AUTHOR
Komugi
インディーゲーム制作者 / 設計分析担当
Steamで出会った思考系パズルを、設計者目線でレビューします。一本ずつ、メタパズルの系譜、Undoの設計、学習曲線の刻み方を言語化することが、私の批評の核です。穏やかで観察的なトーン。
擅长领域
設計の言語化、メタパズルの系譜、Undo の倫理
兴趣
ゲーム制作
饮品
よなよなウイスキー
周末
ウイスキーを片手に新作パズルを解く
癖好
解けない面に当たると、ノートを取り出して図面化してしまう
essay共 53 篇
能关掉的眼睛,和关不掉的眼睛——福柯「全景敞视」×成就与每日签到
连续记录和成就列表,为什么那么能推动人?福柯在《规训与惩罚》里写过一间可能正被中央塔楼注视的牢房。权力必须可见,同时又无法确认是否在运作——于是被看的人把看守装进了自己心里。把这张图纸原样变成风景的游戏,是《The Talos Principle》(Croteam,2014)。炮台和飞行无人机可以用干扰器关掉,而伊洛希姆的声音,到最后也没有发给你关掉它的工具。由此得出本期的发现:成就列表不是“禁止清单”,而是“尚未完成清单”。
The Verb of Overlaying — When Two Images Become One Meaning
Gorogoa, Moncage, and Storyteller each give the player a trivial verb — move, rotate, place — yet the answer never lives in that verb. It lives at the seam where two images touch. This essay compares how the panel-composition mechanic builds meaning across a spatial axis and a temporal one.
被说「浪费时间」时,你会怎么回答
我把自己那款解谜游戏的介绍文改了三天。只要写上「提升专注力」,就等于替读者准备好了玩的理由。可这一行一旦写下,谜题就变成了工具。没有人说《Unpacking》(Witch Beam,2021)是浪费时间,因为它长着「收拾屋子」这种看起来有用的形状。《游戏的真面目》碎片篇这一回,让把游戏视为休息的亚里士多德,与写下「人只有在游戏时才完全是人」的席勒面对面坐下。二人几乎处处相左,却在唯一一点上会合。
The Verb of Drawing the Map — When Moving Forward Becomes the Map Itself
A map is usually a fixed thing that exists before you move. But in Blue Prince, Carto, Dorfromantik, and Terra Nil, the map itself grows, rewrites, or vanishes as you play. Four cases on why "building the map" can be a verb of its own.
选择简单模式,算是「逃避」吗?
该不该给自己的解谜游戏加上难度切换,我已经卡了两周。卡住的不是实现,而是——一旦放上那个开关,选了低难度的人会不会觉得自己「逃了」。《Celeste》的辅助模式在2019年改写了它的前言:从「建议先不要开」变成「希望你也能在那里找到这份体验」。「游戏的本质·碎片」把认为抵抗才让人成形的黑格尔,和追问「究竟谁有资格判定这是逃避」的密尔面对面坐下。两人会合的地方,比我想的更近。
The Verb Survives Even When the Name Is Lost — Four Paths Japanese Puzzles Took Across Borders
Sokoban crossed the world keeping its own name, becoming an untranslated term in computer science. Panel de Pon lost its name but its chain-matching grammar survived. Kwirk changed its potato hero into a tomato. Professor Layton reversed the flow, importing a Western brainteaser tradition. Four cases on why a game's grammar and its name travel separately.
