Compara los precios de BROKEN MIND en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 2BAD GAMES. Publicado por 2BAD GAMES. Lanzado el 21/6/2024. Disponible en PC, Xbox. Géneros: Action, Adventure, Indie.

A solo-dev psychological horror built from over a thousand hand-drawn frames - rough around the edges in combat, but genuinely gripping in story if you give it the three hours it asks for.

I have a soft spot for games you can feel were made by a single person who refused to quit, and Broken Mind fits that description precisely. Developer Tony De Lucia spent five years building this first-person survival horror from scratch, redrawing the entire game mid-development when he decided pixel art wasn't the right vessel for the story he wanted to tell. The result is a visual style that sits somewhere between hand-animated papercraft and early-2000s Flash illustration: 2D billboard characters rotating to face you inside flat 3D corridors, with 3D-modeled objects grounding the environments. It shouldn't work as well as it does, and yet the intentional quality of each frame keeps pulling your eye along. You step into the shoes of Agent Frank Morgan, a detective carrying the kind of grief that makes a missing-persons case feel personal. Laura Campbell, a teenage girl, vanished while streaming live online, and Frank's investigation pulls him from a rain-soaked suburb into a forest, an abandoned hospital, and darker places that shade from thriller into the supernatural as the chapters progress. The structure switches perspective too: you play as Laura in her own chapters, which adds texture to the central mystery and makes the stakes feel real rather than procedural. The narrative voice is genuinely committed, with a fully voiced cast of seven actors who do better work than you might expect, particularly the women voicing Laura and Frank's daughter Emily. The gameplay is a three-part rotation of exploration, light puzzles, and combat. Puzzles lean toward the point-and-click side: number sequences, item gathering, environmental observation. They won't challenge experienced adventure players, but they pace the story well and rarely outstay their welcome. Combat is where the seams show most clearly. Frank can draw his pistol for quick kills, but ammo is rationed tightly, pushing most encounters into melee territory. High and low attacks exist, enemies block and counter, and you can work around their guard if you read their stance carefully. In practice the hitboxes feel looser than the system deserves, and a few fights boil down to attrition rather than skill. Failing a combat sequence can send you back 15 to 20 minutes to a chapter restart, which stings. Difficulty options are available from the start but cannot be changed mid-playthrough, so picking the right setting upfront matters. There are genuine rough patches beyond combat: collision bugs have been reported, key rebinding is absent on PC, and the atmosphere, while visually distinctive, rarely builds the dread the genre promises. The horror sits more in the story's dark psychological themes than in any tension the enemy design creates. But here is the thing I keep coming back to: Broken Mind knows when to end. The credits roll at roughly three hours. In that window the plot develops a real emotional arc, Frank's backstory earns its weight, and the hand-crafted art gives the whole thing a texture no asset-pack game can replicate. This is a one-person passion project that asked for five years and delivers a complete, self-contained experience without filler. Kai, Scout Team

BROKEN MIND

BROKEN MIND

21 jun 20242BAD GAMES
GamerScout opina

A solo-dev psychological horror built from over a thousand hand-drawn frames - rough around the edges in combat, but genuinely gripping in story if you give it the three hours it asks for.

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I have a soft spot for games you can feel were made by a single person who refused to quit, and Broken Mind fits that description precisely. Developer Tony De Lucia spent five years building this first-person survival horror from scratch, redrawing the entire game mid-development when he decided pixel art wasn't the right vessel for the story he wanted to tell. The result is a visual style that sits somewhere between hand-animated papercraft and early-2000s Flash illustration: 2D billboard characters rotating to face you inside flat 3D corridors, with 3D-modeled objects grounding the environments. It shouldn't work as well as it does, and yet the intentional quality of each frame keeps pulling your eye along. You step into the shoes of Agent Frank Morgan, a detective carrying the kind of grief that makes a missing-persons case feel personal. Laura Campbell, a teenage girl, vanished while streaming live online, and Frank's investigation pulls him from a rain-soaked suburb into a forest, an abandoned hospital, and darker places that shade from thriller into the supernatural as the chapters progress. The structure switches perspective too: you play as Laura in her own chapters, which adds texture to the central mystery and makes the stakes feel real rather than procedural. The narrative voice is genuinely committed, with a fully voiced cast of seven actors who do better work than you might expect, particularly the women voicing Laura and Frank's daughter Emily. The gameplay is a three-part rotation of exploration, light puzzles, and combat. Puzzles lean toward the point-and-click side: number sequences, item gathering, environmental observation. They won't challenge experienced adventure players, but they pace the story well and rarely outstay their welcome. Combat is where the seams show most clearly. Frank can draw his pistol for quick kills, but ammo is rationed tightly, pushing most encounters into melee territory. High and low attacks exist, enemies block and counter, and you can work around their guard if you read their stance carefully. In practice the hitboxes feel looser than the system deserves, and a few fights boil down to attrition rather than skill. Failing a combat sequence can send you back 15 to 20 minutes to a chapter restart, which stings. Difficulty options are available from the start but cannot be changed mid-playthrough, so picking the right setting upfront matters. There are genuine rough patches beyond combat: collision bugs have been reported, key rebinding is absent on PC, and the atmosphere, while visually distinctive, rarely builds the dread the genre promises. The horror sits more in the story's dark psychological themes than in any tension the enemy design creates. But here is the thing I keep coming back to: Broken Mind knows when to end. The credits roll at roughly three hours. In that window the plot develops a real emotional arc, Frank's backstory earns its weight, and the hand-crafted art gives the whole thing a texture no asset-pack game can replicate. This is a one-person passion project that asked for five years and delivers a complete, self-contained experience without filler.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:indieFirst-Person HorrorHand-Drawn ArtMulti-ProtagonistPsychological ThrillerSolo DeveloperShort CompletableInvestigation MechanicsStamina Combat

Requisitos del sistema

Mínimos

OS
Windows 10+
Memory
8 GB RAM
Storage
1 GB available space
Graphics
NVIDIA GeForce 2060
Processor
Intel Core I5-10400F

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
2BAD GAMES
Distribuidora
2BAD GAMES
Fecha de lanzamiento
21 jun 2024

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¿En qué plataformas está disponible BROKEN MIND?

BROKEN MIND está disponible en PC, Xbox.

¿Cuándo se lanzó BROKEN MIND?

BROKEN MIND se lanzó el 21 de junio de 2024.

¿Quién desarrolló BROKEN MIND?

BROKEN MIND fue desarrollado por 2BAD GAMES.