
A challenging puzzle platformer inspired by games like Limbo and Badland.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Great game like Limbo.. I hope there will be more games like this
——记录:-90%折扣 3.60元,26/03/09入。 ——21个关卡,26个需要解救的目标。 画面色彩初看赏心悦目,看久了极其晃眼,当然不排除是后期打红温了看什么都不顺眼...不对,它就是整个画面在晃! 游戏没啥文字,不支持中文也不耽误游玩。 第一次进游戏手柄不响应,重启一次没事了,不知道什么原因,不排除手柄抽风儿的可能性...26/05/01
Short and simple platformer, nothing really stands out about it. Crashes often at starting, and if you turn on/off controller when it's running. Still has bugs in it and rage baiting mechanisms that were funny at times but not worth it
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Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's designed like a rage game that requires a lot of patience and trial & error. There are deadly things popping up everywhere without warning. Everything is dark and hard to see even with my monitor brightness at max. One section had platforms that were only barely visible. Has bugs including soft locks & slow-down that requires re-launching. Also, it has an uncapped framerate; this game doesn't need 600+ fps but it runs at it. Music is very lame with only a few notes on loop in some areas.
Toby: The Secret Mine is a handcrafted indie puzzle-platformer that places atmosphere and visual storytelling at the center of its experience. Developed and published by Lukáš Navrátil, the game follows a small, silent protagonist on a journey through a mysterious world filled with danger, color, and quiet tension. From the moment it begins, it’s clear that the game aims to immerse the player not through dialogue or exposition, but through mood, environmental detail, and a steady sense of unease. Its silhouette-based art style immediately evokes comparisons to other atmospheric platformers, yet Toby distinguishes itself through a far richer color palette and a broader range of environments that constantly refresh the visual experience. The story is deliberately minimal, serving more as a motivation than a narrative centerpiece. Toby sets out to rescue his friends after they are taken from their village, and this simple goal drives him through forests, ruins, frozen landscapes, and deep underground mines. The lack of dialogue allows the player to project their own interpretations onto the events unfolding on screen, while small visual cues hint at darker forces at work beneath the surface. This restrained approach gives the journey a fairy-tale quality, where meaning is suggested rather than explained, and where atmosphere does most of the storytelling work. Gameplay centers on traditional side-scrolling platforming mixed with environmental puzzles that demand patience and careful observation. Each level introduces new hazards, from traps hidden in shadows to mechanisms that must be activated in the correct sequence. Timing and positioning are crucial, and the game often encourages players to learn through failure. Death comes quickly and frequently, but restarts are fast, reinforcing a trial-and-error rhythm that rewards persistence. While some puzzles feel clever and satisfying once solved, others rely heavily on hidden elements or sudden threats, which can occasionally make progress feel less like deduction and more like memorization. Level design is compact but varied, with each area presenting its own visual identity and mechanical twist. The environments shift frequently enough to prevent visual fatigue, and the use of lighting and color helps guide the player’s attention, even when the actual solutions are not always obvious. The mine itself, which becomes the game’s central setting, is especially effective in creating tension through narrow spaces, limited visibility, and carefully placed dangers. These sections emphasize the game’s strength in atmosphere, making even simple movements feel risky and deliberate. Visually, Toby: The Secret Mine is one of those games where style carries much of the emotional weight. The contrast between dark silhouettes and vibrant backgrounds creates a layered look that feels both painterly and unsettling. This visual richness is supported by subtle sound design and a moody soundtrack that enhances the sense of isolation and danger without overwhelming the experience. While some sound effects can become repetitive over time, the overall audio presentation complements the game’s quiet, somber tone well. In terms of length, the game offers a relatively brief experience, typically completed in a few hours. However, hidden collectibles and alternate outcomes provide a reason to explore more thoroughly or replay certain sections. The ending introduces a moral choice that slightly reframes the journey, adding a final layer of reflection to an otherwise straightforward narrative. It’s a small touch, but one that fits the game’s understated approach to storytelling. Ultimately, Toby: The Secret Mine is a game that succeeds through atmosphere, visual identity, and a clear sense of creative intent. While its reliance on trial and error and occasional opaque puzzle design may frustrate some players, those who appreciate moody platformers and environmental storytelling will find much to admire. It may not redefine the genre, but it stands as a sincere and thoughtfully constructed indie title, offering a compact yet memorable journey through a world that feels both beautiful and quietly hostile. Rating: 6/10
