
A chilled out & stimulating nonogram puzzle game with endless logic puzzles to solve. Uncover a huge variety of 3D objects, and discover new puzzles - never run out of fun!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
After having to bug the publisher to fix the game, playing this and getting all of the achievements... my review is very barely "recommended" and I'll try to explain why. The game itself isn't bad; it's a serviceable nonocross engine, though it has its quirks with how it marks completed lines and filled in numbers. And for some reason, 15x15 puzzles are arranged in 4x4 blocks, instead of the more common and understandable 5x5 blocks? Weird design choice... But the biggest issue lies in the puzzles themselves: They are not stored in the game itself. Instead, the game pulls 3D models from some servers using an external API system, downloads them, renders them, then creates a 5x5/10x10/15x15 puzzle based on those models. And that... is a big problem. Owners of this game spent several months in 2025 unable to progress past the THIRD puzzle in the game because it kept failing to download the model. After complaints, the puzzles were fixed... but broke again soon after. Some more complaints to the publisher finally got them to fix the game, and it's still kinda broken. Users were now able to complete the "built in" puzzles, but they will still fail to download randomly. There's also an "Endless" mode where you can choose a puzzle size, enter a search term, then search to get a list of models from that external API. You choose a model, it downloads it, then the game creates a puzzle from that model, when you clear it then you get a picture of the model with animation, if it has any. And as I said before, that's the biggest problem here: Why is this game not shipping with any puzzles included? Why does it rely on an external service to download 3D models and use them to calculate and create a puzzle? The game itself is like 200 MB so it's not a matter of file size. At the very least it should include the puzzles for the "curated" mode, so they can be played offline. But every puzzle is loaded from the cloud. The other issue with this game is the actual creation of the puzzles. When it downloads the model, it takes an internal snapshot of it then generates a puzzle based on it. The problem is that if the model is too detailed, or too deep (in 3D size)... the puzzles will glitch, and it'll render very easy puzzles. I had multiple puzzles generated where the only thing I had to fill in was a single box in the upper left corner. Other times it was just a few filled in lines. I DID get some good ones at random, but too many were glitched. The fact that the game relies on external API to get puzzles means that one day this game will just not work anymore, and that's unacceptable. Using the API to download models and generate puzzles is a good idea, but it shouldn't be the only option available. On the plus side, the achievements are not broken. They all popped as they should have. But I still don't think you should pay much for this game. So while it's functional, it'll still have issues in the future, and you might end up with a broken game in the near future.
[b]My Playtime:[/b] 1.6 (100% achievement, finished all Curated levels) [I]Curated Levels:[/i] 34 minutes [b]Grindy Achievement(s):[/b] No. [b]Optional Achievement(s):[/b] Yes (3 achievements). [b]Difficult Achievement(s):[/b] No. [h1]Intro[/h1] [i]Picture Everything: Puzzle Cross Galaxy[/i] is a Nonogram game with generated puzzles from the [i][url=https://anything.world/]Anything World SDK[/url][/i], which provides 3D models that were used in the game as the basis for the Nonogram levels. [b]Pros:[/b] - 20+1 levels - No mistake penalty [b]Cons:[/b] - Most generated puzzles don't look similar to the models - Filled tiles are emptied if you drag the mouse to that same tile to fill in batches - Non-unique solutions [b]Specs[/b] Intel Core i5-9300H 2.40GHz, 8GB RAM, NVIDIA GeForce GTX 1650 [h1]Should you buy this game?[/h1] [i]There are better Nonogram games out there, even the free ones.[/i] [hr][/hr] [h1]In-Depth Review[/h1] [h3]Visuals[/h3] [i]Picture Everything: Puzzle Cross Galaxy[/i]'s visuals are simple. Backgrounds are in a white-gray gradient with hardly any unnecessary text that occupies the screen. However, despite the vast space left behind due to this approach, the game doesn't seem to be interested in making the Nonogram screen bigger. Sizes bigger than 5x5 become small on my screen, making it hard to see. [h3]The Game[/h3] [b]Gameplay[/b] The game has 20 curated levels and a tutorial level. The Nonogram sizes range from 5x5 to 15x15, with the game not separating the tiles in the first two sizes. This makes finishing 10x10 levels harder since you need to count the cells manually. Moreover, the game separated 15x15 tiles for every 3 cells, not 5. It is great that it at least does this for the bigger size, but it doesn't