Compara los precios de ADAPTR en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por ProjectorGames. Publicado por ProjectorGames. Lanzado el 31/10/2018. Disponible en PC, Mac, Linux. Géneros: Indie, Simulation, Strategy.

A physics puzzle that asks you to engineer your way from orbit to a post-apocalyptic surface using 25+ modular components - creative enough to reward tinkerers, rough enough around the edges to frustrate everyone else.

I went in expecting a scrappy but focused indie puzzler and got something that sits right in the middle of a Venn diagram between Besiege and a physics sandbox tech demo. The core loop is genuinely interesting: you build a vehicle from modular blocks, drop it into a level, watch it fall apart, rethink the whole thing, rebuild. That iterative design cycle is exactly the kind of low-floor, high-ceiling challenge that appeals to the part of my brain that colour-codes spreadsheets. The component roster clocks in at over 25 unique physics parts, which is enough variety to keep early levels feeling exploratory. You move through distinct environment types - low-gravity space station interiors, ruined surface terrain, collapsed cityscape rubble, and underground lab corridors - and each zone demands a genuinely different vehicle geometry. A crawler that handles the station corridors will rag-doll on the rubbled streets, which forces you to actually rethink your build rather than carry one solution across the whole campaign. The puzzle design respects that. The scoring system, with gold targets on each level, adds a second layer of optimisation for players who want to chase efficiency after clearing a stage. Getting every gold looks legitimately difficult; the community discussion around at least one level suggested the target point threshold might be mathematically unreachable, which is either a design oversight or an extremely mean high-score trap. Now for the rougher stuff, because there is plenty of it. Player-reported bugs from launch included steering inputs triggering runaway wheel spin that destroys the vehicle mid-run, no obvious way to delete individual parts during construction, missing volume controls for ambient audio, and no in-game exit from the build screen - requiring an alt-tab just to quit. Some of these may have been addressed in post-launch patches (a version 1.5 did ship), but with only 13 Steam reviews on record there is no meaningful community signal on the current state of the build. No mod ecosystem, no multiplayer, no tutorial that the community has flagged as particularly helpful or harmful. You are on your own. Who is this actually for? Fans of physics construction puzzlers who have already burned through Besiege and want something with a tighter campaign structure and a sci-fi setting, rather than an open sandbox. The loop is singleplayer, achievement-tracked, and relatively compact. If you tolerate indie-rough UI in exchange for a genuine physics challenge and an actual story premise - humanity descending from an orbital station to a lost planet in search of a cure - there is a real game here under the friction. If you need polished UX and a lively community for troubleshooting, look elsewhere. Diego, Scout Team

ADAPTR

ADAPTR

31 oct 2018ProjectorGames
GamerScout opina

A physics puzzle that asks you to engineer your way from orbit to a post-apocalyptic surface using 25+ modular components - creative enough to reward tinkerers, rough enough around the edges to frustrate everyone else.

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I went in expecting a scrappy but focused indie puzzler and got something that sits right in the middle of a Venn diagram between Besiege and a physics sandbox tech demo. The core loop is genuinely interesting: you build a vehicle from modular blocks, drop it into a level, watch it fall apart, rethink the whole thing, rebuild. That iterative design cycle is exactly the kind of low-floor, high-ceiling challenge that appeals to the part of my brain that colour-codes spreadsheets. The component roster clocks in at over 25 unique physics parts, which is enough variety to keep early levels feeling exploratory. You move through distinct environment types - low-gravity space station interiors, ruined surface terrain, collapsed cityscape rubble, and underground lab corridors - and each zone demands a genuinely different vehicle geometry. A crawler that handles the station corridors will rag-doll on the rubbled streets, which forces you to actually rethink your build rather than carry one solution across the whole campaign. The puzzle design respects that. The scoring system, with gold targets on each level, adds a second layer of optimisation for players who want to chase efficiency after clearing a stage. Getting every gold looks legitimately difficult; the community discussion around at least one level suggested the target point threshold might be mathematically unreachable, which is either a design oversight or an extremely mean high-score trap. Now for the rougher stuff, because there is plenty of it. Player-reported bugs from launch included steering inputs triggering runaway wheel spin that destroys the vehicle mid-run, no obvious way to delete individual parts during construction, missing volume controls for ambient audio, and no in-game exit from the build screen - requiring an alt-tab just to quit. Some of these may have been addressed in post-launch patches (a version 1.5 did ship), but with only 13 Steam reviews on record there is no meaningful community signal on the current state of the build. No mod ecosystem, no multiplayer, no tutorial that the community has flagged as particularly helpful or harmful. You are on your own. Who is this actually for? Fans of physics construction puzzlers who have already burned through Besiege and want something with a tighter campaign structure and a sci-fi setting, rather than an open sandbox. The loop is singleplayer, achievement-tracked, and relatively compact. If you tolerate indie-rough UI in exchange for a genuine physics challenge and an actual story premise - humanity descending from an orbital station to a lost planet in search of a cure - there is a real game here under the friction. If you need polished UX and a lively community for troubleshooting, look elsewhere.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardstier:sub-5Physics PuzzleModular BuildingVehicle ConstructionPost-ApocalypticScore AttackGold Medal ChallengeSci-Fi ExplorationSolo Puzzle Campaign

Requisitos del sistema

Mínimos

OS
XP and up
Memory
4096 MB RAM
DirectX
Version 11
Storage
5000 MB available space
Graphics
Intel HD Graphics 3000/Nvidia G285/Radeon HD 5450 with 512mb of RAM
Processor
Dual-Core 1.6ghz CPU

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Información del juego

Desarrolladora
ProjectorGames
Distribuidora
ProjectorGames
Fecha de lanzamiento
31 oct 2018

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¿En qué plataformas está disponible ADAPTR?

ADAPTR está disponible en PC, Mac, Linux.

¿Cuándo se lanzó ADAPTR?

ADAPTR se lanzó el 31 de octubre de 2018.

¿Quién desarrolló ADAPTR?

ADAPTR fue desarrollado por ProjectorGames.