
Enter a world where you never know what you will find behind the next door. Wander, think, solve, and be amazed as the impossible becomes possible.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
Difficulty : 3.5/5 (Hard) Global : 3.5/5 (Very Good) Curator page : [url=https://store.steampowered.com/curator/44695991-Anokturnus/]Anokturnus[/url] The Court Of Wanderers is a sokoban puzzle game with a clever level design reminiscent of Stephen's Sausage Roll and Bonfire Peaks. First, let's get this right : this is not an open world as described on the Steam page. There are elements of it, but the different areas and most of the puzzles are locked until you've solved enough puzzles. It's just that there is no level select menu, you get to wander in a hub in which there are areas/puzzles behind each door, and sometimes puzzles in the hub itself. Which is pretty cool but could've been pushed a bit further, I'm always a bit sad when I see hub puzzles but no meta stuff. The Court Of Wanderers uses rotation as its main mechanic. There are pads that let you rotate everything (yes, everything, even the walls) in their radius and at the same height when you step on them. The game is divided into 4 areas and the first two of them introduce new mechanics, namely movable objects and floating platforms. So the game doesn't have a lot of mechanics, and there are not a lot of puzzles either (around 60). But we all know that few mechanics + few puzzles is the bread and butter of smart sokoban games. Like I said in my intro, the game follows the same path and has the same feeling as Stephen's Sausage Roll and Bonfire Peaks. There are no filler levels, they thoroughly explore the mechanics and every single one of them is interesting. They also play a lot with verticality, which adds a lot more depth and complexity without ever becoming too big and tedious. Several puzzles really put a smile on your face when you discover their solution, the trademark signature of a quality design. Not everything is perfect though, the camera allows you to change angles and zoom in, but it's still sometimes a bit hard to judge the height and see everything correctly. I also wish the game was more ambitious. Like visually more appealing with a better dungeon setting, some music (yes, there's no music), meta puzzles, brutally hard puzzles... I really feel like The Court Of Wanderers could've been much more and up there with the best of the genre, but it's still a high quality puzzle game that got the most important things perfectly right. Highly recommended. [quote]For more puzzle game reviews, news and everything puzzle-related, follow [url=https://store.steampowered.com/curator/25928931-Puzzle-Lovers/]Puzzle Lovers[/url] and check out our [url=http://steamcommunity.com/groups/puzzlelovers]Steam group[/url].[/quote]