make it easier. Puzzles are easy, even in the 15x15 size. You'll have to fill most of the tiles, which is most probably due to how the levels are generated. Basically, the game just places a white, 2D sheet behind the models, looks at it from an angle to change the picture to 2D, slices them into the Nonogram grids, and makes it so that the filled cells—where the models are—are black and the rest white. That's how it works in the best-case scenario, anyway. Most of the time, it doesn't work. https://steamcommunity.com/sharedfiles/filedetails/?id=3540403310 While the curated levels look unique and somewhat playable, the endless levels are not. First of all, you need a constant internet connection to load them (which is obvious since they are pulling the models from [i]Anything World SDK[/i]), which can take a long time to load. Second, even though the models look great, the generated Nonograms aren't. You'll find yourself filling a few tiles—some of them being a one-tile fill—to finish the level most of the time. The worst thing is that some of the solutions are not unique. I found that this also happens to one of the curated levels, though. The Nonogram itself also lacks a lot of QoL features. The feature that I hate the most is how the game empties the filled tiles if I am dragging my mouse to fill some rows. This also behaves the same way with the X mark. There is no undo button, no zoom-in to mitigate the Nonogram's small size, and there is no feature to count the cells. https://steamcommunity.com/sharedfiles/filedetails/?id=3503965806 The game has a feature where it crosses the clue number after you finish it, but they tend to be crossed early—it's as if the game stores the solution and crosses out the clues whenever I fill in the right ones, even if I haven't filled the whole tile to justify the clue being crossed out. Well, the only good thing is that the game won't penalize you for making a mistake—it won't do anything and will only tell you that you are doing a good job if you have finished the level. [b]Length and Difficulty[/b] The game is very short. I finished all the curated and tutorial levels in 34 minutes. I spent the rest of my playtime playing the endless levels to get the rest of the achievements. Endless levels allow you to play from other models in [i]Anything World[/i] within the size of 5x5, 10x10, or 15x15. I did them all in 5x5 size. As for the difficulty, the game is very easy to finish. [h1]Conclusion[/h1] It might be a good idea to use [i]Anything World SDK[/i] for an endless supply of Nonogram levels, but the execution pales in comparison. The resulting Nonogram tends to be worse than randomly generated Nonograms, often being in an unplayable state where you only need to fill one or two tiles to finish. Moreover, the game only has 20+1 levels as a default, and this is pretty much the same or even less than other free Nonogram games out there.
2/100 1 point for every playable level cant play non curated levels as everyone is getting the same error API Request invalid or timed out can play the 1st two curated levels and it took me about 20 seconds to finish them. cant play the 3rd level cause the jeep wont load?? cant move on to the next level cause its locked until you finish the jeep... thats it... thats all you can play 10+ people reporting the same bug
Revealed 3D model rarely resemble the 2D nonogram. Some solution are not unique, so you have to try and err the solution. There are better nonograms games out there.
I can't recommend this, as the puzzles are super basic (a lot of 5x5) and the experience of playing it is not amazing. The generated ones from online are also not good. There are way better and more in depth nonogram games around the same price that you can look at instead.
Well here goes. The nice: - The visuals are rather nice - The idea of procedurally generated images of your own choosing is nice - No ads The bad: - The controls are a bit wonky - Crossing out of numbers on the sides is wrong - Endless mode does not work at all (no response from server) - Can't get past level 2, because model doesn't load, which causes the 3rd level to be unplayable. Sadly, the game is unplayable in the current state. All you can do, is play the tutorial, and first 2 levels.
Made it through the first 3 levels and then the Jeep puzzle won't load so you can't progress anymore. For such a simple puzzle game you would think it would be a simple fix.
incredibly janky, lacks many qol aspects common in pretty much all nono/picross games, puzzles are really rudimentary
Unable to comment on the gameplay, as all but the first two levels depend on an external API call which is broken. As is, the game is unplayable. EDIT: The API now works, but the game itself is terrible.
As others have mentioned, as of June 2025 this game breaks after the second level. It's unplayable and shouldn't be purchased until/unless the devs fix this.
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