Filament
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Über das Spiel
Gehe an Bord der Alabaster, eines der Vorzeigeforschungsschiffe der Filament Corporation, und versuche, es wieder unter Kontrolle zu bringen, nachdem eine geheimnisvolle Störung zur Abriegelung des Schiffes und zum Verschwinden der Besatzung geführt hat.
Bei deinem Versuch herauszufinden, was der Besatzung widerfahren und warum sie verschwunden ist, kannst du lediglich auf die Unterstützung „Wacholders“ – der angeschlagenen Pilotin des Schiffes – zählen, und wirst dich teuflisch schwierigen Rätseln stellen müssen, die dich an die Grenzen deiner Fähigkeiten bringen.
Ein Einzelspielertitel mit komplexen, gleichzeitig aber extrem süchtig machenden Rätseln. Stelle dich der Herausforderung, die Alabaster zu betreten – und dann derjenigen, wieder von Bord zu gehen.
ERKUNDEN:
Erkunde das Schiff ungehindert und löse dabei über 300 herausfordernde und abwechslungsreiche Rätsel, die du in (nahezu) beliebiger Reihenfolge angehen kannst.
LÖSEN:
Während du das Schiff erkundest und Rätsel löst, stehst du in ständigem Kontakt mit „Wacholder“. Indem sie sich dir schrittweise öffnet, erfährst du mehr über sie, ihre Besatzung und das, was sich an Bord der Alabaster ereignet hat.
NACHFORSCHEN:
Suche auf dem Schiff nach Tagebüchern, Nachrichten, Aufzeichnungen, persönlichen Gegenständen und Krimskrams der Besatzung, während du versuchst herauszufinden, was sich an Bord der Alabaster abgespielt hat. Erfahre, wer die Mitglieder der Besatzung waren, und finde dadurch vielleicht heraus, warum sie das Schiff verlassen haben.
Systemanforderungen
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Quad Core
- GFX: 1GB AMD Radeon HD 6870, 1GB NVIDIA GeForce GTX 745 or better
- RAM: 4 GB RAM
- Software: 64-bit Windows 7, 64-bit Windows 8 (8.1) or 64-bit Windows 10
- HD: 1 GB verfügbarer Speicherplatz
- LANG: Englisch, Französisch, Deutsch, Russisch, Chinesisch (vereinfacht), Japanisch, Chinesisch (traditionell), Koreanisch, Brasilianisches Portugiesisch
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Quad Core
- GFX: 2GB AMD Radeon R9 280, 2GB NVIDIA GeForce GTX 950 or better
- RAM: 8 GB RAM
- Software: 64-bit Windows 7, 64-bit Windows 8 (8.1) or 64-bit Windows 10
- HD: 1 GB available space
- LANG: Englisch, Französisch, Deutsch, Russisch, Chinesisch (vereinfacht), Japanisch, Chinesisch (traditionell), Koreanisch, Brasilianisches Portugiesisch
Steam Nutzer-Reviews
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866 Std. insgesamt
Verfasst: 20.08.20 14:44
It has an intersting backstory if you are able to find all the logs and the environmental puzzles are the hardest ones I ever saw in any game.
This is one of the games where you don't need to rate the graphics. It is more than sufficient as it is.
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288 Std. insgesamt
Verfasst: 29.05.20 10:35
Trotzdem finde ich das Konzept, die Spielumgebung und auch die Puzzles sehr gelungen und einzigartig, weswegen ich Filament auf jeden Fall weiterempfehlen möchte. Für den günstigen Preis kann man mit diesem Game nichts falsch machen.
Mein komplettes Review könnt ihr hier lesen Filament: Schief gewickelt ... oder doch nicht?
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2415 Std. insgesamt
Verfasst: 17.07.23 20:50
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497 Std. insgesamt
Verfasst: 24.04.22 09:17
The only thing i want to complain about is how the room commentary narration sound is a bit more muted than the progress narration.
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290 Std. insgesamt
Verfasst: 17.04.22 05:09
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144 Std. insgesamt
Verfasst: 31.03.22 16:41
Or maybe I'm just dumb. Game is a little too cerebral and slow for me, just missing element that makes me feel clever and motivated to tackle the larger puzzles.