三次元空間の倉庫番系パズル。トレーラー映像の通り、回転盤という独特なメカニズムを用いた、よく練られた65問のパズルの宮廷。BGMもなく、オープンワールドである意味もなく、集中すべきは目の前のパズルだけというストイックなスタイルが好印象。 各パズルにはこのポイントに気付ければ解けるという明確な作意があると思われるのですが、それらがとても巧妙なため、偶然解き終えてからそれに気付くこともしばしばあり。目的地に到達すればよいわけでは無く、主人公の帰路も確保しなければいけないのが大きな悩みどころであり、パズルの深みが増している。ゲーム中盤からは悪意の塊のような追加ギミックが出てきて、とんでもないことになります。非常に良作。おすすめ。 私のプレイ動画 https://www.youtube.com/watch?v=7lBURjR2RwI
《The Court of Wanderers》是一款简约而不简单的3D推箱解谜游戏。 本作的底层机制是3D推箱的一种常见实现:关卡处于3D网格之中,关卡中的地形可以形成高低差或各种其它3D形状,而主角和箱子等绝大多数物品会受到朝向地面的重力的影响,所以主角和箱子的移动范围其实并不是整个三维空间,而只是靠近地面的一些位置,既能运用到3D的特性,又不至于真的让玩家大脑处理完全的三维挪移。3D推箱的理念已经催生出了一些非常优秀的解谜作品,比如《[url=https://store.steampowered.com/app/353540/Stephens_Sausage_Roll/]Stephen's Sausage Roll[/url]》(史蒂芬的香肠卷)、《[url=https://store.steampowered.com/app/1147890/Bonfire_Peaks/]Bonfire Peaks[/url]》(篝火山峰)及其暂未做完的三部曲DLC“[url=https://store.steampowered.com/app/2008250/Bonfire_Peaks__Lost_Memories/]Lost Memories[/url]”、《[url=https://store.steampowered.com/app/1747510/An_Architects_Adventure/]建与远征[/url]》等,但说到底,3D推箱的部分只能算是“地基”,真正重要的是这些游戏在地基上建了什么,本作也是一样。 本作的主要创意在于引入了一种非常有趣的解谜要素:[b]旋转器[/b](Rotator)。旋转器是地面上的一块蓝色纹章,每个旋转器周围都划定了一个矩形的影响范围,当旋转器被触发时,它会[b]以自身为中心,将影响范围内的所有要素旋转指定角度[/b]。想法就是这么简单直接,但本作胜在对细节的注重。在我对旋转器机制的描述中,就隐藏了很多值得探索的细节,读者可以自己尝试思考一下,思考完了(或者不想思考)的话可以对照一下我举出的一些值得关注的字眼,以及它们值得关注的原因:“矩形”是二维图形,可是关卡都是三维的,那么旋转器的影响范围肯定得是一个三维区域,那这个三维区域的“高度”会被划到哪?“触发”是指什么样的触发方式?“所有要素”真的是指字面意思上的“所有”吗?不同旋转器的“指定角度”和“影响范围”会不同吗?...... 像这样的细节问题看似琐碎,但对于设计类推箱这种严谨的逻辑解谜而言是非常重要的设计决策,就算你不是在其它解谜游戏已经建立的成熟机制上尝试推陈出新,而是真能凭空想出一套新的解谜机制,你也同样需要决定大大小小的设计细节。对于这些问题,如果答得好,就会产生源源不断的有趣结论,比如各种机制间的交互等,这些结论就可以进一步被应用于谜题设计当中。可以说,设计师的能力就体现在如何发现更多这样的细节问题,并选择更有趣的答案,这个有趣既可以指单纯的神奇、出人意料,也可以是看似普通,实则暗藏玄机。而我可以很肯定地说,本作交出了一份让我非常满意的答卷。 除了“旋转器”这个核心机制,本作其它的“辅助机制”都非常简洁明了,除了墙、楼梯、可推的箱子这些常见要素之外,剩下的(其实也就剩下两种了)都是常见要素的独特变种。“柱形箱子”是在本作最早期就出现的一种机制,这是一种只能沿一个方向(前后或左右)推动的箱子,虽然不是特别新鲜,我也在其它解谜游戏见过只有在特定方向上可推的箱子,但是这种和朝向有关的机制一旦和核心机制的“旋转”结合在一起,就能产生很多有趣的可能性。另一个是[spoiler]“浮空板”[/spoiler],很容易能从它联想到各种游戏中常见的“一次性地板”,那种在刻板印象中布满裂痕、走过一次后就会毁掉的“豆腐渣工程”地板,但本作仅仅通过将地板被踩过后的行为从毁掉改变为[spoiler]上浮一格[/spoiler],就轻而易举地创造出了更多有趣的可能性,进一步加强了对3D推箱的核心——高度轴——的利用。 从这些机制变种当中,我们可以再次看出本作的设计水平。本作设计师所做的不能说是“化腐朽为神奇”,因为这些要素虽然常见,但远远说不上“腐朽”,不过肯定可以说是从平凡的事物中挖出“黄金”了。和我在核心机制设计时所说的一样,这还是得归功于设计师对细节的注重,因为只有首先关注到各种细节,才能对这些细节进行恰到好处的修改和创新。 说完了单个机制的设计,那接下来肯定就要说多个机制之间的交互了。虽然无论是核心机制还是辅助机制都十分有趣,但本作还是稳稳地把握住了核心——旋转器,绝大多数谜题探索的都是各个辅助机制和这个核心机制之间的交互,而这种交互在本作中可谓是完全不缺。具体由于会剧透玩家发现这些交互时的惊喜,所以就不详细解释了,但还是可以提示一下:之前提到过“旋转器会旋转影响范围内的所有要素”,在你玩过本作后,你就会意识到这句话可能比你一开始想的还要准确。 