
Build, debug and optimize a computer network in an underground facility.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The strongest part of this game is the first couple hours when you are working out how the networking functions and building your logic and loops. At this point of the game, it is a strong idler/incremental as you gain more and more money in order to buy upgrades and dig further. This part of the game falls apart in the midgame when the "horror" aspects start to influence your world and permanently hamper your network. This culminates in a really terrible endgame/final boss. It was overall still a pretty enjoyable experience even though I tapped out during the final boss fight and didn't technically finish it.
I can finally live my dream of maintaining a vast network of machinery whilst living in an underground cave. I would be willing to pay upwards of $80 USD for a version of this game that uses procedural mapgen.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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 fun for a while, but there is no real exploration of the puzzle mechanics or story. It's just, learn the basic mechanisms and then repeat the same puzzles 12+ times in the same areas slightly offset from each other. This game has SO much potential and it hurts that they never expand on it.
Tunnet is a great little game about very basic networking principles and optimization. The atmosphere is creepy and enjoyable while not being outright horror. The game plays well and can play into the "must optimize" need like other factory games. It isn't long, but that's alright as the story ends when it should. Only problem is for ultra-wide. There's no aspect ratio correction and FOV options which means I have to play it in windowed mode. It's fine for traditional 16:9 monitors though.
At first I thought this would be another "work simulator" type game, but it's actually a delightful puzzle game, with some great retro esthetics. The final puzzle absolutely stumped me, it's such a tangled mess of wires. At times, the "horror" mechanics were grating, and I wanted to get back to expanding my network, but you can turn hostile monsters off in the settings if you want. The leaderboard is reminiscent of Zachtronics games, and you are encouraged to learn the tools and mechanics to improve your score (but there's no rush, and it pays to explore rather than obsess over optimization). By far the standout feature is the retro visual and sound design, it's a great example of the style.
It's a real slog with no payoff. You learn a whole automation system just to never be challenged on using it well, it's extremely repetitive both moment to moment and in terms of the kinds of environments you encounter, and the plot just kind of happens out of nowhere having nothing to do with what you've been doing in the gameplay. I wanted to go back and collect whatever achievements I missed, but in several areas I'm now being killed by something invisible for reasons I can't understand.
For the cost of a meal deal at Dunkin this game is worth it, it had me drawing out optimized sub net architectures and that was pretty fun. Personally though, I didn't love the game loop I found myself in. I feel like this game has a very strong core mechanic that should have been focused on more, because everything else just felt annoying to deal with when I just wanted to get back to making an optimized system. Still, very worth it if you have 8+ hours to kill and a notepad
This is such a gem of a little game and I find myself coming back to it regularly whenever I find myself looking for something to play but don't know what I want to play. As others have mentioned, the monsters and final boss are just kinda meh, but the actual networking aspect of the game is great. It's not so complicated like factorio where staring at it for too long will melt your brain, but not so easy that it's completely braindead. It finds a nice balance between the two and it even finds a way to where you can slap things together and make it work, or hyper optimize your network so that all packets are going where they need to go. If you're looking for an interesting game with light/medium puzzles with a hint of horror, it's absolutely well worth the asking price. To the dev, if you're reading this. I really hope you continue your work on this game. I'd love to see more endpoints, more POI's. I'd also love to see a dedicated light object not connected to the network, object snapping, and a final drill upgrade that lets you place flat metal surfaces and maybe even some unique tiles to help with organizing your network. I saw on your website that you're working on a new game as well and I'm looking forward to checking it out.
동굴에서 힐링-네트워크 구축을 추구하면 안 되는 걸까 분위기만 이럴 줄 알았지 갑자기 크리쳐가 튀어 나오시면... VOTV가 생각날 정도로 컨텐츠와 탐험할 거리가 넘쳐난다
You can set the monsters to friendly, or at least non-interactive. Comfy game, until it isn't. You can do a better job than [ISP NAME] in a fraction of the time and with an aggressively competitive rate of pay. Net traffic go brrr.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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