
The story takes place in a future company called "RavenTek". R.O.O.T. - A grid, unit, and signal based computing system. Move the units to create signal links, transmit the signals, and activate other units to generate benefits. Are the benefits generated all for the company, or...?
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In 《Signal Maze》, you can play with this system known as R.O.O.T. . Its operation is based on a combination of units. You can move the units around the operating panel. The units generate and transmit signals; the units are also connected and activated by signals.
🎉 After a year and a half of EA and multiple updates, the puzzle game Signal Maze (formerly known as R.O.O.T.) is finally 1.0 release on NOW, officially!
✨The Full Version includes all 150 tasks and adds multiple comic story contents to the some tasks (~30 tasks) for an immersive storytelling experience. As well as, 23 more, there are now a total of 33 Achievements for you to challenge!
🧩 At the same time, the game has added a variety of new gameplay mechanics and completed a large number of bug fixes and program optimizations to with smoother and richer puzzle solving fun. Thank you for your patience, now come and start this brand new puzzle journey! 💡
But don't forget, you don't have infinite amount of turns to move the units. In R.O.O.T. System, you have an infinite amount of time to think about your plan for each step, so make sure you take it wisely.
In this way, each unit is connected by signals into a link; the signals in these links activate more units in turn. The activated units generate a sum of income, and that is how to achieve the Goal!
You can save these revenue to complete missions; or you can use them to buy more units to expand your setup. How do you want to do it? It's all up to you!
It's not afraid that you won't make money, it's afraid that you won't dare to make money. The bolder you are, the more imcome you can get from the units.
In addition, you can also experience the exciting story with the protagonist, Port·Yang·Greffice, who just joins RavenTek as a new employee in the Remote Computing Division. Port's job is to manipulate the units on the R.O.O.T. system to help the company make a profit and fulfill the company's KPIs.

However, in this boring company's working life, Port with observant eyes notices that some of the company's public facilities have some unusual behavior, what? It seems to be in the cafeteria? Port and his hacker buddy, Esmond,

Those two young men decide to investigate the company's hidden secrets whether out of curiosity or a desire to make a few extra bucks. Will it go well? How will they end up? I'm afraid it won't be smooth sailing.
In any case, we invite you to join along with Port·Yang·Greffice to experience the elaborate puzzle and the ups and downs story in RavenTek!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, 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