It's buggy, frustrating, and not a puzzle game. I can literally overlook some minor bugs and the simple artwork, even it's mostly inspired by Limbo. But when the puzzles don't require any degree of thinking or problem solving, it just becomes another copycat 2D puzzle-platformer. If it's platforming related, don't make the mechanics so clunky. If it's puzzle related, the puzzles should be satisfying to solve, not just about finding a hidden object behind an obstacle or other boring stuff like pressing the correct buttons that they r totally RNG without any clue. I hate the arrow-shooting room. There is no way to know where the arrows are coming from before activating the trap. The only way to learn the correct route is to trigger it, die, and then you know where you're supposed to go and how you're supposed to avoid them. I also hate the red desert bugs that come from underground. It feels like they were supposed to be traps, but they're not. You just have to dodge them with clunky mechanics. There are also some traps that instantly activate spikes and kill you as soon as you step on them. You die no matter what because you can't even see the platform that triggers them. It literally blends into the environment, hidden among the columns and the ground. You have to die to these traps just to learn what you're supposed to do. I hate when a puzzle game with clunky mechanics kills you in cheesey ways and then acts like you "fell into a trap." No, I didn't. I couldn't see any trap. There was no thinking involved. You just made puzzles are built around dying based trial and error rather than actual problem solving. And i m not even gonna mention about the RNG bombs at the final section. It's overall bored me but that might be because of my expectations were different for a 2D puzzle platformer; otherwise, it seemed like a game with potential.
[b]Toby: The Secret Mine[/b] est un jeu de plateforme-puzzle dans lequel j'incarne [u]Toby[/u], un petit habitant d'un village de montagne dont les résidents ont été enlevés durant la nuit. Personne n'est revenu des tentatives de secours précédentes. [u]Toby[/u] décide alors de partir seul à travers les bois, ce qui l'entraîne dans une aventure bien plus longue que prévue. C'est là, à peu près, tout ce que le jeu me dit sur son histoire. La narration est muette, sans texte ni dialogue. Elle reste si discrète qu'elle disparaît complètement au fil des niveaux. On avance sans vraiment savoir pourquoi, vers un dénouement qui ne surprend personne. La comparaison avec [b]Limbo[/b] s'impose d'elle-même dès les premières secondes. L'esthétique est la même, avec ses silhouettes noires sur fonds sombres, son monde sans voix et sa mort banalisée comme simple étape de la progression. [b]Toby: The Secret Mine[/b] ne cherche pas à dissimuler ses sources d'inspiration. Ce n'est pas nécessairement un défaut, mais l'imitation est si frontale qu'elle prive le jeu de toute identité propre. Là où [b]Limbo[/b] installait une tension sourde et une cohérence visuelle absolue, [b]Toby: The Secret Mine[/b] propose des environnements variés mais sans véritable fil conducteur esthétique. On passe d'une forêt à une mine, d'une grotte à une usine, sans que ces transitions ne créent jamais le sentiment d'appartenir à un monde cohérent. Les puzzles reposent sur des mécaniques classiques du genre. On déplace des caisses, on actionne des leviers, on synchronise des sauts avec des obstacles en mouvement. Rien que je n'aie déjà vu ailleurs, et surtout rien qui ne se renouvelle vraiment d'un niveau à l'autre. La difficulté reste modérée, piquante sur quelques passages de plateforme, mais jamais au point de provoquer une vraie frustration. La bande son remplit son rôle sans s'imposer. J'ai bouclé [b]Toby: The Secret Mine[/b] à 100%, cinq succès compris, en un peu plus de deux heures. Cette durée résume bien le problème central du jeu. Ce n'est pas qu'il soit mauvais. C'est qu'il ne laisse rien derrière lui. Il emprunte une formule éprouvée, l'applique honnêtement, et s'arrête avant d'avoir eu le temps d'en faire quelque chose.
Entretenido para 2-3 horitas si quieres todos los logros. Si te gustan los juegos de minipuzzles estilo Limbo / Inside, este es parecido. Lo compré en oferta por menos de 1€ (90% descuento), no creo que merezca pagar por su precio normal.
Oyunun başlarında pek ısınamamıştım ama bitirdikten sonra biraz görüşüm değişti. Bir limbo, inside kadar iyi değil ama bu türü sevenler için oynanabilir bir oyun. 21 bölümden oluşuyor, oyun sonunda seçim yapıyorsunuz.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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