
A gloomy platformer in which you have to get out of the desperate consciousness of the main character. The unique ambient and minimalistic graphics will create a tense atmosphere. Explore the game space and avoid all its aggressive inhabitants.
Modeled estimate, not a reported figure. How we estimate →
Media

About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Reviews
Wickless: the void, developed and published by SoSad, is a minimalist 2D atmospheric platformer that blends psychological horror, light puzzle-solving, and stealth-driven exploration into a compact but emotionally charged experience. Released on Steam in 2022 at a modest price point, the game positions itself less as a traditional action title and more as a contemplative descent into a fractured inner world. Its scope is small, yet its ambition lies in how effectively it conveys mood, vulnerability, and symbolic storytelling through restrained design. The narrative framework of Wickless: the void is intentionally abstract. Rather than delivering exposition-heavy dialogue or explicit story beats, the game invites players to interpret its world as a manifestation of psychological turmoil. The protagonist moves through dim, shifting environments that feel less like physical locations and more like distorted reflections of an unstable mind. As the journey unfolds, environments subtly transform, suggesting internal conflict or emotional deterioration. This ambiguity encourages personal interpretation, allowing each player to construct their own meaning from the symbolic imagery and environmental changes. Gameplay revolves around careful traversal through dark, side-scrolling spaces filled with environmental hazards and hostile presences. Platforming is deliberate rather than twitch-based, emphasizing timing and observation. The character’s vulnerability is central to the experience; combat is limited or absent, reinforcing the idea that survival depends on avoidance rather than confrontation. Stealth elements require players to monitor enemy movement patterns, hiding or maneuvering strategically to bypass danger. This design choice enhances tension, as progress often hinges on patience and awareness rather than brute force. Puzzles are integrated into the environment in subtle ways. Rather than presenting overt challenge rooms, the game uses environmental interactions—switches, pathways, and spatial awareness—to create progression barriers. Solutions rarely rely on complex logic; instead, they reinforce the theme of careful navigation through uncertain territory. The simplicity of these mechanics keeps the focus on atmosphere and pacing rather than mechanical complexity. Visually, Wickless: the void embraces a restrained pixel art style. The environments are cloaked in shadow, with muted colors dominating the palette. Light sources are sparse, emphasizing contrast and isolation. The minimalist art direction supports clarity while sustaining unease. Visual transitions between areas often feel symbolic, with subtle environmental distortions reinforcing the psychological tone. While graphical fidelity remains modest, the consistency of the aesthetic contributes strongly to immersion. Sound design plays a critical role in shaping the emotional landscape. Ambient tones, distant echoes, and carefully placed sound cues amplify tension during exploration. Silence is frequently employed as a tool, making even minor environmental noises feel significant. The soundtrack avoids grand orchestration, instead opting for subdued audio that underscores isolation and introspection. This restrained approach prevents sensory overload while maintaining a persistent sense of unease. Pacing remains steady and contemplative throughout. The game does not rush the player; instead, it encourages deliberate movement and reflection. Its relatively short runtime ensures that the atmosphere remains focused and cohesive without overstaying its welcome. Multiple endings provide an incentive for replayability, with outcomes shaped by player actions and exploration choices. These variations deepen thematic interpretation, rewarding those willing to revisit the experience. Mechanically, the game’s simplicity may divide players. Those seeking intricate systems or dynamic combat will find the gameplay limited. However, for players who appreciate indie titles that prioritize mood and symbolism over complexity, the focused design feels intentional rather than underdeveloped. The compact scope allows Wickless: the void to deliver a consistent emotional arc without unnecessary padding. Ultimately, Wickless: the void succeeds as a moody, introspective platformer that uses minimal mechanics to convey psychological themes. Its strengths lie in atmosphere, symbolic storytelling, and subtle environmental design. While it may not offer extensive gameplay depth, it provides a cohesive and evocative experience for players drawn to atmospheric indie titles. As a concise exploration of vulnerability and inner darkness, it stands as a thoughtful addition to the psychological horror-inspired platformer niche. Rating: 6/10
Неплохо за свои деньги, а пока скидка - лучше брать.
A suspenseful and eerie experience that plays with darkness and light in creative ways. The gameplay is simple but effective, building tension as you navigate through environments filled with mystery and danger. It’s a great choice for players who enjoy atmospheric horror and love a challenge that keeps them on edge.
имба
42 рубля, очень дорого
инди хоррор на гамаке :P
Hello I ned some help for the game if you have youtube or guide or something?(I lake the game but im stuck)
Wickless is a Russian low effort/amateur made side scrolling adventure/puzzle game (not really a platformer, ignore that misleading marketing). This retro adventure has mild horror/thriller themes as you move through darkened environments and try to stay in the light as you're trapped in your own dark consciousness and need to escape. That's a very pretentious premise for what amounts to 2D pixelcrap shovelware that nobody wanted on Steam Direct. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The amateur pixelcrap visual presentation here at best could have been an attempt to use "retro" as a crutch, a weak excuse to avoid admitting the developer wasn't capable of doing the job of a game developer this decade and creating cutting edge, high quality 3D visuals. While a lack of skill or funding is the explanation for this failure, it's no excuse. The end result of this incompetence is a game that looks dramatically inferior to professionally developed games. Terraria and Undertale succeeded [i]despite[/i] looking crap, not [i]because[/i] they look crap. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. The game features no proper level design or game/story flow/plot, as they opted to try to use samey repetitive procgen algorithms as a substitute for adding such content to the game, to avoid doing the important job of level/map design. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness. Developers must learn that procedural generation is not an acceptable substitute for content. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", SoSad has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was [b]only 4 players[/b]. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 130 million gamers on Steam and well over 140,000 games for gamers to choose from, the overwhelming lack of interest in this low quality game is to be expected. Next is pricing and value. Is this game worth buying from among the 140,000+ games on Steam? Wickless: the void is relatively cheap at $1 USD, but it's not worth it. There's enough defects and quality problems with this game that it's really impossible to recommend to gamers. Remember what I often say... if you don't agree with what I've said about this game, by all means buy it and play it. My review is just here to inform your buying decision, and if you think I was wrong and you bought the game, then I've done what I really wanted to do... inform your buying decision. [quote][b][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/b] Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.[/quote]
Related
Related
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.
Related
| Glasses and Girls | $315.6 | 51 | 82% | $0.99 |
| Food and Girls | $315.6 | 51 | 86% | $0.99 |
| Bongo Quest | $315.6 | 51 | 45% | $0.49 |
| Dances and Girls | $322 | 52 | 83% | $0.99 |
| Anime Sunset Ride | $334.4 | 54 | 67% | $0.49 |
| Carnival and Girls | $334.4 | 53 | 85% | $0.99 |