
Set in a post-apocalyptic future, The Signal State puts your logic skills to the test with complex puzzles inspired by modular synthesizers. Repair machines, rebuild an abandoned farm, and be part of a revolution that will change the fate of agriculture once and for all.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week after.
Reviews, worldwide (the counter carries no country): 0.13/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







Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 696reviews | 87% | — | $406.8K |
| $7.19−64% | 26ratings | 92% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 55 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The writing is mediocre to bad but the puzzles make for an enjoyable zach-like. Shame there's not histograms of the leaderboards though.
great game and a hard puzzle game to be sure but the logic is solid and its very enjoyable to play
cool
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $406.7K | 1.3K | 91% | $9.99 | |
| $406.6K | 6.4K | 86% | $2.99 | |
| $406.6K | 798 | 86% | $19.99 | |
| $406.4K | 1.6K | 85% | $11.99 | |
| $406.3K | 2.6K | 62% | $5.99 | |
| $406.3K | 2.2K | 95% | $9.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $443 | 3 | 100% | $3.99 | |
| $199.5K | 321 | 92% | $14.99 | |
| $109.2K | 158 | 93% | $12.59 | |
| $69K | 110 | 80% | $19.99 | |
| $1.3K | 8 | 88% | $7.99 | |
| $138 | 2 | 100% | $1.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Korean, Russian, Simplified Chinese, Spanish - Latin America, Traditional Chinese, German, Japanese
Hours played at review time, across 55 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
nice puzzles with some story
A good puzzle game to play, it can be a bit hard to solve the puzzles. But there are some great guides for how to solve them.
Interesting messaging, but it is subtle enough to not care about that. The puzzles, however, are amazing. I really liked formulating custom logic gates to solve some of the achievements, and this has grown my desire to learn more about computer science given the limits to how you are allowed to transfigure inputs.
好玩
不需要管那些乱七八糟的线,你只要知道,这玩意能跑就行了:)
好玩
It's a pretty neat zach-like, though a bit on the shorter side, even including the optional puzzles. It's also not that hard, I finished it in one sitting. There were like two or three optional puzzles that took me 30-60 minutes, but those were outliers, with most of non-trivial puzzles taking me around 15 minutes. In the game, you manipulate analog signals with various modules connected with cables. You have an input signal (or signals) and a target output, kinda like in Shenzhen I/O. Each of the modules does a specific "thing" with the signal, and you have to combine their effects to reach your goal. At the beginning, the game spends a pretty long time teaching you its mechanics and basic modules. It's probably a good thing, though it can be a bit tedious if you're a quick learner, or have some prior knowledge about logic gates and such. On the other hand, I feel like the game only tutorializes how the modules work on a pretty basic level. To give an early example, when the basic logic modules are introduced, you're only shown how they interact with binary signals, but knowing how they work with analog signals is essential to progress further in the game. Now, I do like figuring things out on my own, but i also think that a game's tutorials should spend more time on things that are harder to understand, rather than very basic ones. One thing that was left mostly unexplained, and the source of a lot of my confusion, was the way that the game's tick/timing system works. I kind of dislike it. On the surface, it looks like all of the modules work concurrently, you might even think that one module can do one "action" per tick, since that's kind of what it looks like when playing back your solution, but that's not really the case, If you make a feedback loop in some way, you'll see that a module will keep performing actions, until its input stabilizes. My main problem with it is that it's really hard to debug your solutions in that case, since you can only step forwards one "tick" and not one "action". It also leads to situations where a display on a module can show wrong information, which for me, caused a lot of confusion. The game has a hint system if you ever get stuck. They're a mixed bag. Sometimes you get something helpful, sometimes its an annoying "you can use the module that does X thing to do X thing" I really like the visuals. The modules look really stylish. A really nice touch is that each one of them has a manufacturer with a distinct visual style, it adds a bit of personality to the modules. It's also really fun to sometimes take a step back and look at the mess you've made with all the cables and stuff, though admittedly it rarely gets to that point. You usually have plenty of space for your solution, and dont need that many modules to solve a puzzle. The ending of the game was pretty abrupt. I don't mean the ending of the story, mostly I mean that the game ends on a relatively simple puzzle, there's no difficult end-game puzzle that tests your complete understanding of the game. There's also no extra optional puzzles after you beat the game. You just unlock the ability to use every module in previous puzzles. I feel like the last optional puzzle of the game would work better as a "capstone" puzzle, if it was unlocked after the ending. On the level select screen it sits right before the comparatively easier final puzzle, and that doesn't really sit right with me. All that being said, it's still a fun game and I liked playing it, though i'd probably recommend grabbing it during a sale.
Players by region
Where this game's players are, estimated from review languages.