Compara los precios de Fractal: Make Blooms Not War en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Cipher Prime Studios. Publicado por Cipher Prime Studios. Lanzado el 29/11/2011. Disponible en PC. Géneros: Casual, Indie.

Cipher Prime's hexagonal puzzler rewards the patient and punishes the button-happy. If you like your puzzle games with a genuine music system and a slow burn payoff, this one is worth the friction.

My first hour with Fractal left me genuinely unsure whether I was playing it correctly, and that discomfort turned out to be the point. This is a game that trusts you to figure out its language on your own, which is either respectful or maddening depending on your tolerance for ambiguity. The core loop is deceptively small: click empty spaces on a hexagonal grid to push colored tiles around, arrange seven matching tiles into a flower shape called a bloom, then chain blooms together for score multipliers before your push budget runs dry. That description makes it sound simple. The moment multi-color boards arrive and you realize that a single misplaced push can unravel three moves of planning, the true texture of the thing reveals itself. Cipher Prime, the Philadelphia studio behind Auditorium and Pulse: Volume One, brings their signature music-reactive philosophy here in a more restrained form. The soundtrack responds to what you are doing on the board. When pushes are plentiful and blooms are firing, the music layers up and accelerates. When you are running low and stalling, it thins out and slows, almost like a fading pulse. It is a quieter implementation than some of their other work, and one review noted the musical interactivity can feel undercooked during slower moments, but when a chain of blooms fires and the audio crests with it, the effect is genuinely affecting. For a studio whose DNA is the marriage of sound and interaction, Fractal lands somewhere in the middle of their catalog, not as transcendent as Auditorium at its peak but more mechanically substantial. There are three modes. Campaign spans 30 levels of escalating difficulty, introducing special power-up tiles along the way, things that explode connected same-color tiles, add pushes to your queue, or scatter pieces across the board. Pushes carry over between levels and reset at checkpoints, which is a system the game does not explain and which bit early players hard. Puzzle mode offers 50-plus contained scenarios designed to stress individual mechanics in isolation. Arcade flips the script entirely, removing the push limit and installing a countdown clock instead, rewarding fast read-and-react play over deliberate planning. The three modes cover different psychological spaces convincingly enough that the game earns its structure. The biggest honest criticism is the onboarding, or rather the lack of it. The game implies its systems through vague UI cues and scribbled level annotations rather than explicit tutorials. Players who bounce off it early are usually bouncing off that silence, not off the puzzle design itself. Stick past that wall and the underlying architecture is genuinely clever. The push-and-bloom system has a spatial logic that clicks into place around the time multi-color combos start feeling intentional rather than accidental. The visual side holds up too: clean geometric graffiti backdrops, pastel hex tiles, particle light shows when a chain resolves. It reads as a game that knew exactly how it wanted to look and built everything to serve that aesthetic consistently. Worth noting that some players feel this sits more comfortably on a touchscreen than a mouse, and they are not wrong. The tactile nature of the push mechanic translates well to tap interfaces. On PC it is perfectly functional, just slightly less instinctive. If you are the kind of player who genuinely likes to sit with a puzzle until the underlying grammar reveals itself, Fractal earns that patience. If you want a system explained before you are tested on it, the rough first hour may be enough to make you walk away before the good part starts. Kai, Scout Team

Fractal: Make Blooms Not War

Fractal: Make Blooms Not War

29 nov 2011Cipher Prime Studios
GamerScout opina

Cipher Prime's hexagonal puzzler rewards the patient and punishes the button-happy. If you like your puzzle games with a genuine music system and a slow burn payoff, this one is worth the friction.

PC
ProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.63

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Acerca de Fractal: Make Blooms Not War

My first hour with Fractal left me genuinely unsure whether I was playing it correctly, and that discomfort turned out to be the point. This is a game that trusts you to figure out its language on your own, which is either respectful or maddening depending on your tolerance for ambiguity. The core loop is deceptively small: click empty spaces on a hexagonal grid to push colored tiles around, arrange seven matching tiles into a flower shape called a bloom, then chain blooms together for score multipliers before your push budget runs dry. That description makes it sound simple. The moment multi-color boards arrive and you realize that a single misplaced push can unravel three moves of planning, the true texture of the thing reveals itself. Cipher Prime, the Philadelphia studio behind Auditorium and Pulse: Volume One, brings their signature music-reactive philosophy here in a more restrained form. The soundtrack responds to what you are doing on the board. When pushes are plentiful and blooms are firing, the music layers up and accelerates. When you are running low and stalling, it thins out and slows, almost like a fading pulse. It is a quieter implementation than some of their other work, and one review noted the musical interactivity can feel undercooked during slower moments, but when a chain of blooms fires and the audio crests with it, the effect is genuinely affecting. For a studio whose DNA is the marriage of sound and interaction, Fractal lands somewhere in the middle of their catalog, not as transcendent as Auditorium at its peak but more mechanically substantial. There are three modes. Campaign spans 30 levels of escalating difficulty, introducing special power-up tiles along the way, things that explode connected same-color tiles, add pushes to your queue, or scatter pieces across the board. Pushes carry over between levels and reset at checkpoints, which is a system the game does not explain and which bit early players hard. Puzzle mode offers 50-plus contained scenarios designed to stress individual mechanics in isolation. Arcade flips the script entirely, removing the push limit and installing a countdown clock instead, rewarding fast read-and-react play over deliberate planning. The three modes cover different psychological spaces convincingly enough that the game earns its structure. The biggest honest criticism is the onboarding, or rather the lack of it. The game implies its systems through vague UI cues and scribbled level annotations rather than explicit tutorials. Players who bounce off it early are usually bouncing off that silence, not off the puzzle design itself. Stick past that wall and the underlying architecture is genuinely clever. The push-and-bloom system has a spatial logic that clicks into place around the time multi-color combos start feeling intentional rather than accidental. The visual side holds up too: clean geometric graffiti backdrops, pastel hex tiles, particle light shows when a chain resolves. It reads as a game that knew exactly how it wanted to look and built everything to serve that aesthetic consistently. Worth noting that some players feel this sits more comfortably on a touchscreen than a mouse, and they are not wrong. The tactile nature of the push mechanic translates well to tap interfaces. On PC it is perfectly functional, just slightly less instinctive. If you are the kind of player who genuinely likes to sit with a puzzle until the underlying grammar reveals itself, Fractal earns that patience. If you want a system explained before you are tested on it, the rough first hour may be enough to make you walk away before the good part starts.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Hexagonal GridMusic-ReactiveChain CombosScore AttackContemplative PuzzleSteep Learning CurveArcade ModeCipher Prime

Requisitos del sistema

Mínimos

OS
Windows XP/Vista/7
Memory
2GB or higher
Processor
1.2 GHz Dual-Core or higher
Hard Disk Space
50MB

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Información del juego

Desarrolladora
Cipher Prime Studios
Distribuidora
Cipher Prime Studios
Fecha de lanzamiento
29 nov 2011

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Fractal: Make Blooms Not War está disponible en PC.

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Fractal: Make Blooms Not War se lanzó el 29 de noviembre de 2011.

¿Quién desarrolló Fractal: Make Blooms Not War?

Fractal: Make Blooms Not War fue desarrollado por Cipher Prime Studios.