[url=https://store.steampowered.com/curator/38888018-United-Critics/] Please follow [b]United Critics[/b] for quality reviews[/url] [h2]R.O.O.T. Review[/h2] [h1]Hecker Innit[/h1] R.O.O.T. is a puzzle game set in the near future, where you assume the role of Bert Griffith, a new employee in the RavenTech corporation. The game revolves around the concept of the Slide mechanic, where units move on the main board, generate and transmit Signals to connect and activate other units. As these units form chains, they generate profits, which can be used to expand your production line. However, you must be mindful of the limited number of moves you can make due to the Phase mechanic, adding an extra layer of challenge to the gameplay. [h1]About This Game [/h1] [h2]Storyline [/h2] Here, players take on the role of Bert Griffith, a new employee at RavenTech. The game unfolds as players embark on their job in the remote computing department and gradually learn to operate the ROOT system through tutorials. Amidst the puzzle-solving gameplay, players will encounter text dialogues that reveal the company's story and odd occurrences. Players can immerse themselves in the game's storyline or focus solely on completing tasks, choosing their path through the game's narrative. [h2]Gameplay Mechanics [/h2] The core gameplay mechanics of this game are based on the Slide mechanic. Players must strategically move units on the 6x6 square grid, connecting them to generate and transmit Signals. Activated units form chains that generate profits, which can be used to expand the production line. The challenge lies in figuring out how to activate all units while minimizing the number of moves to prevent self-destruction. Each level introduces new content, and the game evolves gradually, integrating elements of water pipes and sokoban, providing a sense of freedom and challenge in completing each level. [h2]Visuals & Audio[/h2] Visually, this title adopts a simple screen design, but it effectively conveys the atmosphere of a futuristic corporate environment. The game uses text dialogues to reveal the storyline, which adds a personal touch by simulating interactions with colleagues in a work environment. The visuals may not be flashy or eye-catching, but they serve the purpose of enhancing the puzzle-solving experience. [h1]Pros[/h1] [list] [*] Engaging Slide mechanic with puzzle-solving elements. [*] Gradual difficulty increase and tutorial-guided gameplay make it accessible for players to pick up and understand. [*] Unique combination of water pipe and sokoban mechanics. [*] The freedom to choose between focusing on the story or completing tasks provides replayability. [*] Challenging gameplay that encourages strategic thinking and problem-solving. [*] The game's simplicity and focus on gameplay mechanics make it stand out in its genre. [/list] [h1]Cons[/h1] [list] [*] Visuals may be considered monotonous or unattractive to some players. [*] Difficulty may become steep in later levels, potentially posing a challenge for some players. [*] Niche appeal due to the puzzle-centric gameplay may limit the game's reach to a broader audience. [/list] [h1]Conclusion[/h1] R.O.O.T. is a pure and engaging puzzle game that successfully combines the Slide mechanic with elements of water pipe and sokoban gameplay. As Bert Griffith, players delve into the corporate world of RavenTech, uncovering mysteries while navigating through intricate puzzles. The gradual difficulty increase and tutorial-guided gameplay make it accessible to newcomers, while its challenging mechanics provide depth and strategic enjoyment. While the visuals may be simplistic, the game's focus on its unique gameplay mechanics makes this title a standout choice for puzzle enthusiasts. If you're a fan of systematic puzzles with a twist and enjoy using your brainpower to solve complex challenges, this game is worth considering for your gaming collection. Rating: 8/10 I’m a wannabe hacker
