
From the twisted puzzle minds behind the award winning Toki Tori comes a new game, simply called RUSH. Fortunately for fans of high quality puzzle games, RUSH is anything but simple. In the game's fully three dimensional levels, players need to guide cubes to color coded exit points using Conveyor belts, Warps, Stops Signs, Splits and...
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Dutch, English, French, German, Italian, Spanish - Spain
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
For anyone that enjoys a challenge, This is for you.
zeka gerektiren bulmaca oyunu eğlenceli ve stres de yaptırıyor güzel
By all accounts, this game should be good - it has interesting mechanics, nice visuals, runs smoothly on modern systems, and has no major bugs - but ultimately, it fails in the most important area: the gameplay is simply not entertaining. The core idea is simple: guide cubes of different colors from their spawn points to their respective finish points using directional signs. And while you can control their path using signs, you cannot control their speed—and that speed varies wildly from level to level. Levels often involve cubes crossing paths, which leads to unpredictable collisions… unless you solve the puzzle exactly as the level designer intended, in which case the cubes conveniently avoid each other thanks to carefully tuned speeds. This turns puzzle-solving into a lottery, which seriously hurts the engagement loop. If you succeed, it doesn’t feel rewarding - more like you just got lucky. If you fail, it feels unfair - your path may be logically sound, but the cubes collided simply because the designer had a different solution in mind and adjusted the speeds accordingly. This unpredictability also makes mental planning ineffective. It’s nearly impossible to predict whether your solution will actually work - unless you try it. And if the cubes do collide, it's often very hard to understand what exactly needs to be changed to fix the timing. To make matters worse, the game offers unlimited hints, allowing brute-force progression. There is simply no motivation to "solve" a puzzle, if your valid solution might randomly fail and hint spamming is always an option?
パズルの解答に対するグラフィックスへの反応が本当に美しい マイナータイトルまっしぐらなタイトルだけど、パズル好きの人は見逃してはいけない このゲームはなんとあのToki Toriを世に送り出したTwo Tribes制作なのだ(マイナス要素)
Любителям головоломок , очень советую эту игру. Много уровней,начиная от легких и заканчивая сложными,плюс есть бонусные, спрятанные, и новогодние .Нам нужно доставить кубы к выходу используя различные возможности типа телепортов, типа знаков движения в разные стороны и т д. Можно замедлять время и смотреть как ваше действия помогают двигаться кубам к месту финиша и исправлять свои недоработки.
Довольно неплохая головоломка из Инди сегмента. Оформление приятное, светлое. Механики простые и интересные. Что ещё нужно чтобы поиграть в это творение?
[h1][b][i]RUSH[/i][/b][/h1] [hr][/hr] After 13 years, i finally got around to finishing this game, and honestly I'm glad i did. it turned out to be a really clever puzzle game. The idea is simple: guide colored cubes to their exits using conveyors, warps, and other little tools. What starts easy quickly turns into this satisfying chain of cause and effect where everything needs to line up just right. It scratches that puzzle itch perfectly. The presentation is clean and minimalist, which really fits the vibe. Each level looks like a small 3D model sitting on a table, and the calm music keeps you focused. It’s relaxing but still makes your brain work. A thoughtful little puzzle game that’s easy to get lost in.
Has ads in the game.
This game reminds you of the game EDGE, but instead of making the cube move diagonally in an annoying way, your job is to use arrow tiles to make the spawned cube move the way it was meant to be.. kinda cool in premise, but it became tiresome along the way.
some actual puzzles
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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