
A puzzle game where the rooms are items and the items are rooms. Get to the goal by moving, rearranging and duplicating rooms and altering the structure of the world.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Czech, Spanish - Spain, Polish, Russian, Korean, Portuguese - Brazil*languages with full audio support
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
So this is a really cute little puzzle-platformer ! I have somewhat of a different perspective on this game Personally, as a software engineer, I found this game really easy. I’ve played less than 2 hours and already cleared through most of the game. Thats because Recursed is fundamentally a programming game. Not in the way a Zachtronics game is where you’re literally programming. But in a way where you’re essentially doing puzzles around manual memory management. I have no doubt in my mind that this was intentional. It’s so 1:1 I can get to a new area and say “oh, so these are like references”. If you understand C stack frame layout then this game is easy ! But for the non professionals, it’s a terrific gentle introduction to memory concepts ! It trains the layperson in that intuitive understanding of memory without having to read a single line of code. I’d definitely recommend Recursed to all fans of puzzlers
一百昏!简单的机制多重的空间,每个大关里的关卡越往后越套娃。适合上班时安全摸鱼的神器,只需要打开游戏大概看下这一小关给的条件有什么,然后就可以暂时关闭开始脑内模拟,模拟完成后打开窗口继续实践验证。(不推荐讨厌跳跳乐的小伙伴玩,有些地方还是需要点操作的) 有的关卡我真的很怀疑到底有没有解,我会找出答案的。
You put a green chest inside a normal chest. You put another normal chest that contains this normal chest into this normal chest. You take out this normal chest that is contained by the other normal chest and put it into the green chest. You get into this normal chest and take out the green chest with you. You get out of the green chest without the green chest. Now you are in a paradox. My smooth brain isn't made to handle this madness.
逻辑推理解谜,主线难度曲线比较舒适,两个额外机制留待以后尝试 +关卡设计有种简洁美,可以看完条件思考到动手即通关,也可以直接遍历(偷懒福音) +每次理解完新机制都是豁然开朗,难度逐步上升不容易卡住 +-部分关卡可以靠操作逃课 -没有撤销一步失误就得重开,以及嵌套过程缺乏坐标,只靠背景图案变化很难判断自己在第几层
整体机制简单易懂但又富有深度,通过对其细节的深入应用可以做出很多看起来几乎不可能的操作。也正因如此,如果游玩过程中有较长空档期会很容易出现忘记机制细节的情况。 从解决题目的过程上看,由于这个游戏[b] 没有撤销 [/b]一些在别的解谜游戏中很好试的东西会变得折磨。而且在最终执行过程中如果稍有分心就可能要重做一遍,这个过程所带来的挫败感是极强的(尤其是在这个游戏有一定的动作要素的情况下)。 但总得来讲,这个游戏还是值得推荐的。正如其名,它确实足够深入的设计了有关世界线和递归相关的谜题。它带给我的顿悟比起其他解谜更淡但也更持久,硬要比喻的话或许比较像是薄荷(笑)。
I gave this game a try due to its overwhelming positive reviews. However, after reaching the bottom row of levels in the Ruins, and trying a couple of the later levels, I'm not very impressed, and will drop the game here. I have a couple major complaints. One is that the player needs to be able to visualize which rooms are which, despite all of them looking pretty much the same until you enter them. The other is much more of a subjective feeling that all the mechanics introduced feel forcibly gimmicky. Sometimes I asked myself "Why does <mechanic> work in this way?" and to me the answer very often feels like "because the dev wanted to design a level that only works if the mechanic is designed that way." The flip-side of this line of thinking is that the mechanics are all very precise, which could be a plus for some. I feel of two ways with the level design. A lot of the levels begin with simply exploring, because you can't see all the rooms upon entering the level. You have to jump into each chest to see what's inside. This is used as a plus to lay out the initial thought process the designer wants a player to go through in order to solve the puzzle. Then the player tries the obvious solution (which doesn't work by design), and has to overcome this. However, my ADHD brain wants to see it all up front, so I can get to analyzing the puzzle without "exploring." I think this exploring is a necessary feature to make this sort of game work, and unfortunately it also is the cause of a lot of "busywork" of jumping into levels and then leaving. Finally, probably due to its early release date of 2016, there is one big glaring QOL feature missing: the ability to undo an action. Within the 6 hours or so of gameplay, I've accidentally soft-locked myself in various ways: walking off the edge/pressing jump too late, accidentally leaving a level when trying to pick up an item nearby the level exit, accidentally throwing my item and leaving when trying to leave the level with the item. This forces a full restart of the level. Play Patrick's Parabox for an alternative recursive puzzle game. Play Magicube for an alternative puzzle platforming game. If you have the patience to re-play a level after making a dumb mistake, I think you'll be able to enjoy Recursed a lot more than me.
FP练习好帮手
感觉大部分都是遍历。过不去的也是没有想到的遍历。 很少部分的需要补足脑力仔细思考。
While there no concrete plot, the rings with messages act as tips and ocassional lore dumps. Some alchemist got stuck in this world and left these messages because he feared it might be the only think he could leave behind. We both try to escape it. The voice of the alchemist gives me major Stanley Parable vibes. Gameplay is the main event. Each chest creates a certain pocket dimension when you enter, and terminates it once you leave. Chests underwater all flood in unique ways. Green objects resist termination and keep existing regardless of your jumps between dimensions. Keys open locks. Jars preserve a singular copy of a dimension at the time of its creation. You have to make sense of all these strange interactions to escape.
Jars are coroutines
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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