
Occlude is a ritual disguised as Solitaire; a cosmic-horror card game where the rules are obscured and reality is at stake. Play through cryptic challenges to reveal forbidden lore in this singleplayer narrative puzzle game for the terminally curious. Don’t worry; you can always start over.


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Datos técnicos unificados de Steam, Steam Deck, ProtonDB, PCGamingWiki e IGDB.
| Idioma | Interfaz | Voces | Subtítulos |
|---|---|---|---|
| Inglés |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
It's... fine. Finished the whole game and all endings in about 3 hours, which was shockingly short. There's a bit of replay value, but honestly I was expecting them to do a lot more with the concept. Once you figure out each deck, that's kinda just it. It ends. The stories weren't bad, and I thought the writing was decent enough, I suppose. But I was kind of expecting that figuring out the rulesets was just the *beginning* of the game, rather than the end of it. Ultimately, I think the thing that was disappointing was the expectations they set me up for: "where the rules are obscured and reality is at stake" and "puzzle game for the terminally curious". I mean, I *guess*, but the "hidden" rules are fairly straightforward (kitschy at times---looking at you punchcard) and three hours to finish everything is hardly a cure for the "terminally curious". It kinda feels like someone smashed so
Yeah, no. And not because the game is bad - to the contrary: I liked its take on Solitaire, and there was even some thematic parallels: not every game of Solitaire can be won, some are literally unwinnable: a correct path does not exist. But you can always start over. Right? The mystery of "how to actually win a ritual" was interesting, but there wasn't much actually done with the concept. Sure, investigating while trying to win a game of modded Solitaire was a fun time, which is why I kept playing... And then it just ends. No resolution, no revelations, no interesting story beats, no mechanical development. A lot of promises are being made and then the game just decides to bail in the morning; what little writing is there is actually quite good - and there's a lot of interesting worldbuilding, but it's just... there, really. I'd describe the flavour as a blend between the SCP Founda
As much as I like a mystery, I think the store description is written in a way that doesn't let you understand what you're getting. There are no hidden rules. The game is a variant of solitaire with known, fixed rules, where you need to end on certain cards. The puzzle is in figuring out which cards are correct, based on what happens as you play. It's a good puzzle, but it is just solitaire. I feel like there's unexplored potential here for messing with the rules, the player, or the game itself. Maybe that'll come in a future game.
You will not like this game if you hate Solitaire. The "cosmic horror" aspect is entirely in the form of short stories between levels, there is nothing remotely cosmic or horror in the gameplay. Other than solitaire, this is an inductive logic puzzle, which is a genre of puzzle you don't see much of, and is the main reason why I recommend it. There are 7 puzzles in the "main" line up to the credits, which are all fairly easy. The more interesting puzzles come in the post-game "cardinals" which adds another 6*4 variations that are a bit trickier. Despite being a solitaire game with no background animation when idle, I'm pretty sure this is constantly re-rendering for no reason [other than maybe it was made with a game engine that doesn't have control over that] at a significant framerate, which will make a gaming laptop run hot and eat battery for no reason.
There is a small class of games of inductive games, the first I know about is Eleusis - a card game by Robert Abbott. The idea of the games are that you are expressly not told the rules for a particular level/hand, and have to figure it out during play. The sort of puzzle solving is not what one usually sees - you don't try to figure it all out from an initial position, you need to experiment and theorize, and if the puzzles are well designed you get an aha and then have mastered the puzzle. I think this is well designed - and gives this experience as well as I have seen any computer game I have played. Framing each level as the same form of solitaire with a hidden twist allows you to get small, more standard puzzle solving experiences while running your experiments. I did run into one level I didn't (and still don't) understand, which can, of course, be frustrating. You can switch in
For me, an ideal puzzle game has a short window between knowing the solution for one puzzle and moving on to the next. As other commenters have said, the problem I had with Occlude is that knowing the solution to the puzzle actually just makes it harder to play the solitaire, and the rigged game of solitaire is getting between you and the next puzzle. I bought this thinking the rules of the solitaire itself would change, or there'd be more experimentation to find different outcomes. Since it's just win/lose and all that changes is how you find which card you put down last, there's no variety in the gameplay itself and it quickly becomes tedious. I'm shocked I only have two hours on record, because it earnestly felt like four.
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