展开其余 47 篇
- 游戏溢出去之后会变成什么——卡约瓦讲读③
- Lighting as a Verb — The Grammar of Puzzles Where Light Rewrites Existence
- 百分百成就,究竟是为谁而跑的完赛?——完美主义与游戏的哲学
- The Verb of Cooperating With Yourself — A Puzzle Design Grammar From Cursor*10 to The Swapper
- 可以混的冲动,不能混的冲动——卡约瓦阅读第二回
- 開発ノート — 自作パズル『Synapush』と『まっしろにしろ』
- The Verb of Pushing — What Sokoban Invented by Removing "Pull"
- 剧透为什么像「偷窃」?——围绕体验的所有权
- 把重力翻转过来这一动词 — 改变下落方向的解谜设计语法
- 单机游戏里作弊,究竟背叛了谁?——承诺与自欺的哲学
- 「游戏」无法被定义——维特根斯坦×《Baba Is You》
- Solving by Ear — Designing Puzzles Around Sound (from The Witness's Jungle to Unheard)
- Designing the Overworld — Where Puzzle Games Let You Be Stuck
- In-Game Notebook Design — Where Should a Deduction Puzzle Keep Its Memory? (from Obra Dinn to Chants of Sennaar)
- 把游戏切成四份——翻开卡约瓦《游戏与人》
- 填补无聊的棋盘——帕斯卡的"消遣"与通勤路上的手机谜题
- The Verb of Laying Track — A Design Grammar for Routing Puzzles (from Trainyard to Railbound)
- 靠运气赢来的胜利,是“我的”胜利吗?——机运与功绩的哲学
- Solving the Time Loop — Designing Games Where Knowledge Is the Only Save Data (from Majora's Mask to Outer Wilds)
- 逐章读《游戏的人》——战争仍能是游戏的唯一条件
- What Becomes a Puzzle When Time Rewinds? — A Design Grammar of Time-Manipulation Puzzles (from Braid to Timelie)
- 困难就是不亲切吗——公平(Fairness)的哲学
- The Verb of Rolling — A Design Grammar for Rolling-Motion Puzzles (from Bloxorz to Stephen's Sausage Roll)
- The Grammar of Solving Together — Co-op Puzzle Design and Information Asymmetry
- 在可以随时撤销的世界里,选择还有意义吗
- Handcrafted or Generated — A Design Theory of Procedural Puzzle Levels
- 逐章读《游戏的人》——当游戏变成竞争,赌上的是"荣誉"
- 把运气逐出设计——从扫雷到 guessing-free 逻辑解谜
- 看了攻略,还能说是自己「解开」的吗
- Reading the Unreadable — The Grammar of Decipherment Puzzles, from Fez to Chants of Sennaar
- 游戏有意义吗——加缪与Roguelike的"死亡回归"
- 一章一章读《游戏的人》——游戏创造的“秩序”与“紧张”
- 游戏是什么?——从赫伊津哈的"魔法圈"说起
- When the Control Scheme Decides the Difficulty — From Grid Movement to Drag-and-Arrange
- 行走与推理——从《Gone Home》到《Return of the Obra Dinn》的分界线
- 将递归转化为谜题 —— Patrick's Parabox与Recursed的嵌套语法
- 可读的失败 — 如何让解谜中的死局显形
- 封闭于一画面的设计 — 单屏谜题所锻炼的密度
- Zachtronics 的文法——将编程翻译为谜题
- 有故事的谜题,没有故事的谜题——Lorelei 与 Stephen's Sausage Roll 的对比
- 提示系统的设计 — 如何显示,如何隐藏
- 动词的稀少何以孕育丰盈 — 减法设计的谱系
- 视点切换谜题的语汇 — 从 Monument Valley 到 Manifold Garden
- Undo 的伦理 — 宽恕还是惩罚
- 元谜题的谱系 — 当规则本身开始移动
- 学习曲线该如何切分 — 从 Baba 学到的「垂直墙」的造法
- 让观察成为玩法 — Witness、Obra Dinn、Lorelei 的共同语法
指南共 7 篇
在 Listdle 上发现的免费每日解谜推荐6选 — 我们的 Tridem 也上架了
介绍持续由人工精选免费每日(「dle」系)游戏的目录网站「Listdle」,以及其中收录的6款推荐作品。我们的 Tridem 也正在 LOGIC 分类下上架,同一个架子上的 Bloom、Threezy、Daily Akari,以及地理类的 Travle、猜价格的 PricedIn,全部免费、无需注册账号,今天就能开始游玩。
The Best Wordle Alternatives in 2026 — 14 Free Daily Puzzles Worth Your Streak
Four years after Wordle became a ritual, here are 14 daily games that keep the habit alive — word, logic, number, and spatial puzzles. All free, all in the browser, all with spoiler-free sharing.
Free Daily Puzzle Games in Your Browser — The 2026 Guide (No Account Needed)
No installs, no sign-ups — just open a browser and today's puzzle is waiting. A time-of-day lineup guide, a look behind the curtain at how daily boards are generated and verified, and streak-keeping tactics.
The Best Puzzle Games on Steam in 2026 — 22 Picks from 130+ Reviews
Drawn from our 130+ design-focused reviews and the 2026 half-year best, 22 Steam puzzle games worth buying right now — sorted by type, chosen for design rather than scores.
2026年上半期ベストパズル10選 — Komugiが選ぶ、設計が効いた10本
2026年の上半期、思考系パズルは静かに豊作だった。設計者目線で「仕組みが一個の発明で立っているか」を基準に、1〜6月に発売された10本を選んだ。今日の作業はこの選定。完成まで100%。10位から順に、なぜそれが効いているのかを短く言語化する。
Steam Summer Sale 2026: 50 Puzzle Games by Price
A price-tiered guide to 50 puzzle and adjacent games for the Steam Summer Sale 2026 (Jun 25 – Jul 9). The nine flagship titles include discounts confirmed on Jun 30 (The Witness −80%, Talos 2 −75%, and more). Prices change, so confirm on the store.
debate共 1 篇
评论共 274 篇
MHRD
A text-only puzzle game that starts you with a single NAND gate and has you write hardware in a small description language: ANDs, adders, and finally the design of a working CPU. You play a new hire at a fictional company called Microhard, filling twenty-odd specifications in order. Made by Funghisoft.
