8 people found this review helpful
Recommended
6.6 hrs last two weeks / 6.6 hrs on record (1.6 hrs at review time)
Posted: May 27 @ 4:07am
Updated: May 27 @ 6:54am
Product received for free

The brief intro doesn’t tell you much. You’re a lone diver, descending into the deep blue to restore power to a submerged colony that’s lost its oxygen supply. Instead of giving you freedom, the game offers a linear progression through stages.

You can revisit any unlocked level through a simple stage select room, which has only a map and a diving bell, but you’ll need to complete every stage to unlock new sets. While replaying is possible, there’s little incentive to return because there are no secrets or collectibles.

Most of the story is delivered through messages at the beginning and end of each stage. It comes from other members of your team that tell a bit more about the game’s world, explain how things work, and tell you what needs to be done. Your teammates are busy with other stuff in other locations, so you don’t encounter anyone, but you’re all trying to solve this mess.

Gameplay-wise, the experience is centered around platforming and puzzles. Each level is a collection of platforms, often surrounded by railings that offer a false sense of security. One wrong jump can send you plummeting into the abyss, but the game graciously offers frequent checkpoints. These not only minimize frustration but also save important progress like orb placements, something you’ll come to be very grateful for.

The core mechanic revolves around power orbs. You’ll find these scattered throughout the stages and must place them in receptacles to activate essential systems. This includes everything from moving platforms and lights to deadly hazards like spikes and electric currents. The end goal of each stage is to restore power to a tram that takes you to the next area, but getting there often requires clever manipulation of orb placement and timing.

The game’s challenge doesn’t lie in complex controls. Your abilities are limited to basic movement, jumping, and interacting with objects. Instead, the difficulty comes from sequencing actions correctly.

You’ll often need to power certain systems in a specific order, transport orbs across tricky platforming, and sometimes disable one system to enable another. Floor tiles help hint at what each receptacle powers, which adds a nice visual detail, especially when you go deeper.

What you need to pay attention to are switches that spawn a power orb; if you deactivate such a switch while its orbs is already placed at a perfect receptacle, you’ll reset it. However, the checkpoint system saves the day here. You can simply jump to your death and respawn with the orb still in hand or switches still in their correct position.

The game spans 30 stages across six chapters. As you progress, the environment changes subtly with new sea life, darker waters, and added mechanics like teleporters and jet streams. But the main objective remains the same in all stages.
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