接下来说到谜题设计,其实熟悉我评测风格的读者应该都能知道我会说什么套话了,“在优秀机制设计的基础上,充分探索了机制系统中蕴含的可能性,并以谜题的形式将这些探索呈现出来”云云,对本作也同样成立。不过,虽然我形式上习惯把机制设计和谜题设计分开,但不可否认的是,这两者是不可分割的一个整体。在解谜游戏设计中,基本上不可能一次就设计出有趣的机制系统,然后就能够高枕无忧地拿来设计谜题,机制和谜题两者并不是先后的关系,而是来回迭代的关系。谜题设计是对机制设计进行探索后产生的必然结果,而机制设计也要根据从中能够产生的谜题有趣与否进行迭代。虽然我基本上在每个解谜游戏的评测里都要换着方式说一遍这些套话,但这应该是我第一次澄清我对两个方面设计之间关系的看法。 除了套话之外,我还注意到,本作存在个别谜题把“错误引导”这一招玩得很溜。本作中,每个谜题的目标是拿到“方块”收集物后回到关卡入口,如果你玩过《Stephen's Sausage Roll》,并对“Clover”这一关有印象的话,你应该就知道我会说什么了:没错,除了“拿收集物”这个明显的目标之外,“回到入口”也可以是谜题所在。而有些谜题恰恰利用了这一点,通过错误引导来让玩家忘记还有这个事实的存在,从而让玩家过了一会才能反应过来问题的关键所在。当然,这种招数如果玩得太多就不管用了,因此只有“个别”谜题中用就恰到好处。 总的来说,本作作为作者Lennart Bours的第一款作品,显得相当老成,这不仅归功于作者自身对推箱解谜的理解,也有制作人员名单中提到的Thinky Puzzle Games社区众人的功劳,无论是参与测试也好,还是提出设计建议也好。本作的核心机制“旋转器”具有创意,其和所有其它辅助机制的交互在谜题中的应用也十分让人惊喜。整体难度适中,谜题普遍需要思考几分钟,个别谜题可能需要思考二十分钟以上,但核心思路都不复杂,60多个谜题都是具有优雅解谜思路的精华。如果你觉得某个谜题的执行过程特别复杂且思路上没有美感,那可能说明你找到了非预期解,可以尝试联系作者修复。 结论:[b]强烈推荐[/b]。 最后说些题外话。据作者本人推特称,本作作者的本职工作是物理学学者,这时就可以唐突推荐另一款主要制作人员都搞学术的解谜游戏《[url=https://store.steampowered.com/app/1706090/Bean_and_Nothingness/]Bean and Nothingness[/url]》了()。可能也有些读者看出,本文的结构也挺像学术论文的,之前还在那列“参考文献”,这个只能说是巧合了吧(真的是巧合吗XD)。这里还可以更唐突地推荐和本作英文缩写完全一致的《[url=https://store.steampowered.com/app/1295320/Can_of_Wormholes/]Can of Wormholes[/url]》,好了我也知道太唐突了,就这样吧,我们下次有缘再见。 [quote]普通玩家一枚,不玩主流网游,少玩3A大作,关注独立精品。不是为了特立独行,只是为了追求自我。 喜欢我的评测?可以关注我的鉴赏家:[url=https://store.steampowered.com/curator/44752532-%25E8%2580%2581%25E8%2588%25B9%25E9%2595%25BFOldCaptain/]老船长OldCaptain[/url],推荐一些我个人觉得有特点的游戏。[/quote]
itch上小游戏不算的话,也好久没玩类推箱解谜了,没想到《The Court of Wanderers》能带来这么多惊喜。游戏机制简单明了,有一个转盘可以移动这一层平面上面的物品,再与箱子和限次浮空平台组合,虽然短短65关,但却赐予了玩家许多Eureka时刻!大多数关卡都是偏构造而不腾挪,还有一些关卡的矛盾烙下了很深的记忆点。总之,浓浓“烤肠”味~
[h1] Extremely challenging but eureka inducing puzzler centred around rotational symmetries and 3 dimensional Sokobania [/h1][hr][/hr][h3] Prepare to spend a lot of your time racking your brain over seemingly impossible levels![/h3][hr][/hr][h2] Pros[/h2][list][*] Almost all levels have a unique solution that takes a different out of the box approach. [list] [*] Some very complicated. [*] Some glaringly obvious once solved. [/list] [*] Over-world has been constructed in a way that leans into immersion, not just crappy level select menus. [*] Overall just a fun and rewarding difficult game [/list][hr][/hr][h2] Cons[/h2] [list] [*] The colours/aesthetics are a little clinical and sparse, maybe intentional but it gives you a kind of headache after staring at the screen for a while, replacing all the stark white with a grey would be a massive improvement. [*] Sound design is just okay, and there's no music so just open up Spottily before playing. [*] This might be a positive for some but for me, the later levels have so many moving parts in so many different dimensions that I don't think I'm ever going to be able to solve every level, its just way too complicated. [/list]