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304 Std. insgesamt
Verfasst: 01.03.22 17:23
I don’t like this game, maybe I am just too dumb for it, but it's neither fun nor that interesting, at first it seems like an interesting concept but it's the same over and over again and most of the time it's just guessing or/and trial and error, also I found the hints not that helpful but I’ll credit where credit is due, the atmosphere of the game is pretty charming
everything other than the core gameplay is pretty cool
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1006 Std. insgesamt
Verfasst: 05.02.22 20:49
The game is competently made (save for occasional bug where the line from robot just stops following you, requiring you to reset the puzzle) and the music is nice, but it just isn't for me.
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74 Std. insgesamt
Verfasst: 02.02.22 23:25
The concept of stringing a wire around levels is interesting. The game introduces new game elements at a steady pace to keep things interesting. I enjoyed the first couple of dozen puzzles but then the flaws of the game became apparent.
As others have pointed out, the puzzle solving is mostly a case of trial and error. The difficulty ramps up fairly quickly as well. What makes the trial and error aspect particularly frustrating is the game display - you wander around levels that are quite large, so trying out solutions takes ages. Worse, you often can't see the whole level.
I think I would have enjoyed this game more if the levels were all single screen and you used the mouse to string the filament around.
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221 Std. insgesamt
Verfasst: 18.01.22 12:49
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147 Std. insgesamt
Verfasst: 10.01.22 13:28
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28 Std. insgesamt
Verfasst: 05.11.21 11:33
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1115 Std. insgesamt
Verfasst: 09.10.21 12:25
1) There's an overhead view for the puzzles, but the character movement gets locked for no reason.
2) Puzzle movement speed is slow.
3) Puzzles don't follow a predictable grid, meaning that it's always a gamble whether a diagonal line will touch a corner, or if the bot will be able to squeeze between something later.
The game is already hard, and these points make it so much less predictable and solvable without just wandering around and trying out combinations. I much prefer the puzzles that are smaller and easier to predict, even when they can be just as difficult as the larger puzzles.
I really love the storytelling and the spaceship. And frankly I'd be happy to swap the review to a positive if the devs unlock movement during the overhead view!
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1490 Std. insgesamt
Verfasst: 21.09.21 21:37
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3733 Std. insgesamt
Verfasst: 19.09.21 20:36
On positive note, after the tutorial levels most of the ship is open for you to explore (which means you don't have to bang your head on the wall once you're stuck on one puzzle, actually trying other puzzles might give an idea how to solve that one)
Soundtrack is noice and calm
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849 Std. insgesamt
Verfasst: 21.08.21 13:01
The story didn't feel intriguing. The story is progressed via card codes you gain by completing each anchor. In principle this sounds good, but in practice it's irritating. You get the codes in mixed order, and singular pieces don't give enough context to make reading them satisfying. On other hand reading 6 entries for single week doesn't feel very satisfying either, since you have lots of redundant messages between the members. Sometimes there are differences between these messages, as crew member has privately commented the message to another, and since these are hard to distinguish without opening the message, you end up opening them all anyway just to make sure. Each crew member also has their personal log / diary they write things up during the week, but these often feel very out of context, even after reading all the messages for the week. There is also the monologue provided by Juniper when you complete anchor, or stumble upon a story point, but these are generally just idle rambling.
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2841 Std. insgesamt
Verfasst: 10.08.21 05:06
The puzzles are presented in a 3-D plane and the player must use a series of robots connected to the wall to wrap around pillars in the correct manner to solve the puzzle and unlock the door. Completing a series of puzzles reveals more of the story through emails from the crew and Juniper reminiscing over the intercom.
The rules of puzzles are taught through the use of simple rooms, where players are able to experiment and deduce the rules of each section before moving ahead to the complex puzzles. I found this to be very effective, and create a sense of accomplishment, as if the rules themselves were a puzzle to solve too. Controlling the robots in order to solve the puzzle feels smooth, especially when using the run option (Which is toggled on/off by pressing Shift, I found this to not be clearly defined in the game). Backtracking and resetting options are quick allowing for quick reattempts of sections or entire puzzles, as there is inevitably some trial and error. There is some frustration when the robot looks like it should fit through a gap or it doesn’t, or the angle of a filament is slightly different than anticipated, but it is part of the puzzle to find a solution that works.
