Compara los precios de 1000 Amps en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Brandon Brizzi. Publicado por Brandon Brizzi. Lanzado el 22/2/2012. Disponible en PC, Mac. Géneros: Adventure, Indie.

A one-person puzzle-platformer built on a single elegant idea: you can only see what you touch. Whether that sounds thrilling or terrifying tells you everything you need to know.

I keep coming back to a specific feeling that 1000 Amps produces in its first ten minutes: you drop into a pitch-black room, take a cautious step, and a tile blinks on beneath Plug's feet. Then another. The world reveals itself only at the speed of your curiosity, and that quiet transaction between player and level design is genuinely beautiful. It's the work of one developer, Brandon Brizzi, and it carries the handmade density that solo projects sometimes achieve when the maker cares more about the central idea than about shipping a feature list. The core loop is compact and strange. Every room in the sprawling Amp-Tree-System starts completely dark. Walk over a power node to light it, light enough nodes to charge Plug's battery, and your jump height grows in real time. Clear every node before you leave and the room stays lit permanently. Leave early and the darkness returns. That reset mechanic is where the game earns both its admirers and its critics: falling through an unlit floor gap mid-run means losing all your progress in the current room, and the map is blocky and hard to parse, so getting lost in the lower branches of the tree is a genuine risk. Some players bounce off entirely at this friction point, and that reaction is not wrong. What keeps the committed player going is the upgrade chain. Teleportation arrives early, letting you click anywhere in a lit area to warp Plug there instantly, though the ability drains surrounding nodes, so every jump through space is a small puzzle in itself. Later unlocks include a Sonar ping to briefly illuminate dark rooms, a super-jump that rockets Plug straight up until hitting a ceiling, and eventually the Infinity upgrade, which grants a permanent full battery and transforms the late game into a victory lap. There are also Amp Seeds, a finite reserve of emergency clears for rooms that stump you completely, and directional blockers, conveyor belts, and node-hunting pest enemies scattered through the over-150-room labyrinth to keep things interesting. The open structure means you can wander freely and tackle most challenges in whatever order suits your patience. The sound design is the thing I would defend loudest to a skeptic. Each node emits its own tone when lit, and a fully powered room resolves into a short looping melody. Some rooms land cheerful, others slightly discordant and eerie. Walking between completed rooms produces a small, ambient concert, and the effect is subtle enough that you only notice how much it matters when you spend ten minutes in a dark, silent space still hunting that last node. The greyscale pixel aesthetic is equally considered: stark whites and deep blacks, with Plug's glow the only warm thing in the frame. The honest caveat is that 1000 Amps does not hold your hand at any point. There are no hints, no waypoints, and the map gives only the roughest sense of your position inside the tree. Completionists who want the 100% achievement will spend somewhere between six and eight hours backtracking through rooms that required upgrades they did not yet have, and the vertical layout of the tree makes certain late-game loops feel deliberately punishing. The final boss, a surprise encounter with the Intruder using Plug's spike and teleport abilities, is the only combat in the game and arrives with zero preparation. Whether that reads as charming minimalism or careless design depends entirely on your patience for games that trust you to figure things out alone. For the right player, this is exactly the kind of small, odd, solo-made game that I think the medium needs more of. It is not for everyone, and it knows it. Kai, Scout Team

1000 Amps

1000 Amps

22 feb 2012Brandon Brizzi
GamerScout opina

A one-person puzzle-platformer built on a single elegant idea: you can only see what you touch. Whether that sounds thrilling or terrifying tells you everything you need to know.

PCMac
Steam Deck PlayableProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €3.14

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I keep coming back to a specific feeling that 1000 Amps produces in its first ten minutes: you drop into a pitch-black room, take a cautious step, and a tile blinks on beneath Plug's feet. Then another. The world reveals itself only at the speed of your curiosity, and that quiet transaction between player and level design is genuinely beautiful. It's the work of one developer, Brandon Brizzi, and it carries the handmade density that solo projects sometimes achieve when the maker cares more about the central idea than about shipping a feature list. The core loop is compact and strange. Every room in the sprawling Amp-Tree-System starts completely dark. Walk over a power node to light it, light enough nodes to charge Plug's battery, and your jump height grows in real time. Clear every node before you leave and the room stays lit permanently. Leave early and the darkness returns. That reset mechanic is where the game earns both its admirers and its critics: falling through an unlit floor gap mid-run means losing all your progress in the current room, and the map is blocky and hard to parse, so getting lost in the lower branches of the tree is a genuine risk. Some players bounce off entirely at this friction point, and that reaction is not wrong. What keeps the committed player going is the upgrade chain. Teleportation arrives early, letting you click anywhere in a lit area to warp Plug there instantly, though the ability drains surrounding nodes, so every jump through space is a small puzzle in itself. Later unlocks include a Sonar ping to briefly illuminate dark rooms, a super-jump that rockets Plug straight up until hitting a ceiling, and eventually the Infinity upgrade, which grants a permanent full battery and transforms the late game into a victory lap. There are also Amp Seeds, a finite reserve of emergency clears for rooms that stump you completely, and directional blockers, conveyor belts, and node-hunting pest enemies scattered through the over-150-room labyrinth to keep things interesting. The open structure means you can wander freely and tackle most challenges in whatever order suits your patience. The sound design is the thing I would defend loudest to a skeptic. Each node emits its own tone when lit, and a fully powered room resolves into a short looping melody. Some rooms land cheerful, others slightly discordant and eerie. Walking between completed rooms produces a small, ambient concert, and the effect is subtle enough that you only notice how much it matters when you spend ten minutes in a dark, silent space still hunting that last node. The greyscale pixel aesthetic is equally considered: stark whites and deep blacks, with Plug's glow the only warm thing in the frame. The honest caveat is that 1000 Amps does not hold your hand at any point. There are no hints, no waypoints, and the map gives only the roughest sense of your position inside the tree. Completionists who want the 100% achievement will spend somewhere between six and eight hours backtracking through rooms that required upgrades they did not yet have, and the vertical layout of the tree makes certain late-game loops feel deliberately punishing. The final boss, a surprise encounter with the Intruder using Plug's spike and teleport abilities, is the only combat in the game and arrives with zero preparation. Whether that reads as charming minimalism or careless design depends entirely on your patience for games that trust you to figure things out alone. For the right player, this is exactly the kind of small, odd, solo-made game that I think the medium needs more of. It is not for everyone, and it knows it.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5Blackout ExplorationNode-LightingUpgrade ChainMinimalist SoundscapeCompletionist-FriendlyNo HintsOpen-Structure

Requisitos del sistema

Mínimos

OS
Windows XP Or Later (32 Bit Recommended)
Memory
256 MB
Processor
2 GHz
Additional
Flash Player 10
Hard Disk Space
6 MB

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Información del juego

Desarrolladora
Brandon Brizzi
Distribuidora
Brandon Brizzi
Fecha de lanzamiento
22 feb 2012

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¿En qué plataformas está disponible 1000 Amps?

1000 Amps está disponible en PC, Mac.

¿Cuándo se lanzó 1000 Amps?

1000 Amps se lanzó el 22 de febrero de 2012.

¿Quién desarrolló 1000 Amps?

1000 Amps fue desarrollado por Brandon Brizzi.