Great puzzle game with some interesting mechanics. Rewarding, but very challenging puzzles. I hope I will be able to complete the game. :)
Seemingly simple yet cleverly challenging!
虽然体量不算太大,但是关卡设计很好
エンディングも見て残り数問となった状態から全く解けないもので、おかしいと思ってキーコンフィグを見たところ、スペースキーでその場で回転マスを発動させるという操作ができることが発覚しました。 序盤で軽く説明が出ていたようですが、後半まで必要にならないのでこれからプレイする人は気をつけてください。 ゲームは面白いのでオススメです。後半が中々に歯ごたえあり。
The store page description is maybe a liiiittle dishonest - this isn't open world or anything, it's a linear set of four worlds that each have a number of puzzles in them you can do in any order you like, but like, you gotta do at least enough of them to get to the next area even if you don't have to do -all- of them. The most obvious comparison point is Stephen's Sausage Roll which the game takes both a lot of aesthetic inspiration from as well as structural inspiration and, just, the sheer fact that it's a puzzle game about moving stuff 3D space. But like, it's a really good puzzle game! The puzzles are tightly designed and endlessly clever with damn near everyone giving you that "a-ha" moment and feeling satisfying to solve, it ramps up in difficulty pretty well throughout and doesn't wear itself too thin while still exploring basically the entire possibility space it can with its relatively few number of mechanics. "Atlas" in particular made me MAD but in like, a good way. Like, yep, it's so simple and obvious and yet so mean. How dare you. Nothing all that revolutionary about it but I had a good time picking at it and came away satisfied with what it has to offer. If there's any level of meta puzzles here I'm missing, well, oh well! I haven't seen any indication of any, at the very least. But the puzzle game I did play was good enough that I'm fine with it!
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Flappatron | $5.5K | 148 | 95% | $1.99 |
| Othello:Daynight Time Clash | $5.5K | 126 | 64% | $1.99 |
| Carton | $5.5K | 138 | 67% | $1.49 |
| The Path Home | $5.5K | 80 | 99% | $3.99 |
| FLATLAND Vol.1 | $5.5K | 59 | 86% | $4.99 |
| Unforgiving Trials: The Space Crusade | $5.5K | 323 | 63% | $0.79 |
Related
| 7 Days to Die | $425.3M | 403.5K | 87% | $44.99 |
| Euro Truck Simulator 2 | $421.6M | 932.1K | 97% | $19.99 |
| Mount & Blade II: Bannerlord | $309.8M | 293.9K | 88% | $49.99 |
| Palworld | $279.6M | 445.8K | 94% | $20.99 |
| Clair Obscur: Expedition 33 | $263.7M | 178K | 95% | $47.99 |
| The Forest | $254.8M | 678.5K | 96% | $19.99 |