The games visuals are simple but effective, presenting key information within the puzzles, and in the spaceship over-world. The puzzle rooms themselves are kept very simple, with the robot, cable, and pillars all conveying exactly what they need to the player – most notably whether a pillar is active or inactive, and clues as to how to activate them. The spaceship is where story elements unfold, and it more crowded, full of rooms, and details that bring this world to life. It sets the atmosphere and tone throughout the game, and it is easy to believe that a crew lived and worked on this ship. Secret puzzles can be found, and input into the computers in the over-world. However, some are ridiculously hard to figure out, and I will admit I used a guide for that final achievement.
I found the story to be compelling, all the characters of the crew felt very human, though it was not the focal point of the game experience. What kept me coming back to the game was the desire to solve each puzzle, and the sense of accomplishment that came with each solved room.
I recommend the game specifically if the style of puzzle appeals to you, and you're up for a challenge.
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104 Std. insgesamt
Verfasst: 19.07.21 05:45
Repetition and trial and error. Most seek a mental challenge, maybe at best, an intuitive experience. Take portal for instance, Portal is brilliant because it creates scenarios where you look around the environment and think: How can I accomplish this? You will look around for instance in many ways, how can I bounce here to put a portal here, how can I get to this point where I don't walk through this field and lose my portals, how do I bring a cube here, how can I catch this here, how can I take out these guns. It actually makes you think smart, sometimes fast in a situation and even testing your intelligence. Filament is not doing that, one could argue it comes to tastes when it comes to puzzle games. A good horror game to me is one that sets tension and fear through environment for instance, not something that jump scares you for a 5 second jump in your chair. Filament doesn't do it for me, I was hoping that things would be done a bit different, sadly do I see this game is mostly the type of puzzle game that is trial and error. It doesn't really matter if you are a glowing brain genius, or not. You will fail you will have to try again, you will have to find the route. In a few of these they are quite good, in a few of these... Its trial and error, nothing more. It doesn't make you feel good, you find OH I CAN SLIP THROUGH THIS SMALL SPACE or... I CANT SLIP THROUGH THIS SMALL SPACE!!! This is what breaks if for me. This will be one of those rare actions where I give something a good review for a not recommended. It doesn't do that type of puzzle game for me. It also, I think arguably in general is flawed for that reason, even if you like that type of game, it still has mechanics and environments that need better explaining or better made that you don't feel like you just have to see how the environment reacts to your little raps and turns.
7/10 - I couldn't give it any lower, what is here is a game that kind of did deserve those rewards it received, but also struggles to hold good explanations, principles and follows a formula of trial and error.
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1976 Std. insgesamt
Verfasst: 23.05.21 10:19
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1732 Std. insgesamt
Verfasst: 10.05.21 19:08
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638 Std. insgesamt
Verfasst: 08.05.21 12:06
There are many very good negative reviews pointing many of the flawed aspects of the game (quality of life thins, puzzle mechanics, etc) but I will add just one that I did not found elsewhere:
The game is mainly split into two different tipes of puzzles. One of them is the main puzzles. These are the ones with fundamental mechanical flaws that make (the hardest of them) more of a backtracking exercise than a logical problem. The thing here is that if you do all of them and learn everything there is to learn, you would still find yourself having a comparable work in a 2nd playthrough (lets say in another year or so...). That to me is very bad, and the inverse is what makes a game like The Witness (with only a handful of these bad puzzles), for instance, a masterpiece.
The other kind of puzzle I found out to be very logical (albeit having some kind of arbitrary logic testiness to them sometimes) and rewarding to find scattered in the map (the first kind is obviously stacked someplaces, these ones are kind of hidden from plain view).
The fundamental problem that I want to highlight is that the story follows the completion of the first set of puzzles, while the second one just unlock tiny bits of almost useless chit-chat information about the world that seems to be **entirely unnecessary** to the completion of the game.
