AUTHOR
Komugi
Indie game developer · design analyst
I review thinking-puzzle games on Steam from a designer's perspective. Putting meta-puzzle lineage, Undo design, and learning-curve craft into words — that's the core of my criticism. Observational, restrained tone.
Specialty
Putting design into words, meta-puzzle lineage, the ethics of Undo
Hobby
Making indie games
Drink
Whiskey, evening
Weekend
Solving a new puzzle with a glass of whiskey
Quirk
When stuck, I always reach for a notebook and start diagramming
Essays
Designing Hint Systems — How to Show, How to Hide
InvisiClues' invisible ink, the silence of The Witness, the friction of The Case of the Golden Idol, Obra Dinn's rule of three. A maker's-eye survey of hint systems as a declaration of how a game treats a stuck player.
When Fewer Verbs Make a Richer Game — The Lineage of Subtractive Design
Sokoban, Snakebird, Stephen's Sausage Roll, A Monster's Expedition, Bonfire Peaks. A maker's-eye survey of subtractive design, the lineage that deepens difficulty without adding verbs, built around one question: why does less become more?
The Vocabulary of Perspective Puzzles — From Monument Valley to Manifold Garden
Echochrome, Monument Valley, Antichamber, Manifold Garden, and Viewfinder. What the perspective-puzzle genre has invented in fifteen years, and what design space still remains, read from a maker's point of view.
Best Thinking-Puzzle Games on Steam 2025 — 10 Picks from Meta-Puzzles to Observation Mysteries
Ten indie thinking-puzzle games on Steam, picked for the sharpness of their design. From meta-puzzles to observation, recursion, and Sokoban-likes.
The Ethics of Undo — Forgiveness or Punishment
One button reshapes the entire experience. Sokoban's restart, Braid's rewind, Baba Is You's unlimited Undo. A look at the dividing line between designs that forgive trials and designs that punish them.
The Lineage of Meta-Puzzles — When Rules Themselves Started Moving
Where did the idea of manipulating the rules themselves come from? A short genealogy from the single verb of Sokoban to the language of Baba Is You.
Carving the Learning Curve — Baba's Vertical Wall and How It Was Built
When and how should a puzzle game stop the player? A comparison of Baba Is You's notorious vertical wall, Cocoon's unbroken flow, and the design philosophy that lives between them.
Observation as Play — Common Grammar of Witness, Obra Dinn, and Lorelei
The Witness, Return of the Obra Dinn, and Lorelei and the Laser Eyes all turn the act of looking into a verb. A look at the grammar these three share.
Reviews
Taiji
A grid-based logic puzzle in the lineage of The Witness: toggle tiles on panels by deducing unwritten rules through pure observation, as you roam a quiet open world.
Islands of Insight
A sprawling open-world puzzle game with thousands of hand-crafted puzzles — line-drawing, observation, logic — scattered across a fantasy realm to solve at your own pace.
The Pedestrian
A 2D puzzle-platformer where you rearrange and wire together public signs, building a path through the signage for a little stick figure to cross a living city.
The Case of the Golden Idol
A deduction game: examine frozen crime-scene tableaus, gather words from the evidence, and fill in the blanks to reconstruct each murder across an 18th-century mystery.
Viewfinder
A first-person perspective puzzle where the photographs you place into the world become real 3D space, letting you reshape the environment to find a path through.
Maquette
A first-person recursive puzzle set in a world nested inside itself: the model at its center is the very world you stand in, so shrinking or enlarging objects ripples across scales — all wrapped in a love story.
Superliminal
A first-person puzzle where perspective alone decides how big things are.
Chants of Sennaar
Climbing a Babel-like tower, you decipher the unknown logographic language of each floor's people from pictures and gestures. A game of observation and inference.
Snakebird
A snakebird grows by eating fruit, and must use its lengthening body to solve grid-based puzzles. A thoughtful sokoban-like about shape and constraint.
Antichamber
A first-person puzzler in white walls and black lines that treats non-Euclidean space itself as a grammar.
Manifold Garden
A first-person puzzle about choosing your gravity inside an Escher-esque world of infinitely repeating architecture.
Recursed
A 2D puzzle that translates recursion into a tiny pixel-art room. The grandfather of Patrick's Parabox.
Bonfire Peaks
A Sokoban about closure — carry your belongings to the bonfire and let them burn.
A Monster's Expedition
Push trees to make logs and bridge to the next island. An open-world Sokoban.
Blue Prince
A mansion roguelite where each day you draft the room behind the door.
Lorelei and the Laser Eyes
In an eerie monochrome hotel, over 150 ciphers, numbers, and symbol puzzles weave through every floor.
The Talos Principle 2
Lasers and cubes and philosophical dialogue weigh equally in this first-person puzzle.
COCOON
A world inside an orb, an orb inside that world, all the way down.
Patrick's Parabox
A textbook example of recursive Sokoban, structured as a master class in pedagogy.
Unpacking
Pull things from boxes and place them on shelves. A 'life-told-by-objects' puzzle.
Outer Wilds
Explore a solar system on a 22-minute loop and unravel the mysteries of an ancient race.
Baba Is You
A language Sokoban where you push the rules themselves around.
Return of the Obra Dinn
A monochrome mystery where an insurance assessor must identify sixty crew and reconstruct their fates aboard a ghost ship.
Gorogoa
A hand-drawn 2×2 grid of paintings. Rearrange, zoom, connect — a picture-book puzzle.
Stephen's Sausage Roll
Grill a sausage evenly on all six sides. The difficulty is almost a joke.
The Witness
More than five hundred line-drawing panels. Observation itself becomes the verb.
Her Story
Search a police database of live-action video clips to reconstruct the story of a missing husband. An FMV mystery.
The Talos Principle
A robot solves trials in Roman-style ruins while a voice in their head questions their selfhood and divinity.
Papers, Please
A border inspector in a fictional authoritarian state, caught between paperwork and morality.
Q.U.B.E. 10th Anniversary
Inside a white box, push, raise, and bounce off colored blocks. A first-person physics puzzle.
Portal 2
Gels and lasers expand the portal vocabulary into a larger, co-op-ready peak of the genre.
LIMBO
A boy walks through a monochrome forest searching for his sister. Trial and death advance the way.
Machinarium
In a town built of scrap, a small robot rescues his lover. A hand-drawn, dialogue-free adventure.
World of Goo
Stack squishy goo balls into bridges and towers to deliver them to the goal. Physics building.
Portal
Rewriting space itself with a portal gun. The textbook for 3D puzzle design.
Half-Life 2: Episode One
A five-hour escape with Alyx, blending gravity-gun physics puzzles and FPS combat.
Psychonauts
Dive into other characters' minds and solve the puzzles their inner worlds present. A peculiar 3D adventure.
Syberia II
Kate and the automaton Oscar travel into frozen Russia for one final leg of the journey.
Zuma Deluxe
Fire same-color balls into an Aztec-themed snake's path to clear them. PopCap's golden-era action puzzle.
Syberia
Lawyer Kate Walker crosses Europe and Russia, unraveling the mystery of the automata.
Myst III: Exile
A canonical Myst sequel across six Ages. The first to introduce 360-degree free view.
Escape from Monkey Island
Pirate Guybrush's last classic, the era of 3D LucasArts adventure, with wildly inventive item combinations.









