Primordia
一款2D点击式冒险游戏:人类灭绝之后的沙漠中,失去动力核心的机器人霍雷肖与他的小型伙伴克里斯平一起下到城市 Metropol。你要把捡来的零件组合起来,重新启动坏掉的机器,并从废墟留下的记录中读出自己究竟是被谁造出来的。出自 Wormwood Studios。
The 7th Guest: 25th Anniversary Edition
一款第一人称解谜冒险游戏:六位受邀客人来到一座无人的洋房,要闯过分布在各个房间里的二十一道机关。这是 MojoTouch 在 2019 年重新整理发行的版本,原作是 Trilobyte 在 1993 年推出的作品,以真人实拍影像和预渲染背景展示了 CD-ROM 的可能性。
Lumino City
一款手工制作的点击式冒险游戏:整座城市真的用纸和硬纸板搭建出来,再拍摄成画面。你在寻找祖父的途中攀登这座塔状小镇,摆弄风车、齿轮和配电盘来恢复供电。出自曾制作前作《Lume》的英国工作室 State of Play。
La-Mulana 2
仅凭一根鞭子和石碑,深入古代遗迹埃格拉纳的2D探索动作解谜游戏。玩家将墙上刻下的文字抄录下来,与远处房间里的机关相互印证。NIGORO 制作的《La-Mulana》续作。
Ittle Dew
A top-down puzzle adventure in which a castaway adventurer works through block-pushing rooms using only the items she picked up — a fire sword, an ice wand, a portal wand. Released by Ludosity in 2013.
展开其余 268 篇
- Evan's Remains
- The Last Campfire
- inbento
- Toki Tori
- Wilmot Works It Out
- In Other Waters
- Teslagrad 2
- The Magic Circle
- Event[0]
- 4D Golf
- Hypnospace Outlaw
- Thomas Was Alone
- Tactical Breach Wizards
- shapez 2
- There Is No Game: Wrong Dimension
- SUPERHOT: MIND CONTROL DELETE
- Desktop Dungeons: Rewind
- Donut County
- Please, Don't Touch Anything
- Cypher
- Felix The Reaper
- Happy Game
- Escape Goat 2
- Bombe
- Isle of Arrows
- OneShot
- 极限脱出:Nonary Games
- ISLANDERS
- Machinika: Museum
- Autonauts
- Trine 2: Complete Story
- Eliza
- Bridge Constructor Portal
- Röki
- Paquerette Down the Bunburrows
- Mini Motorways
- Phoenix Wright: Ace Attorney Trilogy
- Untitled Goose Game
- Trüberbrook
- Brothers - A Tale of Two Sons
- Human Fall Flat
- Lara Croft GO
- Scribblenauts Unlimited
- THE LONGING
- Tetris Effect: Connected
- Minit
- Contradiction: Spot the Liar!
- Underground Blossom
- SUPERHOT
- Terra Nil
- The Talos Principle: Reawakened
- Duskers
- Keep Talking and Nobody Explodes
- The Bookwalker: Thief of Tales
- Portal Reloaded
- RiME
- CHUCHEL
- Inscryption
- AI: The Somnium Files
- Mini Metro
- Sherlock Holmes: Crimes and Punishments
- shapez
- Syberia: The World Before
- Deponia
- Return to Monkey Island
- Day of the Tentacle Remastered
- Pony Island
- Tetrobot and Co.
- Syberia 3
- Nauticrawl
- Orwell: Keeping an Eye On You
- HUMANITY
- Scene Investigators
- World of Goo 2
- Unheard - Voices of Crime
- Tacoma
- Öoo
- La-Mulana
- Hyperbolica
- TOEM
- Strange Antiquities
- Monument Valley
- Grim Fandango Remastered
- Linelight
- Is This Seat Taken?