EA Puzzle + mechanics + easy controls = Systematic puzzles with some twists. Move around and connect the units to power them all up. Difficulty and mechanics increase with progress. [h1][url=https://store.steampowered.com/curator/35180752-3-point-play/] Follow our curator for similar games [/url][/h1]
开头还挺有意思,后面的关卡从设计理念就已经烂了。后面的难度都在于各种单元的位置是随机生成的,生成的地点不好就只能重开,这样的解谜根本就不是靠思考而是靠运气。印象特别深刻的是有一关的任务是中途随机生成几个单元,然后在5回合内连接起来,就几个单元谁不会连?然而我重试了十几次,因为随机的几个生成地点必须非常接近才能做到。开发者设计这样的解谜方式就是在侮辱他们自己的智商。
谢邀,美好的暑假生活从工作开始,人在“雷文钛科”当系统操作员,工作环境好,待遇优厚福利多,就是不好离职,哦不,我的意思是实习结束舍不得走。总之,这段工作经历虽然与当初期待的自动化编程不同,但也挺有意思的。EA阶段的关卡已经有八九十关,内容丰富,量大管饱,前期比较轻松,机制复杂起来之后就需要多次尝试了。 [h2]信号链也是一种水管[/h2] 作为Zachtronics的忠实粉丝,看到R.O.O.T.的那一刻就被与其相似的气质吸引,在试玩发布后第一时间进行了体验,游玩之后却发现和想象中完全不同,因为[b]它和编程或者自动化并没有什么关系[/b],而是更像接水管。 R.O.O.T.全称Routing Optimization Oriented Terminal,意为路由优化导向的终端系统。游戏中,玩家将扮演该系统的操作员,移动和旋转单元来创建信号链路,并通过链路激活单元产生收益,在关卡中披荆斩棘。这些单元[b]特点各异[/b],有的是固定收益,有的收益与周边单元数量有关,收益曲线也有所不同。同种单元又有等级之分,收益按等级倍率计算,但等级越高的单元能移动的步数越少,是规划的难点之一。 https://steamcommunity.com/sharedfiles/filedetails/?id=2990572637 当然,要想挖掘“接水管”的玩法深度,游戏的内容和挑战远不止做些不同的“水管”。本作提出了“时刻”的概念,移动单元即推进时刻。在维护时刻调整信号链路,准备迎接收益/灾难时刻,在任务时刻结束前链接到一定的单元数量,颇有些「模拟经营」的意味。 不同类型的格子使得场面更加复杂,普通的增减益格倒还好说,真正危险的格子能够直接将单元报废,而它们的位置却要经过一段时间才能确定,这大大提高了对信号链路灵活性的要求。 如果说“时刻”只是稍带些模拟经营,商店机制则让玩法在偏离解谜的路上越走越远。在能够购物的维护时刻定制自选接口、等级等等的单元,随机配送到全场。位置的[b]随机性[/b]不仅意味着玩家需要在购买新单元与移动单元之间取舍,对分配到犄角旮旯的高等级单元来说更是难上加难,[b]运气[/b]也成了决策的重要部分,这导致游戏后期的难度大幅提升。不知道是不是为了减少容错率,游戏还提供了精准投放的选择,不过这种功能所需的星币本就凤毛麟角,价格也相当高昂,能不能回不回本都是两说。 好在游戏的[b]教程十分完善[/b],尽管各式各样的新机制接连而至,但循序渐进的关卡让玩家能够快速理解,也可以直接在内置wiki查找相关信息。 [h2]R.O.O.T.的前世今生[/h2] 可以说,丰富的关卡机制使得游戏在各个阶段提供了截然不同的游戏体验。这其实很不寻常,要论个中缘由,还得从游戏的原型说起。本作脱胎于2019年第一届BOOOM——也就是机核举办的GameJam比赛。那时游戏是针对开源掌机DEOT开发,核心玩法就是模拟经营。玩家需要将模组连接在一起赚取金钱,再购买新模组提升生产效率,周而复始,期间还要调整模块位置躲避攻击。 https://steamcommunity.com/sharedfiles/filedetails/?id=2990578518 现在的版本承袭了大部分模块方面的内容,目标却有所改变。EA版本释出的内容大多是[b]残局式的解谜[/b],用关卡提供的单元达成既定目标,更倾向于Z社的风格,[b]模拟经营[/b]的要素则被转移到中后期。这样设计的结果是好是坏很难评判,虽然我个人更偏爱纯粹的非随机的谜题,但用商店从头创建信号链的挑战也不失趣味,甚至多了几分刺激。 [h2]做个平凡打工人[/h2] 令人惊喜的是,本以为每个关卡前的文字环节只是做做样子,走个形式,没想到竟然是个完整的故事。日记式的自述,对话,抑或是遮遮掩掩的文件,这些内容将故事清晰连贯地展示给玩家,而关卡树这一设计带来的平行叙事又能作出补充。 故事的开头,我入职安奇钛科成为一名操作员,同事都很友善,福利充足,缺什么冰箱彩电空调直接申请。这就是科技公司的好处,自研品牌啥都有。打工人生活岁月静好,但事情逐渐变得神秘起来,如此强大的自研能力究竟来自何处,黑市开价数百万的公司文件又隐藏着什么样的真相? 现在故事看了一半,突然敬请期待,很急,变成了急急国王,希望正式版加紧制作。 https://steamcommunity.com/sharedfiles/filedetails/?id=2990572391 [code]欢迎来到[url=https://store.steampowered.com/curator/43883840/] Hello, World![/url],畅所欲言,探索游戏的无限可能。[/code]
前期不难,难点都在反直觉 近结尾巨难,但难得有风格,都是值得赞赏的点 中间有明显的凑数感,各种随机生成 嫌太拼人品?于是作者把过关标准打了对折,结果还是开头拼下人品,然后中后段基本不用操作了 认真点玩就是超额两倍甚至三倍,赚1W钱的成就几乎不用刷 剧情更是想到哪写到哪,乱码信息直接水了三段,收不住了直接机械降神 评价为画蛇添足,中段连同剧情压缩一下我大概会好评 这个题材本来就很挑人,希望作者不要沉浸在90%好评里自以为叫好不叫座 看看不到1%的通关率,真的只是因为太难吗?