So, in the end, I was having a lot of fun doing the completely unnecessary things and was just doing chores in order to advance the story until I hit the point I just didn't care anymore.
As I said, this title is very close to being a really good game, but the way it is right now, is more like a chore than a delight.
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311 Std. insgesamt
Verfasst: 04.05.21 08:39
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241 Std. insgesamt
Verfasst: 03.05.21 10:01
Story is... well I mean there's a story there, so that's okay I guess? Most of it is told through the medium of the ship's logs, so if you're happy to read a novella in between puzzles then good for you, I prefer stories that show, don't tell.
The puzzles themselves though?
I've never once felt a sense of achievement when finishing a puzzle. The vast majority of the time I've felt like I've kind of intuitively bumbled through them, and when that hasn't worked it's felt like a brute force exercise.
This game doesn't leave you feeling clever when you smash it on the first attempt, it leaves you feeling lucky.
It doesn't leave you feeling clever when you finally get it on the 100th attempt either, because you've just thrown poop at a wall until it sticks.
There are also minor issues with not clearly providing the player with sufficient information about what a particular move will do until you do it. Whether there is just enough gap to backtrack between a pillar and the filament or whether it's just a tiny bit too tight is entirely down to trial and error. Which happens in a lot of the puzzles.
Most puzzle games give you that dopamine hit to just go one more puzzle until suddenly it's 4am and you have made a grave mistake in not going to sleep. This one doesn't.
Probably the most telling thing about why this is a frustrating example of the genre is that people can offer you solutions to individual puzzles, but not a method that you can apply to solve them yourself.
The closest someone got was a post talking about some archaic graphing maths, which might be useful to a maths nerd, but to us mere mortals might as well be glyphs on papyrus.
I cannot recommend this game. I doubt I will ever finish this game.
Save yourself the time and frustration on what is essentially a poor idea for a puzzle game which has been beautifully executed.
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1162 Std. insgesamt
Verfasst: 12.03.21 12:12
And there is kind-of a story. Basically you walk around a space ship, where the only other inhabitant is talking to you, telling you what happened on the ship and about her life. In the spaceship you walk around, enjoying the scenery. Select a puzzle and solve it in the designated puzzle area.
Overall, it's a hard puzzler, and well designed.
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120 Std. insgesamt
Verfasst: 04.03.21 02:26
I can't tell if this game isn't that fun, or if failed expectation ruined it for me but I'm not enjoying it.
If I were to assume the former, this game lacks the 'eureka' feeling when solving puzzles.
That feeling isn't achieved by finding the answer, but by understanding the mechanics that lead to it. And there's no room for that in this game.
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738 Std. insgesamt
Verfasst: 28.02.21 17:47
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2903 Std. insgesamt
Verfasst: 22.02.21 08:02
Very diverse range of puzzle concepts, was never bored playing this game.
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2133 Std. insgesamt
Verfasst: 24.12.20 20:05
Don't know how a game can be so infuriating as you fail and fail and fail . . . and fail again yet so relaxing as the soft sounds of the cosmos lulls you into a state of complete serenity. Truly an oxymoron of a game but worth every penny. Even if I stopped right now after 4 hours of play, I've thoroughly enjoyed every minute of playtime and it was money well spent (got it on sale but I'd definitely pay full price for it).
30 HOUR UPDATE: I was not prepared for the space expedition I had just embarked on when I wrote the first part of this review. The puzzles were intricate, complex, and exceedingly satisfying once solved and I was thoroughly enjoying the snippets of dialogue from the faceless narrator for the first 15 hours. Then I discovered the riveting story which was, yep you guessed it, hidden beneath a puzzle of its own, albeit a simple one (I'll let you figure out how to discover that on your own heh). I have almost completed the game and I still have so many questions. Will this entire mission be a failure or a breakthrough revelation? Stay tuned . . .
