
Your mission is to help the inhabitants of Rayland to transport the energy of the Domus through the various lands contained in the path. For this, you must correctly position the Reflectus and rotate them so that the energy rays reach the necessary Domus.
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 4 → 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

Genres
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 | $2.99 | 87reviews | 92% | — | $4K |
| $4.99 | 77ratings | 71% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[b]TL;DR:[/b] Rayland is an alright puzzle game about redirecting laser beams using mirrors to light up lamps. It is less than two hours long, but it can keep you hooked for that duration, so I would say it deserves its low asking price (1,69€/1.99$). However, don't expect anything really unique or interesting, or you'll be sorely disappointed. Plus, despite its meager price, I still think there are better choices in its price range (like Save Room - Organization Puzzle). [b]Rating: 6/10[/b] [h1]Full review[/h1] [b]A barebones puzzle game[/b] Rayland is a simplistic puzzle game in which the player's goal is to redirect laser beams using mirrors in order to light up all lamps on the given map (there are 42 in total). While this is a really simple concept, many things could have been done with it. Just look at what Jonathan Blow achieved with The Witness, which is essentially just a game about drawing lines, or to mention something similar, just look at the old Darkest Fear trilogy (a JAVA mobile game series), where redirecting light using mirrors was also a key gameplay element. Unfortunately, Rayland doesn't do much with its core gameplay idea. There aren't really any variables that could spice up the gameplay and make puzzles more interesting. All you can do is change the position and orientation of the mirrors on the playing field and cross two lasers to create an angular laser (which will be an essential mechanic in the second half of the game). It's a shame because I can easily think of many ways how the game could have been improved (e.g., with fixed location/fixed orientation mirrors, different types of lasers that can't affect each other, etc.). [b]Filler content and improper difficulty curve[/b] Because of the game's lack of variety, naturally, a player would try to find some depth in how the game systematically builds onto its previous puzzles and the player's previously acquired knowledge. In other words, a player would expect at least a good difficulty curve with the small content that is offered here. Sadly, the first 16 levels (so nearly half of the game) are so easy you can solve them in two seconds, and at least the first 10 levels are basically the same levels with no significant logical/puzzle element differentiating them. To be honest, I've never seen this type of filler in any puzzle game I've ever played. [b]Angular lasers[/b] Previously, I mentioned that redirecting lasers angularly in the second half of the game will be an increasingly important gameplay mechanic. The problem is that first, it f*cked with my head so much that for most levels, I mostly solved puzzles by relying on my intuition rather than fully grasping/understanding how actually to utilize this mechanic to solve puzzles. So in a way, I wasn't really thinking in the second half of the game either (which would be the whole point of a puzzle game), except for the last few levels, where I finally started to understand this mechanic. It would have helped if I could have examined puzzles after intuitively solving them, but the game automatically jumps to the next puzzle after completing the one before it. [b]Lack of focus[/b] Somewhat surprisingly, even though this game is rather short, I still feel it's somewhat unfocused. In my opinion, a good puzzle game should be clear and minimalistic both from a visual and gameplay standpoint, meaning there should be no distracting visual or interactable elements that could affect the difficulty of the given puzzle. Only those interactive elements should be part of a puzzle that the player will have to use, and only the puzzle and nothing else should determine how challenging the puzzle actually is. However, Rayland had many puzzles in its second part, where there were many more mirrors than necessary, and it was also strange how there were randomly some levels in the second half where I did not have to use angular lasers even though the whole second half of the game was so focused on this mechanic. I just don't like this kind of inconsistency. [b]Some technical problems[/b] I would also like to mention that even though it's a simplistic game, I've encountered some technical problems. To start, it doesn't have ultrawide support, and I wasn't able to grab screenshots using Nvidia ShadowPlay. More specifically, all screenshots were just black, meaning I wasted my time screenshotting late-game puzzle solutions. Aside from these, I encountered two gameplay-specific problems. Once the highlighting square disappeared and I was unable to select a square in order to be able to move a mirror there. I had to restart the level. The other problem is more general, as I found it harder to select certain squares with my mouse throughout the game due to the inconsistency between the camera's perspective and the game's playing field. [b]Conclusion[/b] My review may sound quite negative, but the thing is, this game is still entertaining enough that it's worth its low asking price. It's just that so much more could have been done with it with just a little bit more effort. Just look at Save Room - Organization Puzzle. That game is barely longer than this one, but it had much higher quality content overall. In that game, every puzzle kept building on the puzzle or puzzles before it (and this way, also on the player's previously acquired knowledge). So it had a great difficulty curve. But aside from this, it also had some cool ideas that helped to keep the gameplay fresh and the puzzles more interesting (like the combinable items that changed the way how a player looked at the puzzles. It was also a game with a simple concept (inventory management), but it did so much more with it than Rayland with an arguably even better concept (better in the sense that it allows for more creativity and ideas to be implemented).