[code]欢迎关注我们的鉴赏家【[url=https://store.steampowered.com/curator/10566883]中国玩家鉴赏组[/url]】 加入我们的小组吧【[url=https://steamcommunity.com/groups/875486]点这里[/url]】[/code] [h1][i]仅有三十六格的空间,却衍化出了无数种可能[/i][/h1] 在我看来《ROOT》是一款很纯粹的游戏,不仅是因为在游戏内玩家从头至尾只需要思考如何正确链接线路一个问题,更多的是就目前的现状出发像本作这样带有硬核元素的“推箱子”解密类游戏在数量上一直处于比较稀少的阶段。 稀少意味着小众,但稀少绝不意味着游戏质量的缺失。 事实上在体验ROOT的过程中我很难想象到制作组是怎么样在三十六格的地图上把游戏设计出“花”来的,虽然画面单调也没有吸引力,但是在游戏性上本作确实足够出色。 简单来说玩家在游戏内要做的就是联通好线路使最左上角的收益达到规定值,虽然终极目标是要移动各种电子元件来创造收益,但本质上root这款游戏还是推箱子、水管工等内核,只不过相比较这上述两者外本作在基本的框架上加入了自己的一些创新元素,使用整个游戏的难度与思考空间也有了明显的上升。 游戏内并不会一口气把所有的东西呈现给玩家面前,而是会在玩家每完成机关后就增添一个新内容让整个游戏模式都进而发生些许变化。值得好评的是制作组似乎也知道本作是一个需要玩家“理解”的游戏,于是游戏内每一个出现的部分都会有着详细的教程和指引去帮助玩家更好的适应新节奏。 游戏内目前共计约90关左右,但我个人是无法看到后面的风景了,只是前面十关就已经让我有了明显的卡关感,在我持续体验的过程中我明显感到自己的智力水平可能不够用。 因此想要尝试的玩家可能真的需要静下新来仔细的思考吧。
可以很简单,也可以很难的接水管游戏,感觉有点上瘾,就是挺费空格。(指不卡关时高难关也可以很简单,卡关时普通关也可以很高难) 游戏的玩法逻辑很简单,就是将6*6面板上的单元连接在一起产生(并达到目标)收益。其中,不同种类的单元分别具备不同种类的特性,但基本上可以分为固定收益单元和对四周单元数量有需求的单元两类(有扎堆收益更高的,有不扎堆收益更高的,还有满足特定数量收益才会更高的)。而单元自身也有等级设置,等级越高的单元收益越高(所以可以优先考虑高等级单元的位置),但可移动步数相对会少一些(∞-10-5-3-1),一旦步数耗尽,单元便会原地爆炸。(然后就只能重开了,因为过关要求卡得很死,真的很死…) 另外,随着进度的推进,游戏还会引入“时刻”机制(什么回合制解谜游戏),并加入了商店系统,这就使得游戏总有种从解谜游戏向模拟经营类游戏倾斜的感觉,而这个“模拟经营”类游戏甚至还具备一定的随机性(购买单元时可以选择等级以及是否随机投放),属于是一次购买多重体验了。 顺带一提,游戏的剧情也蛮好玩的,虽然和游戏的玩法本身可能没多大联系,但打工人味儿很正,看来就算是2721年,打工人居然还要忧心柴米油盐和中年危机,突然有点幸灾乐祸(bushi) [code]欢迎参观我的: [url=https://store.steampowered.com/curator/7421824]双鱼星✪ω✪皇家飛机场[/url] 如果你喜欢这篇评论,也麻烦点个赞,让更多人能够看到。[/code]
[h2]R.O.O.T.[/h2] [h1]Hecker Innit[/h1] R.O.O.T. is a puzzle game set in the near future, where you assume the role of Bert Griffith, a new employee in the RavenTech corporation. The game revolves around the concept of the Slide mechanic, where units move on the main board, generate and transmit Signals to connect and activate other units. As these units form chains, they generate profits, which can be used to expand your production line. However, you must be mindful of the limited number of moves you can make due to the Phase mechanic, adding an extra layer of challenge to the gameplay. [h1]About This Game [/h1] [h2]Storyline [/h2] Here, players take on the role of Bert Griffith, a new employee at RavenTech. The game unfolds as players embark on their job in the remote computing department and gradually learn to operate the ROOT system through tutorials. Amidst the puzzle-solving gameplay, players will encounter text dialogues that reveal the company's story and odd occurrences. Players can immerse themselves in the game's storyline or focus solely on completing tasks, choosing their path through the game's narrative. [h2]Gameplay Mechanics [/h2] The core gameplay mechanics of this game are based on the Slide mechanic. Players must strategically move units on the 6x6 square grid, connecting them to generate and transmit Signals. Activated units form chains that generate profits, which can be used to expand the production line. The challenge lies in figuring out how to activate all units while minimizing the number of moves to prevent self-destruction. Each level introduces new content, and the game evolves gradually, integrating elements of water pipes and sokoban, providing a sense of freedom and challenge in completing each level. [h2]Visuals & Audio[/h2] Visually, this title adopts a simple screen design, but it effectively conveys the atmosphere of a futuristic corporate environment. The game uses text dialogues to reveal the storyline, which adds a personal touch by simulating interactions with colleagues in a work environment. The visuals may not be flashy or eye-catching, but they serve the purpose of enhancing the puzzle-solving experience. [h1]Pros[/h1] [list] [*] Engaging Slide mechanic with puzzle-solving elements. [*] Gradual difficulty increase and tutorial-guided