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1100 Std. insgesamt
Verfasst: 22.12.20 01:25
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2408 Std. insgesamt
Verfasst: 12.12.20 23:19
The puzzles in this game are essentially mazes, where you have to lay a wire that touches every pole in each puzzle without crossing itself. Some of the negative reviews talk about trial and error gameplay, and there is a little bit of that, especially as you figure out how new puzzle mechanics work. But after a while, the game's logic starts to click. You realise how the wire divides the room, meaning you have to leave yourself routes for later in each puzzle. You realise how you can use a pole as a turning point so long as you take the narrowest angles around it first, meaning that you have to grab THIS pole before you grab THAT pole... The game isn't (primarily) based on guesswork - it's just very very difficult!
The narrative side of Filament is really strong, too. You're trying to free a woman named Juniper trapped in the cockpit of a recently-abandoned spaceship - but you can find the email logs of Juniper and her crewmates by entering codes scattered around the ship, and thus learn what she's not telling you. The environmental storytelling is especially brilliant. Too often game designers think that environmental storytelling means graffiti artists writing personal essays in block capitals on their living room walls, but Filament gets it right. It puts a simple thing in the wrong place, and lets you put together the devastating details for yourself. Difficult to give a good example without spoilers, but when you beat the game, it's worth coming back to explore the ship one more time, just to slap your head at everything that was hiding in plain sight.
The Witness comparisons are apt - Filament shares the same total dedication to a core concept, the same high difficulty, and the same learning-by-doing approach to teaching the player (not to mention the same secret-hiding sensibility). If you like (or want to like) The Witness but its faux-Zen attitude drives you up the wall, Filament will suit you.
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400 Std. insgesamt
Verfasst: 01.12.20 03:03
I've had a lot of experience with these types of games, having played Portal, Portal 2, The Talos Principle, The Witness, The Turing Test, Steamroll, Lightmatter, Q.U.B.E, The Swapper, Chromagun, The Spectrum Retreat, MIND: Path to Thalmos, Etherborn, Polarity, Magrunner: Dark Pulse, and Relicta so I feel like I can speak with some leverage in the this particular niche (which happens to be my favorite!)
There is a great range in quality of puzzle games, but this is high at the top. The puzzles are challenging, satisfying, head scratching, and fun. If you want a game to rush through, this is NOT the one. There have been times already, only 3 hours in, where I have had to sit and try different possibilities of a puzzle thinking how could it possibly be solved only to realize that some particular combination (or idea) evaded me because I missed something I could do! They all seem so simple until you try and solve them! Already with the few different elements or additions to the main puzzle idea I have encountered to make things more challenging I have been impressed with. The game doesn't explicitly tell you what to do, but instead lets you discover it on your own as you go. I have seen games where this idea is frankly terrible, and games where it is totally great, and this is on the latter end because the learning curve is set right.
The game looks to be very long, based on how long it has taken me to get to where I am at and the map shown, and I am extremely excited about this, because it scratches the puzzle solving itch I have and makes me want more of the game and the story itself!
The exploration of the ship has proved useful and interesting. Hidden away are There are terminals you interact with to listen to audio, read emails, and learn more about the ship, and in that way it reminds me of the Talos Principle. You can also find collectibles if you search the ship. Your surroundings matter. I will admit that the art style of your character is not the greatest, but that's really neither here nor there.
The art of the game is simple, but visually appealing. The colors of filament add some chromatic flair!
When I first started playing, I immediately noticed was the beautiful, peaceful, addictive music. It's really something special.
Lastly, I have to talk about the price. I got this game on sale for less than $10. This game is definitely, in my humble opinion, a steal for $10. I would definitely say it could have a $30-$40 price tag and still be worth it, because all of the right elements are there to make this game worth that.
Honestly, this is a real breath of fresh air in the puzzle game industry that I didn't know I needed, but am so glad I discovered. Pick it up. Now.
