
A mind-bending recursive puzzle game about boxes within boxes within boxes within boxes. Learn to use infinity to your advantage as you explore a deep and elegant system.
Modeled estimate, not a reported figure. How we estimate →
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Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 5.8Kreviews | 99% | — | $2.3M |
| $19.99 | 136ratings | 98% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 216 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
截止目前,过半以上的游戏时长在完全挂机。 整个游戏的流程体验于我,像梅雨季烘干的衣服,掺杂着一点洗衣凝珠香氛的味道里满是挥之不去的霉气。 当一个关卡卡住之后,我没有办法顺利劝说自己“先去玩下一个大章”。我会被“此章未完成”困在原地挂机,不断劝说自己“拆解一下关卡逻辑”,以至为了顺利通关去研究“什么是递归”(数学意义上的)。 帕箱给我的“做题感”是我玩过的所有游戏里最重的的。 我姑且可以认为帕箱在每一个大章都引入了一个新的“概念”,每一个小节都是对这个“概念”举一反三的应用。每一个小节,我是说每一个小节,都有自己通关的“标准答案(唯一核心关窍)”。 喜欢在一套设计好的体系里“发散式解谜”的我(比如在野炊王泪的物理引擎里用天马行空的方式解神庙、围观游戏博主用更新奇的方式解神庙),像一只被掏空了内脏固定在毛毡背板上的昆虫一样,被迫收束“如果我可以这样,那我可不可以那样?”的想法,努力变成符合通关评级的“标本”。 每一个小关都是一次验证“我是否对作者的想法无言自明”的默契测试,成功通关的多巴胺无法抵御“我下一节还能猜中作者心意吗?、我能一直这样顺利验证他在想什么吗”的对未知的恐惧。在你点进下一个关卡前你知道作者已经想到了一个“点子“,你要做的就是尝试和他想到同一个“点子”(或者说,解题公式?)(给我的感觉be like:“我心里有个想法但我不告诉你 你猜中了就是我们有默契猜不中那就是我们没缘分”;于是我猜不中很愤怒,猜中了更愤怒) 很多很多次,我都想不到“作者所想”,最后我会挂到实在受不了关闭游戏。 我斗胆奉劝每一个Ne很高的人停止尝试帕箱。(或者如果有Ne很高的人愿意和我分享游戏体验感激不尽?我真的很好奇我不喜欢帕箱是什么性格特征发力了)。(我喜欢可能性,不喜欢确定性,尤其对“唯一正确答案”PTSD) 我的理性在分析,理论上它作为cocoon(我的24年度最佳独游)的灵感启蒙之一,应该是个很好的游戏(它是干净的,我洗过了,有一点点香味,可以穿) 但我的情感在抗拒,为什么它明明是个“好”游戏但我玩起来那么痛苦,需要不断通过播放自己喜欢的音乐覆盖游戏原生bgm、吃喜欢的零食、和喜欢的人们聊天转移注意力来哄自己“接着玩下去吧”(穿上这件衣服我闻起来像个老旧墙皮上的霉斑) “大家好像都很喜欢帕箱、我居然不喜欢帕箱”的愧疚被我用“我要坚持把这个游戏打完”活埋,终于有一天这些情绪以更丑陋的形式重新出现。 帕箱或许对很多很多解谜独游爱好者来说是个好游戏,它机制设计环环相扣、几乎0损耗用“游戏”和“图形”引入了递归的概念,同时又从始至终只用这一个概念创造了三桌满汉全席(364个关卡量大管饱,按108道菜来算三桌甚至摆不下);设计思路一点不拖泥带水,没有过量文字带来的厚重的说教感,引导十分精巧。但我不喜欢它,我在这个游戏身上体验到了当年被周测月考模拟压的喘不过气来的一次又一次的验证“你到底会不会数学”的痛苦。 所以我认可帕箱是个优秀的游戏,我也不再逼自己喜欢它。 以上。
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Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese
| $9.99−50% |
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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.