gameplay make it accessible for players to pick up and understand. [*] Unique combination of water pipe and sokoban mechanics. [*] The freedom to choose between focusing on the story or completing tasks provides replayability. [*] Challenging gameplay that encourages strategic thinking and problem-solving. [*] The game's simplicity and focus on gameplay mechanics make it stand out in its genre. [/list] [h1]Cons[/h1] [list] [*] Visuals may be considered monotonous or unattractive to some players. [*] Difficulty may become steep in later levels, potentially posing a challenge for some players. [*] Niche appeal due to the puzzle-centric gameplay may limit the game's reach to a broader audience. [/list] [h1]Conclusion[/h1] R.O.O.T. is a pure and engaging puzzle game that successfully combines the Slide mechanic with elements of water pipe and sokoban gameplay. As Bert Griffith, players delve into the corporate world of RavenTech, uncovering mysteries while navigating through intricate puzzles. The gradual difficulty increase and tutorial-guided gameplay make it accessible to newcomers, while its challenging mechanics provide depth and strategic enjoyment. While the visuals may be simplistic, the game's focus on its unique gameplay mechanics makes this title a standout choice for puzzle enthusiasts. If you're a fan of systematic puzzles with a twist and enjoy using your brainpower to solve complex challenges, this game is worth considering for your gaming collection. [b]Reviewer:[/b] Midplayz I’m a wannabe hacker [b]Rating:[/b] 8/10 [url=https://store.steampowered.com/curator/38888018-United-Critics/] Please follow [b]United Critics[/b] for more quality reviews.[/url]
[h1]前言[/h1] 《R.O.O.T.》是一款解谜题材的益智游戏,在本作中,你成为了未来“雷文钛科”公司的员工,从远端计算部门开始入职,通过教程逐步了解R.O.O.T.系统的运作,操作单元的移动产生传递信号,完成目标收入。 [h1]初见[/h1] 刚开始看到这款游戏跟逻辑编程有关,下意识就想到了程序员,并且游戏的画风和介绍看上去也有很多特有的名词,就觉得可能会比较复杂,但实际上手之后才发现其实并没有想象中的那样硬核,且很快就能理解。 本作可以说采用了步数解谜的玩法,以文字对话结合棋盘游戏的形式进行呈现,详细的教程让人能够轻松上手,6乘6的方格中,一个个单元出现其上,而你需要做的就是移动单元,进行连接创建信号,并将信号传递激活,从而产生效益,继而随着商店、时刻等内容的出现想法设法的去完成关卡任务目标。 [h1]体验[/h1] 在每关任务之前有文字对话来展现游戏的故事,且部分对话还有种生活中刚入职跟同事交流的感觉,当然并不会影响关卡玩法,游戏有着详细的教程,以单元作为基础,将接水管的元素融入其中,并且以循序渐进的方式,设置了无法移动或者无法旋转的单元等等来逐步增加难度,增加挑战性。 可以说有连接管道和推箱子的感觉在其中,关卡最大的难题就是如何利用最少的移动步数去移动单元,激活全部单元完成效益的同时,还要防止单元自毁,十分值得思考和研究,过关方式十分自由且很有挑战性。 [h1]总结[/h1] 本作的画面设计其实很简单,且以文字对话的形式来展现玩家入职之后的生活交流,游戏玩法以单元作为基础,循序渐进的增加新的内容从而增加难度,并将接水管和推箱子的玩法融入了其中,上手简单,且包含了诸多关卡,需要思考研究如何利用有限的步数,商店等等内容来达成关卡目标,增加趣味性的同时也很有挑战性,且目前游戏还在抢先体验阶段,对此感兴趣的小伙伴可以一试。 [quote]游玩百态,将游玩心得用汉语化作玩家的指明灯,(๑•̀ㅂ•́)و✧ [url=https://store.steampowered.com/curator/35402408/]点击这里关注汉化语录~[/url] 如果喜欢这个评测,请点个赞让更多人看见[/quote]
益智类休闲游戏,玩法特色是将接水管跟推箱子进行了结合。 恭喜你,顺利通过公司考核,正式被雷文钛科录用! 作为公司的一名操作员,你的日常工作就是熟练使用R.O.O.T系统。 这是一个基于单元排列组合运作的系统,你的目标是操作面板上的单元相互连接, 创建信号链路,最终激活所有的单元来产生效益。 至于这些效益是什么,是为了公司,还是其它机构跟组织,就等你去挖掘了。 本作带有一定量的剧情,通过文字呈现,目前可以到体验第一幕的故事。 如果你不想看单调的文字,也不会影响正常的解谜体验。 别看游戏内存在各种专业术语,比如热力信号、集群信号、防火墙信号以及领接单元等, 实际上玩法很简单,理解成高配版的接水管+推箱子就好了,增加了些许新元素罢了。 游戏内有手把手的教学,上手也很容易。 至于难度就因人而异了,毕竟不是所有的人都擅长解密,而且接水管谜题有时候也得看脸, 运气好的话随便动一动都能过,运气不好的话,可能来来回回折腾几十次仍然会卡关。 不过可以说的是,游戏操作上比较自由,每一关的过关方式都不局限于一种, 虽然我不能保证每一关都拥有多个最优解,但是每一关都值得反复去思考跟研究。 游戏提供的关卡数量不少,即便是目前EA阶段也量大管饱,能够玩上一段时间。 期待后续的更新,如果能够支持玩家自定义关卡,那一定会更有意思的。 [quote] 加入[url=https://steamcommunity.com/groups/ADZZW]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote]
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