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1525 Std. insgesamt
Verfasst: 29.09.20 01:28
I could not recommend this game more as this has gotten my first ever review of a game and I couldn't think of a game more deserving then this to have it. I hope more will come from the developers cause this was a joy to play
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83 Std. insgesamt
Verfasst: 18.09.20 21:26
An amazing puzzle with a lot of content and challenges. You're on aboard a ship and have to explore and investigate what happens to it while solving the various puzzles that are around. The puzzles are based around yourself within a room being connected to a cable and have to touch these tiles and make it out of the room. It starts off rather simple as you learn the ropes as to how the game is structured but does get quite difficult indeed, like there being different colours, the tiles moving or even just the layout of the room to solve. It does become a 5head game as the game gets much more complicated and various aspects are added to the puzzles. Though it is nice that there is really an order to do them in. I went on to explore the ship and you can go ahead to do some harder ones if you wish earlier as you have access to them. The visuals looks great with the top down view and the details within the ship, as well as your little astronauts running around looks very cute. The audio/soundtracks is also quite pleasant as it has a soothing tone of music playing and solving the puzzles. Along the content of the puzzles, there are also plenty of bonuses to look out for such as various items, records and messages which adds richness to the story. Overall, it absolutely is a great puzzle game.
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1815 Std. insgesamt
Verfasst: 06.09.20 20:49
Now then, the puzzles. There's a lot of different puzzle mechanics (somewhere around 15?) and generally three sets of 5 puzzles to go through for each. Which feels like too many, honestly, considering that most every mechanic gets remixed later in the game too. I feel like three sets of 3 or 4 could've made the same point, especially when later puzzles in each set only get more complicated in terms of # of moves and can get a bit tedious sometimes. There's also a few puzzle mechanics that I just did not end up liking at all - the wrapping puzzles and arches puzzles are probably my least favorites in that regard. But like... aside from a small handful of times I had to look up a hint (usually just the first steps, half the time which I was already doing but wasn't confident about) the puzzles are fun to complete and can get pretty dang challenging. I think my single favorite puzzle in the game was Colouredscreens 3, what a beautiful puzzle that is, danggg). The bridge puzzles also maybe had a few too many varieties, some of them felt a bit samey for sure. And that Riser puzzle is kind of just... dumb. Loved the glitch and dice puzzle though, very unique ones for the game. A general issue I did have with the puzzles is that often it felt like the devs really, really wanted to force you into the one single correct solution, despite the solution-space approaching infinite due to the free movement of the game (as opposed to The Witness' grid-based system where the solution-space is much narrower). It's super not fun to have a solution that almost works except you can't quite fit through a gap between a pillar and your rope and it turns out the solution is either 1. one move different or 2. something else entirely and you have no way of really knowing which. This happens a lot and it can be kinda frustrating especially when it feels like your solution makes sense and is really clever but it turns out to not be what the game specifically wants. Really though... the vast majority of puzzles (and the environmental puzzles) are fun to solve and can get kind of addicting with how many puzzles there are (even if, again, I think the same amount of cleverness could've been condenses to a smaller number of puzzles without hurting the game).
As for the story... it's very frontloaded, since from the logs you can get pretty much the entire end-to-end narrative, barring maybe two plot points and the ending sequence, before you've even left the first floor. And it is interesting to dig through the logs and read the crew's interactions, learn their personalities, etc. though by the time you're seeing the same huge log for the 4th, 5th, 6th etc. time towards the end of the game it does lose its luster. The ending also... doesn't really explain the mysteries of the story, which is definitely really unsatisfying. The corrupted logs also mostly don't... have much to them except irrelevant flavor text and lore and again some of them are neat but most of them just kinda seem to be there to fill a quota. I dunno. TL;DR the plot is intriguing at first but doesn't end up feeling satisfying by the end.
Overall I did enjoy this game a lot even if I do have a list of issues with it. Not perfect puzzle design and maybe too many puzzles, a bit of a messy narrative, but like... it's all intriguing, fun, original, creative, clever etc. and I absolutely don't regret getting into it, was a very good time.
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168 Std. insgesamt
Verfasst: 15.08.20 19:40
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233 Std. insgesamt
Verfasst: 07.07.20 01:08
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2481 Std. insgesamt
Verfasst: 24.06.20 19:55
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830 Std. insgesamt
Verfasst: 15.06.20 17:20
As you wander the Alabaster, you uncover the mysteries of the missing crew members. There are lots of notes/emails to read, and there is a surprising amount of dialogue for a single character on an empty ship.
