
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
похожа на онли ап
На любителя
☀️
we need chinese, we need chinese, we need chinese. 202211下,t a o宝,支付宝红包,杉果,本平台,本平台充值折扣掉卡,indie gala,fanatical,humble,daily indie game,loot boy,它处自定义包入的本体约3元。爱人如己,目前就这,看以后追评。有中文的游戏请耐心自研体验乐趣,攻略指南尽量不用。不建议使用外挂,插件,作弊之类的,游戏都要这样搞,那现实里那更是如此了。兄弟萌,强烈建议不要第三方平台的小店买y u额,通过饰品等挂steam市场转的,高概率red信乃至封号,且行且珍惜。
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
Ganz nett
ну норма
It's a timing and precision driven platformer. "Adventure" part is too weak to make it all worthwhile.
Eu sempre fui muito fã de jogos indie, principalmente aqueles extremamente independentes, mas esse jogo conseguiu me tirar inteiramente dos trilhos de todas as formas. Começa pela representação visual, e eu nem sou uma pessoa chat com a questão de gráfico em si, mas nada no jogo se encaixa com a temática principal sobre o tempo, nem a própria história em si se encaixa para falar a verdade, os elementos presentes no ambiente e nos puzzles não se combinam em nada e não criam uma unidade com relação ao própria tema, senda cada fase uma distorção bem esquisita do que talvez eu poderia supor de sentido com relação ao jogo. As músicas basicamente são as mesmas quase sempre em loop, o que torna a gameplay extremamente cansativa dada a natureza desse jogo ser extremamente repetitivo, visto que toda vez você refaz a mesma fase 5 ou sete vezes pois perde, com uma música tocando infinitamente igual então torna a experiência insuportável. A mecânica principal do jogo é a de congelar temporariamente o tempo, e é a única coisa que é legal, mas devido as fazes terem um desenvolvimento problemático (muitas vezes bugado inclusive, me prendendo em certas fases) faz com que todos os níveis tenham um nível ridículo de dificuldade, sem nenhum guia para te indicar o que fazer ou necessariamente para onde ir, e boa parte da conclusão que fiz no jogo dependeu 100% do meu raciocínio muita paciência, pois na quarta fase eu já queria desistir e dar uma avaliação negativa ao jogo. Não sei se foi o primeiro jogo a ser desenvolvido por essa equipe, mas recomendo fortemente uma revisão acerca do jogo, é extremamente cansativo, nada atrativo de nenhuma forma e a única coisa que me fez seguir e concluir 100% do jogo foi o pensamento "já cheguei tão longe, vai que melhora em algo na história no final" e não melhora, a história não tem base com o tema de tempo e nem sobre a mecânica do jogo, e mesmo explicando o porque do nome no final ainda não faz nenhum sentido o conjunto da obra. Definitivamente não recomendo esse jogo para ninguém jogar, só se tiver muita paciência e gostar de jogos com pouco polimento e desnecessariamente difíceis, não recomendo a compra.
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Trends
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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