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Simplified Chinese, Portuguese - Brazil, Russian
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
レーザー砲台から出るビームを、すべての赤い宝玉の台に命中させればクリアです。 反射板でレーザーの方向を操作します。二本のレーザーがぶるかると、ベクトルが相殺し合って、中間点の方向に変化するのが難しいポイントですね。 とはいえ、この手のレーザーパズルとしてはかなり簡単です。 最終ステージになってもまだ、解法が分かりやすい。取っ散らかった盤面を、整理する感じでやっていればできます。 パズルの数も少ないし、わりとお手軽に全実績解除の勲章が欲しい人におすすめです。 レーザーパズル入門として、良作なのではないでしょうか。難しいパズルをやりたい人は、他のゲームのほうがいいと思います。
Juego bastante entretenido para ser corto pero no la pasas mal ya que te la pasarás pensando un rato, no es muy difícil ya que busca que alcances la concentración en resolverlo. [h1]BUGS (Solución)[/h1] No necesitas reiniciar el juego. 1.- En mi caso en el LVL 14, LVL 15 y LVL 21 por extraña razón los espejos (1 al menos) dejan de cumplir su función y dejan de ser seleccionables. [b]SOLUCIÓN[/b], Toma otro espejo que si funciona y cámbialo de posición con el que esta fallando y el bug se soluciona. [h1]Instrucciones no mencionadas en el juego.[/h1] 1.- Puedes girar la cámara [b]presionando[/b] la rueda del ratón y moverlo hacia derecha o izquierda. [b][h1]Sugerencias para el Juego[/h1][/b] 1.- Creación de espejos donde se pueda cambiar el color del láser o objetos que al pasar el láser pudieran cambiar el color Ejemplo el bloque cuadrado naranja actual del juego pueda modificar el color del láser con respecto al color del bloque, Es decir el color del bloque que puede ser tal vez Rojo, Azul, Verde cambiar el color del láser 2.- Añadir mecánica de combinación de la luz, así añade más misiones del 43 al 70 (incluye sugerencia n°1). 3.- Bloques azules actuales del juego podrán ser de 3 colores a Rojo, Verde, Azul y Negro (Indestructible el color negro) en la cual podrás ser destruidas según el color del láser que lo impacte y desbloquear el piso debajo del bloque destruido. 4.- El prisma de color rojo actual del juego que exista 4 variantes de ella en la cual brilla según el color del láser sea correspondiente el color del prima. Variantes de color del prisma que son el ROJO, AZUL, VERDE y Arcoiris o blando que recibirá cualquier color de láser que impacte a ella. (incluye las sugerencias 1 al 3). 5.- Agregar logros LVL 1 al 42 completados el Logro llamado [b]"Rey del láser"[/b], Agregar Logro [b]"Rey de la luz"[/b] LVL del 43 al 70 completados.
Хорошая игра. Жаль туров мало. Жду обновлений и больше туров.
