SOUNDTRACK · 2026-07-24

Soundtrack: The Turing Test — one motif that keeps asking, human or machine

Sam Houghton & Yakobo

Introduction — the first note of waking already wears the colour of suspicion

The first thing you hear is "Waking Up." In this first-person puzzle game that Komugi reviewed, it plays as your character, Ava Turing, wakes from a long cryo-sleep beneath the ice of Jupiter's moon Europa. A sustained synth pad, a distant piano, and now and then a burst of noise like a crossed radio line cutting in. The tempo sits below a walking pace, not even reaching the 60-BPM warmth of a resting pulse. Not a shred of flourish.

It was written by Sam Houghton and Yakobo, with David Orton as audio lead. What they chose is a sound that is dark, minimal, and slow to brew unease. It never lifts a scene with a showy melody. From the very first note of waking, there is already a colour on it: something here is wrong. I love this restraint at the opening. It has the nerve to subtract before it adds.

Dressing one theme in new clothes, room by room

The backbone of this score is a single motive. The same theme is tucked into almost every track. In "Welcome to Europa" it sounds carrying both despondency and the lift of 'about to discover something.' Yet in "Violating Authority" the same theme is distorted and rings more ominous. In the title track "The Turing Test," a cracked noise like an intercepted transmission slips in and out, blurring the melody's identity. The theme does not change. Only the way the light falls on it does.

Here is the link that belongs to this game and no other. The Turing Test's premise is puzzles said to be solvable only by a human. The vanished crew, betting that an AI lacks lateral thinking, rebuilt the base itself into a series of tests. Moving power around with the Energy Manipulation Tool (EMT), the player is asked, room after room: are you human, or machine? A structure where one motive returns in altered form room by room lays exactly over the experience of that one question returning, reshaped, room by room. The music repeats the story's theme at the level of melody itself.

Solve it and the music won't praise you — the design of that cold shoulder

What's interesting is that this music does not react to the player's sense of progress. The careful audio review at The Sound Architect notes that when the way into a puzzle opens, no new layer slides in and the key does not brighten. Solve it, and the music does not change its face. Where an ordinary game would sound a note to match 'got it!', here it stays quiet.

What works in its place is silence. According to the same review, once a loop has run through, a fairly long pause is left before playback restarts. Linger stuck in the same room and the music does not nag at your ear. I back this call. It is a decision to fix the music as 'air' rather than 'reward,' and hand the job of reacting to some other sound. It cuts both ways, though: as your stuck time stretches, unchanging sound gets a little tiring. The long silence is placed as the margin that thins exactly that fatigue.

I heard this as the inverse of two pieces I've written here before. In FRACT OSC the music grew as you solved; Outer Wilds gave silence to thought and sound to discovery. The Turing Test is neither. It gives sound not even to discovery, sets the music down as a single unmoving wall, and lets it breathe through silence instead.

The analogy with the puzzle — the speed of thought, and music that won't move

The real body of puzzle-solving time is the silence of kneading hypotheses in your head. Under that quick thinking, the music of The Turing Test lays an unchanging, slow sustained tone. Around 60 BPM, slower than a pulse. The very lag that opens up between the fast head and the slow sound is, I think, the true identity of that discomfort. The music does not hurry you, yet it does not reassure you either. At one steady temperature, it keeps watching you.

And the thing actually keeping the beat is not the score but the EMT in your fingertips. It draws energy in and casts it elsewhere. That sound has been described as weighty, with a faint touch of a lightsaber swing. The rhythm of a solution assembling itself is carried not by background music but by this tool's draw-and-release. The voice of TOM, the ceiling-hung AI, also cuts in, changing its reverb room by room — as if one more instrument had joined. Because the score won't move, rhythm and reaction are handed entirely to the player's own action-sounds and to the narration. As a division of labour, I find it beautiful.

Tracks worth hearing

Start with the waking piece. The temperature of that scene — coming to from cryo-sleep — is carried straight into it.

Then the title track — the crossed-line noise blurring the theme's identity, the very sound of 'human or machine.' And to close, a piece that sinks into reflection. All are official art tracks auto-generated onto YouTube via the distributor (DistroKid).

The Turing Test (title track, official audio) ↗

Eternal Life (official audio) ↗

In closing — if I were to steal

If I were to steal for my own music, it would be two things. One: the thrift of not writing many themes, but reusing a single motive, distorted per scene. Rather than adding melodies, changing the light you cast on the same melody lets you hold a story's coherence together in sound. Two: the nerve not to make the music react. Resist the temptation to praise the solved moment with a note; fix the music as unmoving air and hand reaction to the tool-sounds and the voice. In exchange, let it breathe through long silence.

To re-listen, do it at night, with a single lamp left on. Music without flourish is exactly where the unease of that crossed-line noise works best — in a quiet place. For the thread of music that sounds machine-written, set Portal 2 beside it; for the idea of holding a paradise up on a single sustained tone, The Talos Principle. Next to those, this 'human or machine' record should sound in fuller relief.

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