
Explore a mind and space-bending labyrinth, overcome challenging obstacles, and discover many strange secrets. Distort the walls around you to reach otherwise inaccessible locations.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Discover many strange and intriguing ideas in this abstract puzzle/action/adventure game.
50+ rooms to uncover
Non-linear progression
Unique unlockable abilities that afford further exploration
Dynamic soundtrack that changes in each room
Secrets
Sharpen your reflexes to slip past dangerous hazards. Collect as many flashing alloy as you can, but be sure to make it back to the checkpoint in one piece!
Unlock various abilities that let you bend the walls around you to reach otherwise inaccessible places...
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Simply amazing! This game seems simple but after playing for what seemed like 10 minutes a whole hour had passed. Very addictive!
not my cup of tea 1.5/10
宝藏游戏,休闲解谜,无中可玩,2内强烈推荐入库。 202211下,t a o宝,支付宝红包,杉果,本平台,本平台充值折扣掉卡,indie gala,fanatical,humble,daily indie game,loot boy,它处自定义包入的本体约3元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
일단 가격이 싸다는 것을 감안하더라도 구입 할 가치가 거의 없다. 첫 인상은 참신한 착시 효과를 이용한 길 찿기 게임으로 관심이 생겨서 플레이 했으나 복잡기괴하고 산으로 가는 난이도 그리고 운빨을 타야하는 것이 마이너스 요소. [spoiler]특히 블랙홀 몬스터 2마리의 경우 몬스터가 맵 밖으로 추방당하는 버그같은 기적이 일어나지 않는 이상 아이템 100% 수집이 불가능할 정도로 악랄하게 짜여져 있다.[/spoiler] [spoiler]그렇다면 게임 클리어 난이도는 그나마 나으면 좋을텐데 그마저도 아닌게 최종보스전에서 어려운 난이도+운빨의 요소가 극도로 치중되어 있으므로 이 게임을 완전히 경험하기도 조차 하지 못하고 손절할 가능성이 높은 게임.[/spoiler] 게임 클리어도 그렇지만 모든 업적 달성은 더 심각하므로 이 게임을 구입하기 전에 자신의 멘탈을 점검하고 올클리어할 각오가 되어 있지 않다면 이것을 멀리하는 것이 정신건강에 좋다.
je to dobrá hra
手残别玩太难了第四关我就过不去了,已经卸载了。。。。。
Pertinence is an abstract puzzle adventure developed and published by Not Magic that builds its experience around experimentation, exploration, and independent problem-solving. Instead of relying on tutorials or heavily directed progression, the game encourages players to discover mechanics naturally through curiosity and observation. It embraces a design philosophy that places trust in the player, creating an experience where learning becomes part of the challenge itself. The result is a puzzle game that feels unconventional, rewarding patience and creativity rather than simply testing logic through straightforward solutions. The game takes place within a mysterious collection of interconnected spaces where progression revolves around exploration and discovery. Players move through a large network of rooms while collecting alloy, a valuable resource that serves as a key component of advancement. Alloy unlocks abilities and opens access to new possibilities throughout the world, gradually expanding the player’s understanding of both movement systems and puzzle mechanics. What separates Pertinence from many puzzle games is how little direct guidance it provides. The game deliberately avoids overexplaining its systems. New mechanics appear without lengthy instructions, leaving players to experiment and uncover functionality through interaction. Rather than feeling like a sequence of isolated puzzle rooms connected by progression checkpoints, Pertinence creates an environment where understanding itself becomes a reward. This approach produces some of the game’s strongest moments. Solving a puzzle after slowly uncovering how multiple systems interact creates genuine satisfaction. Progress rarely comes from simply recognizing patterns. Instead, players often succeed by building knowledge over time and applying earlier discoveries to increasingly complicated situations. Every new mechanic feels meaningful because learning directly influences future possibilities. Puzzle design introduces surprising variety throughout progression. Environmental manipulation becomes a major focus, with players interacting with systems that alter movement, change spatial relationships, and create unexpected solutions. Certain rooms introduce rotating structures, shifting pathways, environmental hazards, and object manipulation mechanics that encourage experimentation rather than memorization. New concepts continue appearing steadily enough to keep progression engaging without overwhelming players. A particularly interesting aspect comes through specialized mechanics that gradually reveal greater complexity as players unlock additional abilities. Early interactions with puzzle systems may initially appear simple, but progression expands possibilities significantly. Objects gain additional utility over time, opening opportunities for more creative solutions. The game often rewards unconventional thinking, encouraging players to explore possibilities beyond obvious answers. The world design also contributes heavily to the experience. Pertinence uses a non-linear structure that allows players greater freedom in how they approach progression. Rather than forcing strict order, the game encourages exploration and lets players return to difficult challenges later after developing stronger understanding or unlocking new abilities. This flexibility helps maintain pacing and prevents frustration from completely stopping progress. Exploration becomes equally important alongside puzzle-solving. Hidden paths, secrets, and optional discoveries reward players who investigate environments carefully. The world feels interconnected rather than segmented, creating stronger immersion and reinforcing the idea that discovery exists everywhere rather than only inside designated puzzle spaces. Visually, Pertinence embraces minimalist presentation. The art direction avoids unnecessary complexity and instead focuses on readability and atmosphere. Clean visual design helps players identify important mechanics quickly while maintaining a distinct identity. The simplicity works well because it keeps attention centered on interaction and experimentation rather than visual spectacle. Audio presentation strengthens atmosphere effectively. Music adapts naturally to exploration and puzzle-solving moments while environmental sound design reinforces the game’s mysterious tone. The quieter presentation choices complement the slower, more thoughtful pacing and help create an experience that feels focused rather than overwhelming. However, the game’s strongest qualities may also become obstacles depending on player preference. Pertinence demands patience and independent thinking. Players who prefer puzzle games with direct instruction or heavily guided progression may occasionally find its ambiguity frustrating. Progress can slow considerably during moments where mechanics remain unclear. The abstract presentation may also feel limiting for players searching for heavier storytelling or emotional narrative development. Pertinence prioritizes systems and discovery over traditional narrative structure. Character interactions and larger story elements remain secondary to experimentation and exploration. Despite those limitations, Not Magic succeeds in creating something distinctive. Pertinence commits completely to rewarding curiosity and trusting players to learn through experience rather than instruction. That confidence gives the game a strong identity and allows puzzle-solving to feel genuinely satisfying. Players who enjoy experimental puzzle design and exploration-focused progression will likely appreciate what Pertinence offers. It may not appeal to everyone, but for those willing to embrace its philosophy, the game delivers a rewarding and memorable experience built around discovery, creativity, and independent problem-solving. Rating: 7/10
Very challenging and sometimes confusing, but its pretty good. The room named "More Frontiers" is awful though...
While it's got some great puzzles, there are too many sections that require perfect timing, and my timing sucks. I can't recommend a game I had to refund because I wasn't going to get anywhere.
I'd love to recommend this, as it seems like a pretty neat game. Unfortunately, after severe FPS drops in every room that was audacious enough to use some basic particle effects - on both my gaming PC and Steam Deck - the game committed an unforgivable sin: It crashed and corrupted my save file, wiping all my progress. If the developers decide to come back and fix their mess, I'll happily give it another try. Until then, it's gotta be a thumbs-down from me.
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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