
An experimental serious meta game.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English
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Fun concept but I completed the ''game'' in 8 minutes (at least I think I did) It's not bad but it gets boring very quickly, I think putting music in the background or sound effects can help a little. I do not know if there are multiple endings or anything but I am not willing to spend more time on it sorry. 4/10 Good luck with your project dear student.
For God so loved the world, that he gave his only Son, that whoever believes in him should not perish but have eternal life. John 3:16
Third is a small but unusually thoughtful experimental adventure that places ideas about control, choice, and manipulation ahead of conventional spectacle. Developed and published by Godfrey Yang, the game began as a student project created for EAE 3720 at the University of Utah before arriving on Steam in February 2023. Its modest origins are apparent in its minimalist presentation, but they also help explain why the game is willing to experiment with concepts that larger productions might avoid. Rather than building its identity around combat, elaborate environments, or complicated progression systems, Third concentrates on the relationship between the player, the person designing the experience, and the rules governing the world. The premise begins inside a mysterious room where the player awakens and hears a man communicating through a speaker. He introduces the situation as an experiment and encourages participation, creating an immediate imbalance of information. The mysterious voice apparently understands what is happening while the player knows almost nothing. As exploration continues, it becomes increasingly apparent that the experiment is not as innocent as initially presented. Escape becomes the central practical objective, but the individual responsible for the situation has little interest in allowing that to happen. This creates a strange conflict in which the player is effectively struggling against the intentions of the person controlling the experiment itself. Puzzle solving and exploration provide the mechanical foundation. Players examine their surroundings, interact with objects, search for useful information, and gradually determine how different elements of the environment function. The game incorporates characteristics associated with hidden-object adventures and environmental puzzles, but its challenges are closely connected to the larger theme of mistrust. Instructions cannot necessarily be accepted at face value, and information supplied by an apparent authority may exist specifically to manipulate the player's behavior. This turns even relatively simple interactions into part of a broader psychological contest. Third draws inspiration from works such as The Witness, The Stanley Parable, and The Pervert's Guide to Ideology, and those influences provide useful context for understanding its unusual direction. The game is interested in more than whether a player can solve a puzzle. It asks why players accept objectives, follow instructions, and operate according to rules established by an unseen designer. Most games expect players to cooperate with their creators. Third instead makes that relationship suspicious. The person behind the experiment becomes an embodiment of authority, while the player gradually learns that obedience and progress are not necessarily the same thing. The idea of repetition also plays an important role. The suggestion of an endless cycle creates the impression that escaping the immediate situation may not be enough. Repetition can become another mechanism of control, especially when the participant believes that following established procedures will eventually produce a different result. This gives the experience a philosophical quality despite its relatively simple construction. The game encourages players to notice patterns and question why those patterns exist rather than merely rushing toward the next objective. Visually, Third uses a minimalist 2D top-down pixel-art style. It is not technically ambitious, but the presentation complements the project's intentions reasonably well. Sparse environments make individual objects and environmental irregularities easier to notice, while the limited visual detail creates a somewhat artificial atmosphere appropriate for an experimental setting. At times the graphics reveal the project's student origins and can feel closer to a prototype than a fully developed commercial adventure. Nevertheless, elaborate visuals would not necessarily improve a game whose primary purpose is to make players think about the structure surrounding their actions. The game's treatment of choice is particularly interesting because Third is fundamentally a fairly linear experience. Instead of offering an enormous branching narrative with countless outcomes, it explores the tension between perceived freedom and predetermined possibilities. A player might decide whether to trust information or investigate something suspicious, yet every possible interaction still exists because the designer placed it there. That contradiction fits the game's central concerns remarkably well. Third effectively asks whether meaningful freedom can exist inside a system where someone else has already determined the boundaries. Its philosophical and ideological elements give the project greater personality than its production values might initially suggest. Themes associated with authority, capitalism, manipulation, obedience, and systems of control appear to inform the game's underlying message. The experiment can consequently be viewed as more than a literal scenario. It functions as a metaphorical structure in which individuals are encouraged to behave according to rules established by someone who possesses greater knowledge and power. The game does not necessarily provide definitive answers to the questions it raises, but its willingness to make those questions part of the gameplay is one of its strongest qualities. There are clear limitations. Third is lightweight in practically every respect, requiring very little storage and offering nowhere near the scale expected from a major puzzle adventure. Its environments, animations, interface, and overall presentation are deliberately simple. Players searching for sophisticated production values, lengthy storytelling, extensive character development, or highly elaborate puzzle mechanics may therefore find it underwhelming. Some of its philosophical ambitions are also larger than the amount of content available to explore them, meaning certain concepts feel introduced rather than exhaustively developed. The experience will consequently appeal most strongly to players who enjoy short experimental games and self-aware narratives. Anyone fascinated by games that challenge the relationship between designer and participant is more likely to appreciate what Third is attempting. Players primarily interested in mechanical complexity or visual polish may struggle to see beyond its modest construction. Its value comes from the ideas surrounding the puzzles rather than the complexity of the puzzles alone. As a free experimental project, Third deserves considerable credit for establishing a distinctive identity with extremely limited resources. Godfrey Yang uses a straightforward premise, minimalist pixel graphics, environmental puzzles, an unreliable authority figure, and philosophical themes to transform a simple escape scenario into commentary on control and player agency. The execution is not consistently polished, and its limited scope prevents some concepts from reaching their full potential, but the game demonstrates creativity and a clear willingness to experiment. Ultimately, Third is best approached as a brief interactive thought experiment rather than a traditional puzzle adventure. Its greatest achievement is making the player question not only how to escape but also why they trust the rules presented to them in the first place. The combination of exploration, puzzles, repetition, deception, and meta commentary creates an intriguing experience despite the rough edges associated with its small-scale origins. It may not satisfy players looking for a substantial or technically sophisticated adventure, but those interested in philosophical indie games and unconventional approaches to player agency should find something memorable within its peculiar experiment. Rating: 5/10
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Bir odada uyanıyorsunuz. Hoparlör aracılığıyla konuşan bir adam sizi karşılıyor ve deneysel bir oyuna katılmaya davet ediyor. Ancak oyun düşündüğünüz gibi değildir ve kasıtlı olarak tuzağa düşmüş gibisinizdir. Oyunun yaratıcısı sizi kandırmaya çalışırken kaçmak için bulmacaları çözmeye çalışmalısınız. Deneyin derinliklerine indikçe başka bir şeyin yanlış olduğunu fark edersiniz...
