
Manipulate time to your will at any moment to solve challenges, avoid deadly traps and make it to the end of this strange journey.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
只玩了二十分钟时间,旋转大楼和火焰关两章节,剩下的应该是挂卡去了,游戏就是很基础的跑酷,加了一个时间流速的机制,但是没有深造,就只是,物体移动变慢了?有一点的视觉震撼,但不多,我估摸着往后玩很有可能会红温,就没玩了。
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
lo trovo molto bello. un viaggio nell inconscio
💋
1. şahıs yürüme simülasyonu her yerden bug akıyor sürekli bi yerlere takılıp ilerleyemiyoruz
На любителя
после этой игры хочется кастрировать разраба
Tyd wag vir Niemand, developed by Skobbejak Games and Skermunkel and published by Skermunkel and Skobbejak Games, is a first-person puzzle-platformer built around the manipulation of time. Released on Steam in 2017, the game presents an ambitious central mechanic—slowing and restoring the flow of time—to navigate abstract environments filled with shifting platforms, mechanical hazards, and surreal architecture. While its core idea is imaginative and thematically cohesive, the experience ultimately reflects both the creative promise and execution challenges common in experimental indie titles. The narrative framework is intentionally minimalistic. Players find themselves transported into a strange, fragmented world after interacting with a mysterious device, setting the stage for a journey that feels more symbolic than literal. Rather than unfolding through heavy dialogue or cinematic storytelling, the game communicates its tone through environmental design. Towering clock structures, suspended cities, and floating geometric constructs reinforce the theme of distorted temporality. The world feels disjointed yet cohesive in its aesthetic, evoking curiosity even when the narrative details remain sparse. The defining mechanic—controlling the speed of time—is introduced early and remains central throughout. At any moment, players can slow the world to a crawl, allowing them to carefully maneuver past moving hazards or align with shifting platforms. Restoring time to normal speed reactivates environmental motion, often requiring precise timing to avoid falling or colliding with obstacles. This mechanic creates moments of satisfying synchronization when executed correctly. Thematically, it integrates well with the visual emphasis on clocks and mechanical motion, reinforcing the sense that time itself is both tool and obstacle. Level design varies considerably in ambition and complexity. Some segments are inventive, requiring players to coordinate slow-motion jumps across rotating structures or traverse environments that shift unpredictably when time resumes. Other sections experiment with scale and perspective, placing players on surreal landscapes that challenge spatial awareness. At its best, the design captures a feeling of discovery and ingenuity. However, the quality of execution is uneven. Certain levels feel tightly constructed, while others suffer from imprecise hit detection or awkward camera positioning that complicates already demanding platforming. One of the most frequently noted issues lies in the control scheme. As a first-person platformer, Tyd wag vir Niemand demands accurate movement and responsive jumping mechanics. Unfortunately, the controls can feel slippery or imprecise, particularly during segments that require tight jumps or exact positioning. Combined with the reliance on precise timing, this can transform what should be rewarding challenges into moments of frustration. The checkpoint system mitigates some of this tension by reducing backtracking after failure, but it does not entirely resolve the underlying control inconsistencies. Visually, the game embraces a stylized and abstract aesthetic. Environments range from towering clockwork cities to open voids punctuated by floating structures. Textures and lighting effects vary in polish, sometimes appearing rough around the edges, yet the overall art direction succeeds in maintaining thematic consistency. The surreal presentation enhances immersion, even when technical limitations are noticeable. The soundtrack complements this tone with atmospheric compositions that underscore the strange, contemplative mood without overpowering gameplay. In terms of pacing, the experience is relatively concise. A full playthrough can be completed in several hours, depending on player proficiency and tolerance for trial-and-error sequences. The limited runtime prevents fatigue from fully setting in, but it also means that the game does not extensively expand upon its central mechanic beyond its established framework. There is little in the way of branching paths or replay incentives; the focus remains squarely on progressing through the series of handcrafted levels. Ultimately, Tyd wag vir Niemand stands as a concept-driven puzzle-platformer with a strong thematic identity and flashes of creative brilliance. Its time manipulation mechanic is genuinely compelling and integrated meaningfully into level design. However, inconsistent controls and uneven execution prevent the experience from fully realizing its potential. For players who appreciate experimental indie projects and are willing to navigate occasional frustrations, it offers moments of originality and visual intrigue. For those seeking highly polished first-person platforming precision, its imperfections may overshadow its creative ambitions. Rating: 5/10
☀️
похожа на онли ап
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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