or throw blocks across the environment. While this mechanic promises a level of physical puzzle-solving reminiscent of genre classics, the actual implementations tend to focus on basic placement challenges—slotting the right object into the right receptacle, triggering color-coded sequences, or finding the correct order of switches. At its best, the game invokes a sense of discovery as you test the environment and slowly piece together what each room expects you to do. At its worst, the puzzles can feel directionless due to limited feedback, forcing players to rely on trial and error rather than cleverly deduced solutions. One of NeuraGun’s strongest qualities is its visual presentation. The game leans heavily into a sleek, neon-tinged aesthetic, combining sterile laboratory corridors with unexpected bursts of color and moody lighting. Chambers glow with blue, purple, and green highlights that give the facility a dreamlike, almost virtual feel. This atmosphere is enhanced by the level design’s verticality and scale—huge rooms with suspended platforms, towering machinery, and cavernous halls reinforce the sense of isolation. For players who enjoy atmospheric exploration, the game’s visual identity offers a compelling backdrop to the puzzles, making even simple rooms feel like part of a larger, ominous whole. Yet the environments can also feel empty, as if awaiting further development; many hallways lack interactive elements or environmental storytelling touches that could have enriched the world’s implied lore. Despite its sleek visuals, NeuraGun shows its rough edges in both pacing and technical execution. The lack of narrative structure means objectives are often vague, expressed only as brief prompts like “Escape the Neon Jungle,” leaving players to decipher what area that refers to or which obstacle must be solved next. This vagueness contributes to stretches of aimless wandering, especially in larger multi-room hubs where progression depends on noticing a small, easily overlooked detail. Technical issues occasionally disrupt immersion as well—some players report clipping problems, awkward collisions, or uneven physics when manipulating objects. These issues reinforce the impression that NeuraGun is still evolving, with mechanics and systems that feel more like a prototype or conceptual foundation than a fully realized puzzle-adventure. Nevertheless, the game does offer moments of engagement that highlight its potential. When a puzzle clicks—when you finally understand how a sequence of lasers should be aligned or when a heavy door rumbles open after several attempts—the sense of accomplishment feels earned. The minimalist design gives players freedom to think, experiment, and tinker with the environment without handholding. For those who enjoy figuring things out independently, the lack of explicit guidance may even be a feature rather than a flaw. Combined with its relatively low price point, NeuraGun becomes a curious, atmospheric diversion that rewards patience and a willingness to explore abstract spaces. In its current state, NeuraGun stands as a project rich with atmosphere but uneven in execution. It offers striking visuals, a mysterious sci-fi setting, and a collection of environmental puzzles that occasionally shine, yet it lacks the narrative context, mechanical depth, and polish needed to elevate the experience to something more memorable. Players seeking a tight, story-driven puzzle game may find it too sparse, while those who enjoy experimental indie projects with strong aesthetics may appreciate what it brings to the table despite its shortcomings. NeuraGun is ultimately a puzzle framework with allure—a game that knows how it wants to look and feel, even if it hasn’t fully found its mechanical or narrative voice. Rating: 7/10
First it started off not bad, and I was even surprised, completed 1st stage, but then game bugged and the grapple weapon became invisible and unusable, so unfortunately buggy and abandoned game, not recommend.
Вау, мне почесали мозг. Лара Крофт в киберпанке двигает ящики. Обалденно
Головоломка в научном комплексе при игре за робота с видом от третьего лица. Футуристичный стиль напоминает Портал.
КАКОЙ ТО ДОЛБАЕБ ИГРУ ДЕЛАЛ, КАК МОЖНО ЗА ЭТО ПРОСИТЬ ДЕНЬГИ, МАМУ ♥♥♥♥ ВСЕХ ВАШИХ ДЕТЕЙ СЕМЕЙ, ВЫБЛЯДКИ
Sorry, but since Jan. 2022 is going nothing forward. Several people have already written in the bug reports that the game is broken. I am struggling with the bugs described.
its a short simple game.
Потрясающая игра, спасибо! Отличная цена за качество, которое вы получаете. Я серьезно впечатлен качеством! Графика и оптимизация на высоте. Я бы порекомендовал ее всем. Пока что игровой процесс проходит гладко, без каких-либо багов или задержек. Спасибо разработчикам
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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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