Сойдет
打折時買入,打發時間、腦力激盪可以買,關卡還不錯玩,但有點少。
Estuvo entretenido, vale la pena si está en descuento, dura poco
I recommend it really only because: >I really like laser puzzles >this game is super cheap and (gladly) short that will take you around 45-90 minutes >I couldn't find many laser puzzle games on Steam Sadly this game is not without critical flaws: >this game never want to go beyond the most basic baby diaper idea that you did see in the first 5 levels - a mostly brain dead moving placed on board mirrors and sometimes rotating them to reflect laser. Heck, you cannot store those mirrors in some side panel on UI resulting often in a mess on screen when all of unused mirrors are there and you are trying to squint your eyes to see what mirrors should be moved around. Seriously developer, why not give a simple option to drag and drop mirrors on side panel to store mirrors and drag and drop them from there into a board? It would make this game so much less annoying to look at this clown vomit of colors and glowing beams because the final levels have like 11 mirrors. >there are 42 levels but first 25 are just brain dead generic "place all same 45 degree angle mirrors to redirect laser/lasers to end point". Like no combining lasers for most of the time, no head scratching gimmicks, no different placeable objects, no unique ideas etc"? Just do the same quick boring thing for half of the game? YAAAAWN...... >additionally the last 10 levels could not be any more obvious in developers laziness. They literally gave up at designing them. How can you tell that? Because first 25 levels are baby easy like tutorials, then we get few levels that take a bit to solve then we get a new gimmick which is combining a laser with few tutorial+decent levels and then last 10 levels are back to tutorial baby levels. No combining laser gimmick, no super hard stuff, just simple "move around few mirrors and bam you solved this level in less than 20 seconds". So THAT supposed to your way of ending a puzzle game, dev? Like EXCUSE ME? When you make a puzzle game your difficulty curve supposed to go constantly UP, not constantly DOWN! It does seems like developers realize that they had like 2 hours left until release of this game so they super rushed the final part of the game. >Fullscreen mode is not a real fullscreen mode. Its just a bigger window and it doesn't work correclty most of the time. >for some dumb reason if you look at resultion setting almost every single resolution is diplayed 3 times on super long scroll list for no reason. Hey do you want to select 1920x1080 or maybe 1920x1080 or how about 1920x1080? >Playing on window mode 1600x900 resolution made hitboxes of dragging objects slightly off the center. That is also very annoying and I am pretty sure its just general issue with window mode. >Glitches. Like wtf, its a small short simple designed indie game on Unity engine. How can you make it this buggy? First playing in window mode on X resolution is a problem because whenever you go back to main menu the game goes back to max resolution fullscreen every single time. Its super annoying so I just decided to beat the game in one setup. Also there was couple of times where I had to restart the whole puzzle because lasers or mirrors just decided to not work anymore. >Would be nice to rotate camera in 3D angle and not just rotate slightly left and slightly right. This creates an issue of how often later levels are cluttered with garbage on screen and player struggle with understanding what they are looking at with this weird in game camera angle. >I don't know how good developer is with creating puzzles but they are a bit naive while designing their levels. There is couple of levels in the final 15 levels (for example level 29,32, 34 and 41) where clearly developers expects you to use every single mirror and laser (like on every single level thus far) but you can just simple use like few mirrors and 2 out of 3 lasers to just beat it without combining any laser. Like really, devs? You go far and beyond to design a level but you didn't even think that people will solve those supposed to super hard levels in like 15 seconds with less than half required items? Please fix level design. I rate Rayland with disappointing 4.5/10. I did hope for at least a decent puzzle game and yet I got a game where more than half of levels are an insult towards puzzle genre.
A short and sweet little puzzle game that is quite relaxing!
É um joguinho de puzzle bem legal de jogar e passar o tempo, a ideia do laiser da uma diferenciada e deixa o jogo divertido.
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Players by region
Where this game's players are, estimated from review languages.
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