Hours played at review time, across 217 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
In the credits, Patrick's Parabox thanks 3 games: Stephen's Sausage Roll, The Witness, and Recursed. Name-dropping, no doubt, to be uttered in the same breath as those classics. With The Witness's boxy learn-through-tinkering level design, Stephen's Sausage Roll's title and acid-trip sokoban, and Recursed's, well, recursion, it resembles all three while never achieving the difficulty, intricacy, or greatness of any of them. But it's good. Arguably, very good. It also has, far and away, the shallowest learning curve I've ever experienced in a puzzle game. Each new mechanism is introduced with multiple simple levels that wordlessly scream: "Use the cool new thing this way! Oh, you want to explore its power? Too bad, I said THIS WAY!" Such hand-holding goes a long way toward explaining how the puzzle count lurches past 300 levels. It admirably explores just about every mechanism that might precipitate from the elevator pitch: "recursive sokoban." (Especially clever is how the game addresses the tricksy concept of infinity.) For most any game, 300+ levels would be overkill, but so many of these are painless procedural primers that the few interesting optional challenge levels in each section are the only ones that take any time or effort. The real joy for me came after the credits. There, the game drops a giant set of true challenge puzzles along with a couple of alternate-universe areas that ask, "What if we had implemented physics like this instead?" At long last, all my puzzle-loving completionist pleasures were piqued. It finally lets the game stop teaching and start showing off. Worth the wait, absolutely, but I'd rather not have waited at all. 7.5/10
Patrick's Parabox is one of the 'big 5' Sokoban puzzle games in our current golden age for brain-melting masterpieces. Those 5, in order of stature on Steam, are: Baba is You (2019) Void Stranger (2023) Patrick's Parabox (2022) Stephen's Sausage Roll (2016) Isles of Sea and Sky (2024) This is the most 'out there' puzzle game I've come across. The most essential thing that Patrick's Parabox does is take a copy of the level you are playing, shrink it down to the size of a single square on the grid, and then place the level itself, inside the level. This creates very strange movement possibilities and the game embraces that weirdness with glee. Inventive, strange, innovative, a continual WTF-machine in the best way. I am, at best, an intermediate puzzle gamer, and I was able to finish this. Patrick's Parabox does two things well. It supports gradual learning as you go along (but without repeating itself in a tedious or hand-holdy way). And it includes a LOT of crazy optional puzzles for the most dedicated fans. I genuinely surprised myself by making it to the credits. For hardcore advanced puzzle gamers, there are extra layers. Great stuff.
Sokoban ist langweilig. Das war meine Einstellung, bevor ich Patrick's Parabox zu spielen begann. Entsprechend tief waren meine Erwartungen. Als Quadrat soll ich andere Quadrate verschieben und so Levels lösen? Das klang nach uninspirierter Standardkost. Ich hätte nicht falscher liegen können. Über 20 Stunden später habe ich jedes einzelne Level von Patrick's Parabox gelöst. Und das nicht, weil ich irgendwie einen Drang hatte, das Spiel zu vervollständigen, sondern schlicht und einfach, weil das Spiel von A bis Z absolut genial ist und die Levels bis zum allerletzten unglaublich viel Spass machten. Ja, Patrick's Parabox ist für mich definitiv eines der genialsten Rätselspiele, die ich je gespielt habe. Das liegt an mehreren Dingen: Zum einen ist da der grundsätzliche Aufbau des Spiels. Man fängt sehr simpel an und löst einige Levels, bis man eine Welt gelöst hat. Dann geht es in die nächste Welt, wo eine neue Mechanik dazukommt. Das ergibt neue und leicht schwierigere Puzzles. Damit erreicht das Spiel gleich zwei wichtige Aspekte: einen perfekt ansteigenden Schwierigkeitsgrad und ein immer wieder frisches und kreatives Gameplay. Hilfreich ist dabei auch, dass man nie alle Levels einer Welt abschliessen muss, um weiterzukommen. Wenn man also irgendwo völlig ansteht, kann man trotzdem weiterkommen. So muss spielerfreundliches Design aussehen. Das Ganze wäre aber wertlos, wenn nicht die Puzzles selber absolut genial wären. Und das sind sie hier. Die Rätsel sind sehr abwechslungsreich und kreativ. Und ja, manche sind richtig, richtig knifflig. Aber, und das ist absolut entscheidend, sie sind alle lösbar. Und genau das macht das Spiel so genial. Bis auf ein paar ganz, ganz wenige Ausnahmen, bei denen ich mir Hinweise im Internet geholt habe, habe ich alle selber gelöst, weil die Levels immer lesbar sind. Ja, man muss manchmal richtig hirnen und vielleicht ausprobieren, aber kein einziger Level ist unmöglich. Und das macht das Lösen der Levels umso befriedigender, weil man die Rätsel wirklich durchschaut. Natürlich hilft dem Ganzen, dass nicht nur das Rätseldesign und Leveldesign perfekt sind, sondern auch der Rest eine absolut runde Sache ist. Grafisch ist das Spiel wirklich ansehnlich und bietet eine perfekte Balance zwischen gut lesbar und optisch ansprechend. Dazu kommt ein perfekt passender, ruhiger Soundtrack und vor allem eine sehr gute Steuerung. Auch hier ist alles durchdacht, mit einer unlimitierten Undo-Funktion, die gerade das Ausprobieren wirklich fördert. Und ja, Patrick's Parabox ist eher kein Spiel, das man am Stück spielt. Ich habe es über einen Zeitraum von rund zwei Jahren gespielt, immer wieder mal zwischendurch ein paar Levels. Aber genau dafür ist es absolut perfekt. Fazit: Wer gerne knobelt und sich freut, wenn er ein Rätsel durchschaut und löst, für den ist Patrick's Parabox eines der coolsten Spiele, das er spielen kann. Toll gestaltet, perfekte Rätsel, hoch motivierend und zugleich problemlos portionierbar. Wer nur ein bisschen auf Knobeleien steht, für den ist Patrick's Parabox eine absolut zwingende Empfehlung.
