
U.V.S. Nirmana is a engineering puzzle game from Coincidence, the creators of Kaizen: A Factory Story and the inventors of the Zach-like. Set off on the Unreturning Void Ship Nirmana as it continues a journey of uncountable eons toward the edge of the universe.
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U.V.S. Nirmana is an engineering puzzle game from Coincidence, the creators of Kaizen: A Factory Story and the inventors of the Zach-like.
Set off on the Unreturning Void Ship Nirmana as it continues a journey of uncountable eons toward the edge of the universe. Stop by distant worlds and ancient civilizations, helping them as part of your pilgrimage with your companions, the Renunciants.
The U.V.S. Nirmana awaits.
Conduits, signals, and constraints must be brought into accordance with optimal patterns. Design pipe networks that route energy flows from the vega drive engine and other sources. Modify their behavior with the control matrix while minimizing flux.
Too easy is too easy. Too difficult is not rewarding. For those already experienced with previous “Zach-like” games, a complete journey will take roughly 4–6 hours.
Tools include sensors, valves, multiplexers and more. Their skillful use will be necessary to assist the various life forms and civilizations that you will encounter along the way.
Continue exploring state space beyond the missions of the U.V.S. Nirmana by designing your own puzzles and observing as others solve them.
A solitaire variant inspired by the traditional game Oware is included. Strategic play rewards insight into the future and an understanding of cause and effect.
Optimal solutions are their own reward, however, those interested in comparing their work to others can do so with these features.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Russian*, Simplified Chinese*, French*, German*, Korean*, Portuguese - Brazil*, Spanish - Spain*, Japanese**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Another nice Zachntronics game.
Very good concept, somewhere between a Last Call BBS minigame and a full zachlike like Exapunks. Also, I heard some people complain that the story's too wishy-washy, but I like it that way.
As well designed as usual for a Zachtronics game, great atmosphere. Definitely less freedom in the solution space but I quite liked being forced to make a really tight design.
Forced Buddhism. Each level asks the player to build circuits that force Buddhist doctrines on (sometimes unwilling) techno-citizens of the game world. One level openly instructs you to "correct" the "worldviews" of a generational ship by "negating" each specific idea they have that does not conform to Buddhist doctrine. The circuit building itself is fun. However, this kind of heavy-handed and overt religiosity is not necessary (or welcome) in a logic puzzle game. I recommend sticking to religiously neutral games like SpaceChem if you don't want to be slowly brainwashed into compliance with the rest of the oppressed subjects of the Renunciant thought police.
Great game.
이야. 자크는 자크다. 스토리 컨셉이 아주 신선함 불교와 SF, 그리고 논리 회로의 만남 엌 ㅋㅋㅋ 처음엔 신나서 하다가 마지막에 난이도 무엇 못깨겠는데..ㅜㅜ 그래도 정말 재밌슴. 이전 로봇 공장은 개인적으로 좀 단순했는데 이 겜은 그.. 자크스러움이 녹아있음 대 추천
After being somewhat let down by Kaizen, this is really a refreshing and fun game, much more in the spirit of the original Zachtronics games. Kaizen was very nice but it felt like the challenges were less logical and more "grindy" in a sense, because you have so many ways to implement the same things, via so many tools. It was more about finding a neat and straightforward solution, which is less interesting for me because it rarely taught you anything new about the underlying logic and about how different components can combine in interesting new ways. This game however is much more in the spirit of Shenzhen I/O for example, in the sense that the limitation of space and components is what makes the puzzles interesting and challenging. It forces you to become a master of each component, and understand its interaction with all other components that are available to you. I'm sure some people may think exactly the opposite, but for me this was always the strong point about Zach games, and I am glad it was done superbly here. Also, the story is kind of whacky and fun. You don't have to read any of it, and it's all very short snippets of text anyway, but I for one enjoyed the lightly spiritual slant they went with here, especially because it was written in a very self-aware and amusing tone.
Tenía sentimientos encontrados con este juego. Por una parte, disfruté los puzzles que propone y me gusta la temática. Pero se sentía como un tutorial para algo más grande, el juego nunca me desafió. Pero hace poco sacaron una actualización con 10 niveles adicionales, y ahora puedo decir que estos niveles son realmente complicados. Ahora sí se siente un poco más completo el juego, y puedo recomendarlo. Un problema que igual sigo teniendo, tanto con este título como el anterior (Kaizen), es que el diseño se siente muy rigido. Es más un juego de puzzles que un juego donde resolves un problema. Los juegos de Zachtronics son conocidos por proponerte un problema y darte mucho margen para resolverlo de formas diferentes. Estos juegos no tienen esa propiedad, aunque me siguen gustando a pesar de eso.
Broadly not as hard as the other "official" Zach-like titles (only needed to refer to a solution guide for help on a few puzzles, and I usually found I had the right idea in the wrong shape), and the solitaire's one of the least good in my opinion, but still pretty good. Haven't yet attempted any of the bonus puzzles, but they appear to be substantively harder than the main campaign. I give it a mid-grade recommendation, overall. Many puzzles also look quite nice in GIF format.
Her bölümde evrenin lore'u hakkında, hikayeleştirilmiş şekilde ufak tefek bilgiler alıyoruz. Bu bilgiler aslında o bölümde yapmamız gereken "devre"nin bahanesi tadındalar. Zaten bu tarz bir oyunu oynamayı gözüne kestirmiş biri bunu bi bakışta anlayacaktır ama bu hikayesi veya lore'u için oynanacak bir oyun değil. Her bölümde bize sunulan devre elemanları ve çözmemizi istenen problemler değişiyor. Oyunun asıl olayı problemi sadece çözüp bırakmak değil, olabilecek en kompakt şekilde dizayn etmekte. Bazen neredeyse yarım saat uğraştığınız bir bölümü bitirdikten sonra aslında çok daha "verimli" hamleler yaparak sonuca ulaşabileceğinizi görmek yeni bölüme geçmeden önce sizi o bölümü olabilecek en verimli şekilde çözmek için tekrar tekrar denemeye itiyor. Günde 15 20 dakika beyin egzersizi tadında oynayarak 5 saat kadar bir sürede neredeyse yarısına kadar geldiğim bir oyun. Elektronikle arası iyi olanlara özellikle tavsiye ederim.
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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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