免费 没中文 没成就 第三序章 备注 本作是 2022 年秋季犹他大学 EAE 3720 课程的学生项目。 关于此游戏 你在一间房间中醒来。一名男子通过扬声器向你问好,并邀请你参与一场实验游戏。 可这场游戏并非你想象的那样,你似乎被刻意困在了这里。 你必须解开谜题、设法逃脱,而游戏的设计者则不断试图欺骗你。 随着实验不断深入,你会发现,还有别的地方不对劲…… 《第三序章》的灵感来自《见证者》《史丹利的寓言》与《意识形态的崇高客体》,是一款 2D 俯视角冒险游戏。 探索无尽的循环,揭开这场邪恶实验最深处的秘密。
... REPLACE WITH ACTUAL TEXT went right (->) from that room, restarted? did the same thing over. The text was buggy, as everything in the textbox was repeated twice. Got to the credits with the blue-red-black box (logo). When I finally restarted with the announcer saying "pity, you had the chance to escape but the chance is long gone... (blah blah, I don't remember)", the game crashed.
The developer is very hot. SMASH
"Third" is a student project from University of Utah. One of the first things students should be taught in game development is that 3D graphics became mainstream in the mid 1990's with dedicated 3D cards like the Voodoo3 and the ATI Rage. But the students were deliberately mistaught that's it's okay to release obsolete 2D games in the 3D era of gaming... certainly any professional developer seeing a prospective new hire who doesn't even know about 3D gaming probably isn't going to give them a job. Needless to say if an educational institution taught me incorrectly on purpose, I'd ask for my money back. This is laughably bad for any student game. It's a minimalist "art" experience, not what could be called a real game, with minimalist, phoned in graphics... seriously, if any propsective employer saw this in an applicant's portfolio, not only would they kick them out of the interview, they'd take out a restraining order. University of Utah should be ashamed by this and possibly have their credentials reviewed... this is laughably bad. The idea is that you participate in a mad scientist type lab experimental game, where you must try to solve puzzles to escape while the creator attempts to fool you, eventually leading to the discovery that something else is wrong. And what is wrong is that someone seriously let a student think this garbage was okay to publish. This is not a game for publishing, this is a game for deleting. It would benefit humanity if the source code for this game was moved onto a flash drive which is then burned, the ashes collected and burned again, then shot into space, just to be sure. We also have to question what value there is for gamers on Steam when institutions flood the store with low quality 2D video game homework assignments... sure, it might make the students feel good about themselves, but this has no benefit for gamers who have to wade through this stuff to find professionally made 3D games. The game is quite short, and can be run through in just a few minutes or so. The lack of content here makes it hard to suggest it's worth spending the time to add to your library and download. This was made with the godawful "GameMaker Studio" construction kit/toolset, which is popular amongst amateur developers because it handholds you through making really crap 2D games that you can publish for $100 on Steam Direct. This lets you pat yourself on the back for pretending to be a real game developer, which explains why GameMaker Studio is responsible for so much ignored garbage on Steam. GameMaker Studio has never really been used to make a truly successful game, but that doesn't stop people from trying and failing. It's a particularly bad game engine that can only be used for making low quality 2D products. Like this. You can't make a silk purse out of a sow's ear, as the old saying goes. Another reason this particular game wasn't successful. Now on to pricing and value for gamers. It would be unethical for students to try charge money for their homework assignments, so you don't have to pay any money for this. But you'd still have to spend your time downloading this, and "time is money", as they say. There's the other problem, too... as a student project, this wasn't made for gamers. There's no requirement for them to polish and balance the game properly, all they need is something to show the faculty so they can get their grade and move on. Let's once more ask... why is that good for gamers? It's obviously not delivering a solid product. Yet here it is, on the store page, and here you are, reading my review for a student demo that's going to waste your time. While genuine amateur developers who made real products get ignored because they have to compete with this stuff. In some ways, this deluge of student projects on Steam is harmful to everyone. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 3 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. This isn't a complete game for gamers, and since it offers no profile benefits like a game collector badge, so I can't recommend adding it to your library.
[h1]Before I played Third, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
It's a lazy Stanley Parable clone. It's really not a good idea to tell players that they consent to your program mining their personal information, even if it's meant to be a joke.
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