
An adorable bite-sized adventure from the creators of A Monster’s Expedition - explore the facility, avoid the live electricity, and repair the malfunctioning reactor.
Modeled estimate, not a reported figure. How we estimate →
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 Sep 3 → 0.57/day in the week after.
Reviews, worldwide (the counter carries no country): 0.17/day in the week to Jul 21 → 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
Time is running out and the reactor is on the brink of meltdown. Explore the facility and manipulate the many electrical hazards and locked doors to find a way deeper, towards the source of the problem. Your only tool: a mechanical grabber-arm allowing you to lift and move boxes from afar.
Think hard, because the reactor core could go into meltdown at any moment.
Note: The Electrifying Incident is a small, bite-sized experience - about 30-90 minutes for most players.
A short and adorable new adventure from the team behind A Monster’s Expedition and A Good Snowman is Hard to Build.
Elegant puzzle design with escalating complexity.
30-90 minutes play time, ideal for a single play session.
Genres
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
무난한 변형 소코반 게임인데, 분량이 너무 짧아서 추천하기엔 미묘
Turns out I like being electrocuted.
7 minutes in and ive already bricked my save, phenomenal
Media

Related
Related
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, French, Italian, German, Spanish - Spain, Dutch, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese
Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Instead of Thousands Words... Zzzap![/h1] [b]Key features[/b] [list] [*]Short puzzle, [*]Start the reactor... (c) [*]You can sacrifice yourself! (or not) [/list] [b]Small, yet Satisfying[/b] In The Electrifying Incident you drag boxes from one room to another, place them to open new areas and frequently bend your claw. That's all for the gameplay mechanics. https://steamcommunity.com/sharedfiles/filedetails/?id=3755682289 You can undo your previous step(s). There's no rush or timer. Extra efforts will be needed to unlock a secondary ending, so prepare for a re-run!
The Electrifying Incident: A Monster Mini-Expedition has, yet again, some similar problems I've experienced before from this developer. They seem to be unable to make puzzles that aren't either very tedious to solve (tedious isn't difficult), or are mostly "difficult" because they lack simple QOL features. I like the concept - with a grappling hook, you can grapple cubes from several fields away and move them around. The hook bends when you move it on an edge, which means positioning is key as you grapple cubes to move them onto switches and past electric fields. It's simple and kind of satisfying, at least for a short game, but it gets annoying very quick due to reasons not directly related to the mechanics. While the game is apparently not very long, I didn't even make it to the end because of how frustrating the lack of a map is, for example. When you have to move cubes from one room to the next, or get cubes from several rooms over to bring into a different room, not being able to pull up a map makes it so much more tedious and frustrating than it needs to be, and it's even worse when you take a break for a day or two and have to remember where you left off. Short game or not, that's unacceptable. Don't remember what a room had or if you need a cube from somewhere because you're one short? Well, solve puzzles backwards until you're back in the previous room(s), and then go back to the initial room again. Because so many rooms are interconnected and need cubes from other rooms, it's just a back and forth, moving the focus away from the initial cool grapple- and corner mechanics, which had a lot of potential in itself, to "how well do you remember the previous rooms", plus "can you even go back there? Have fun wasting time to find out". How hard is it to just make a satisfying puzzle game that works within its own boundaries, rather than making the games tedious and difficult because of a lack of a map or introducing pointless tedium? I feel like Draknek makes the same mistakes over and over in their games and it's disappointing because the premise is there each and every time, and each and every time there is something preventing it from actually feeling "good" in the way a puzzle game should. A Monsters Expedition had similar issues with the way the puzzles were connected, turning what should be a simple and relaxing puzzle game into a fight against the game itself, an issue that could be so easily solved by a useful map (or a map at all, in the case of this game) or better communication by the game with the player so time can be spent actually, you know, puzzling, which is why I buy and play puzzle games. It takes skill to take an already short puzzle game and make it so frustrating to progress in that I don't even want to spend the time on it to make it to the end. It's cheap, so you're not losing out on a lot of money, and it's not overly difficult as far as I've progressed, but I can't recommend it if you want a satisfying puzzle experience.
一款很有意思的类推箱解谜游戏。 游戏主要机制是通过勾爪抓住箱子进行移动,勾爪碰到墙体也会拐弯。 游戏地图不大,流程很短,通关很快,相应的,谜题几乎也只是象征性质,整个游戏应该是为了做这个隐藏结局。 总体来说是一个很简洁干练的游戏,强推。
Incident!~
A very good puzzle game, but it's ultra short! :( I was done in just around 25 minutes. Still had fun, tho!
Decent little puzzle game, too expensive for the content, but fun.
可愛、手感佳的解謎遊戲。 輕鬆就能達成普通結局。 不過若想看到隱藏支線,就必須考驗你對爪子的操作技巧,是最終極的挑戰!
Players by region
Where this game's players are, estimated from review languages.
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