'Filament' is beautiful, features serene music and is such a relaxing way to pass the time. Totally recommended for anyone who likes clever puzzlers.
9/10
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80 Std. insgesamt
Verfasst: 07.06.20 17:15
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3288 Std. insgesamt
Verfasst: 21.05.20 11:23
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3888 Std. insgesamt
Verfasst: 05.05.20 23:46
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600 Std. insgesamt
Verfasst: 05.05.20 19:31
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1147 Std. insgesamt
Verfasst: 03.05.20 13:52
The ship is open from the very start and each series of puzzles you come across introduces a new concept for you to get your head around, while slowly expanding upon it with increasing difficulty.
Find a series of puzzles too difficult? Walk away, find another. Come back later.
The narrative is light and entirely unintrusive. The music calming and trance like.
This is the game ive been waiting for.
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1369 Std. insgesamt
Verfasst: 02.05.20 22:13
There is a good amount of puzzles without it feeling bloated and overlong, however the spike in difficulty and complexity between the puzzles can be a bit too much at times. Overall I feel this is a puzzle game that is well worth your time.
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7310 Std. insgesamt
Verfasst: 02.05.20 13:57
Filament is very good, you should get it.
People have been making comparisons to The Witness and, while those aren't unfair, Filaments puzzles look messy -- they feel more jury-rigged and untidy than The Witness's perfect solutions. There is still a strict, tight logic, often with only one correct answer, and my goodness you have to put work in to get some of them because *they are hard puzzles*... but the feeling is different. So you're not getting a clone, here.
Not to mention that unlike the Witness, Filament has a story, rather than just a vibe, and I hope you'll enjoy it as much as I did. For me, Filament's lore, character writing and plot are the best I've seen in a game in a long time. But they also don't steal the spotlight from the puzzles until later in the game, perhaps when you're ready.
The music is fine but not really to my tastes; I think I would have enjoyed something that fit the 80s aesthetic a bit more, and Filament's biggest let down is it's sound design. Many aspects of the game are missing sound cues, either in the form of generic blips and bloops, or tangible bumps and friction, as well as a general sense of atmosphere. That being said, it doesn't make a noticeable impact on the game; just lacks an extra level of polish.
Filament could be a sleeper, and that would be a shame. It's genuinely worth your time.
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1590 Std. insgesamt
Verfasst: 01.05.20 16:10
After solving every single secret puzzle, I can report they're fantastically designed. There's a few that rely on a bit of real-life knowledge but it's never arbitrary, logical steps and rules will always provide a solution.
If you're colourblind, I have good news for you - while there are colour-mixing puzzles, there is a colourblind mode in the setting that overlays symbols on top of colours as an alternative.
If you suffer from tone deafness, there is no pitch/note/tune puzzles that seem to be inexplicably present in every other puzzle game. I know I always had to look up solutions for those and I'm happy they were omitted in Filament.
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3649 Std. insgesamt
Verfasst: 23.04.20 14:27
Nice background story, You are an astronaut who investigate abandoned spaceship and try to find out what happend.
The spaceship is huge and very detailed. The graphics are very good , beautiful surroundings everywhere, the music is really relaxing.
All puzzles look similar , you control a robot to connect those pillars with filament. The puzzles have different themes, so you wont get bored. All puzzles are well designed. About 1/3 of those puzzles are very challenging, you have to think for a while. And another 1/3 of those puzzles are quite difficult and complex, you can easliy stuck for hours. This game will definitely make you question your own intelligence.
According to the developers, the total amount of the puzzles are 300. I have played more than 42 hours and I only solved all puzzles on 3 floors, not even start the puzzles on the bridge, and there are a lot of puzzles there, and they are so far the difficult puzzles I have ever seen.
If you got stuck, you can check my walkthrough video
https://youtu.be/-NIDb6JwcZE
Update: all bridge puzzles solutions : https://youtu.be/Lg6yVeP0II0
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Release:23.04.2020
Genre:
Strategie
Entwickler:
Beard Envy
Vertrieb:
Kasedo Games
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel
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