好玩,脑洞打开
怎么说呢,挺有意思的,从不知所以,到恍然大悟,亦或是其中的逻辑,有趣的创新 不同与简单的推箱子,你要揣摩是哪个方块,如何利用地形反推,如何理解里面的关键词与各个关卡的联系 目前玩到克隆关卡,深受震撼,本体与客体之间的关联,让人眼前一亮 非常建议喜欢思考,喜欢逻辑推理的玩家玩意把
I am just 8 hours into this game and I am very happy with it. As of this writing I solved 90 puzzles and only looked up the solution for one of them. The difficulty level is perfect. There are challenging puzzles but most of them are optional. This game is as difficult as you want it to be. The walls are your enemy in this game. You'll see what I mean by that. There are so many times where I am convinced that a puzzle is truly impossible to solve. I just can't free a box from the imprisonment of the walls. Then after a day or two, I come back to it seeing that the solution was quite simple. There are other times when I solve a puzzle and I do not completely understand how I did it. I just moved boxes around intuitively until everything just fell into place. I enjoy puzzle games that force me to think in different ways. Only the best video games can do that and this one delivers. I have no criticisms. The developers of this game must be truly smart people indeed to not only create this innovative game, but to come up with such elegant level design. If you enjoyed "Stephen's Sausage Roll" you are guaranteed to like this one. This is a must buy for people who enjoy puzzle games and lately, that is the only type of game that I am buying. Enjoy!
好玩!爱玩!非常非常适合摸鱼!没事儿打两关,随时暂停随时开始~ 受到朋友的推荐,趁夏售入手了这一款推箱子解谜哈哈,说是入门级别的,也有好几个类型的关卡没对上脑电波感觉好难啊。 有些类型的关卡,对上了脑电波,就能一口气连着challenge关卡都自己解决!感觉好爽! 成就名字也都好有意思w属于是不用刻意去刷成就,只要按照流程慢慢推关卡就能自然而然的全部解锁了。 为了全成就好多卡住了的关我还是去抄答案了,有时候抄答案抄着抄着也有恍然大悟的感觉! 现在就差最后的挑战关们了,321/364 等慢慢解完,就可以拿下全成就收官了。 以后有机会会继续去品鉴Baba Is You, Paquerette Down the Bunburrows 等推箱子类游戏, 但是我应该不会去碰Maxwell's puzzling demon的...吧! P.S 我好喜欢游戏结束之后解锁的gallery里面还放了好多开发游戏时候的记录图片啊,感觉制作组非常有生活,那些有趣的bug也留下来分享了ww
Great puzzle game, Patrick is really something else designing those. While it excels in game design, it lacks in art and in what lives in between. I don't enjoy the music, and the art style is quite simplistic. Yes it is a hard concept to grasp (recursion), and that part is beautifully executed / visually explained. However I do miss something to attach me to this world, I find it too objective / stripped down for what could be a piece of art. I'm also not the biggest fan of the world progression being completely streamlined and categorized for you beforehand. There's not much (if anything) for you to discover in between the lines. Everything you see is everything you get. It feels like no reflection or immersion happens here.
I enjoyed this game much more than "Baba is You". Maybe it's just because I am dumb. ¯\_( ͡° ͜ʖ ͡°)_/¯
Active players
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