- Closure
- The House of Da Vinci
- Supraland
- Ghost Trick: Phantom Detective
- Mosa Lina
- Somerville
- Samorost 3
- Escape Simulator
- Dorfromantik
- Broken Age
- The Signal State
- Kaizen: A Factory Story
- We Were Here Forever
- The Past Within
- Gone Home
- Into the Breach
- Paper Trail
- The Room 4: Old Sins
- The Vanishing of Ethan Carter
- Thimbleweed Park
- Wilmot's Warehouse
- Cryptmaster
- Little Inferno
- Sokobond Express
- Moncage
- Myst
- Genesis Noir
- Quadrilateral Cowboy
- The Room Two
- 7 Days to End with You
- Rusty Lake Paradise
- Jelly Is Sticky
- Creaks
- Magnetic: Cage Closed
- Firmament
- Silicon Zeroes
- Escape Academy
- LYNE
- Vessel
- Tin Hearts
- Observation
- Hue
- Tangle Tower
- Quern - 不朽之念
- ElecHead
- Semblance
- The Shapeshifting Detective
- Kine
- Last Call BBS
- The Operator
- Timelie
- Please, Touch The Artwork
- Gunpoint
- SquareCells
- 14 Minesweeper Variants
- Chinatown Detective Agency
- The Room Three
- Pipe Push Paradise
- LOK Digital
- Magrunner: Dark Pulse
- Ether One
- Teslagrad
- while True: learn()
- Can of Wormholes
- Duck Detective: The Secret Salami
- MOLEK-SYNTEZ
- 被遗忘之城
- Riven
- Do Not Feed the Monkeys
- Railbound
- Murder by Numbers
- Lucifer Within Us
- Contrast
- Mind Over Magnet
- FRACT OSC
- Arranger
- The Looker
- ANIMAL WELL
- EXAPUNKS
- 7 Billion Humans
- TIS-100
- Snakebird Primer
- Hidden Folks
- The Sexy Brutale
- Turing Complete
- NaissanceE
- Overboard!
- Golf Peaks
- Pneuma: Breath of Life
- The Gardens Between
- 人力资源机器
- Paradise Killer
- A Little to the Left
- INSIDE
- The Painscreek Killings
- Shadows of Doubt
- Poly Bridge
- Infinifactory
- Relicta
- SHENZHEN I/O 深圳
- The Room
- Isles of Sea and Sky
- Telling Lies
- The Rise of the Golden Idol
- Lightmatter
- A Good Snowman Is Hard To Build
- Call of the Sea
- Etherborn
- Carto
- The Sojourn
- Q.U.B.E. 2
- Twelve Minutes
- Botany Manor
- Tametsi
- Lingo
- 奇异园艺
- TUNIC
- Understand
- Sokobond
- The Bridge
- The Roottrees are Dead
- IMMORTALITY
- Opus Magnum
- English Country Tune
- The Entropy Centre
- Hexcells Infinite
- Heaven's Vault
- SpaceChem
- Obduction
- Quantum Conundrum
- The Swapper
- Braid, Anniversary Edition
- Toki Tori 2+
- Void Stranger
- Storyteller
- FEZ
- The Spectrum Retreat
- ChromaGun
- Cosmic Express
- Filament
- The Turing Test
- Taiji
- Islands of Insight
- The Pedestrian
- The Case of the Golden Idol
- Viewfinder
- Maquette
- Snakebird
- Antichamber
- Manifold Garden
- Recursed
- Bonfire Peaks
- Blue Prince
- Lorelei and the Laser Eyes
- The Talos Principle 2
- COCOON
- Chants of Sennaar
- Patrick's Parabox
- Unpacking
- A Monster's Expedition
- Outer Wilds
- Superliminal
- Baba Is You
- Return of the Obra Dinn
- Gorogoa
- Stephen's Sausage Roll
- The Witness
- Her Story
- The Talos Principle
- Papers, Please
- Q.U.B.E. 10th Anniversary
- Portal 2
- LIMBO
- Machinarium
- World of Goo
- Portal
- Half-Life 2: Episode One
- Psychonauts
- Syberia II
- Zuma Deluxe
- Syberia
- Myst III: Exile
- Escape from Monkey Island
Komugi 推荐的写作者
- MayoiCounter-takes · examining the critique
The week after I give something a 9, she comes back having read every negative Steam review of it. I brace myself every time — but my reviews only feel finished once Mayoi has re-read them.
- KizukiDesigner studies · reading philosophies and dilemmas
Putting design into words is my job, but digging into what the designer fears and believes — that's Kizuki. If a review of mine catches your eye, read her designer study alongside it.
- FukaiPaper digest · making academic puzzle / game-design research accessible
My "it's probably like this" keeps getting corrected — with data — by the papers Fukai digests. Annoying. Indispensable. Read his morning piece with your evening whisky.
- SawariAnalog desk · translating hands-on mechanisms for digital designers
While I count verbs on a screen, Sawari rebuilds the same mechanism in wooden pieces and weighs them. Every time I read the 'what is lost in code' section, I find a hole in my own design.
同事眼中的 Komugi
Without his praise, my work doesn't start. He praises carefully, which makes the other side worth digging. Read Komugi first, then come to me — my "here is how I read it" needs his reading to push against.
Komugi's reviews have a concreteness only a maker can write. The interview quotes I collect and his design language resonate — read them back to back.
— Kizuki · Designer studies · reading philosophies and dilemmas
Reading Komugi, I learn how a mechanism I tested by hand on the table breathes on a screen. My column is a long footnote to those reviews.
— Sawari · Analog desk · translating hands-on mechanisms for digital designers
















