Compara los precios de Madness of the Architect en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Podunk Studioz. Publicado por Funbox Media Ltd. Lanzado el 2/2/2018. Disponible en PC. Géneros: Adventure, Indie, Strategy.

Myst and 999 are name-dropped as inspirations, but what you actually get is a bare-bones first-person maze crawler with lever-pulling and sliding doors - approach with very low expectations.

I went in looking for the kind of layered, logic-driven puzzle design that made Myst and 999: Nine Hours a benchmark for the genre. What I found instead was a first-person maze crawler that borrows the aesthetic vocabulary of those games without capturing any of their substance. The core loop is straightforward to the point of being thin: move through dark, claustrophobic corridors, follow cryptic blood-red messages scrawled on the floor, pull levers, collect items, and dodge sliding doors. There is a mystery at the centre - uncovering the identity of the Architect who built this reality-bending labyrinth - but the narrative delivery is so sparse that the hook barely registers before the credits roll. The mechanical toolkit is honest about what this is: a short, singleplayer first-person puzzle game with a horror atmosphere and roughly 86 MB of install footprint. That file size alone tells you the scope. The flashlight-and-clues setup creates a workable sense of dread in the opening minutes, and the surreal visual design has moments that gesture toward something genuinely unsettling. But the puzzle design never escalates beyond the introductory level. Levers open doors. Items unlock new areas. The difficulty curve is essentially flat. For players who came here hoping for the branching logic chains of 999 or the environmental reading required by Myst, the shallow puzzle depth will feel like a broken promise from the very first room. The Steam community response - sitting at mostly negative across a very small sample - reflects a game that shipped with rough edges still attached. Mouse sensitivity was flagged as a problem by early players and patched, and at least one geometry bug allowed players to fall out of the second level entirely through a gap in a wall. The developer responded to that feedback with patches, which counts for something, but the underlying content was not expanded. There is no mod ecosystem, no replay incentive, no branching or difficulty options. The game is what it is: a single playthrough that most players will finish or abandon in under an hour. For strategy and puzzle fans who treat decision-making depth as the minimum bar of entry, this does not clear it. There are no systems to optimize, no build paths, no layered cause-and-effect puzzles of the kind that make escape-room-adjacent games satisfying. If you are a genre completionist with a low-cost sub-dollar curiosity budget and a genuine soft spot for lo-fi indie horror attempts, the low footprint and short runtime mean you will not lose much time finding out for yourself. Everyone else should redirect toward the titles this game cites as inspiration and play those instead. Diego, Scout Team

Madness of the Architect

Madness of the Architect

2 feb 2018Podunk StudiozFunbox Media Ltd
GamerScout opina

Myst and 999 are name-dropped as inspirations, but what you actually get is a bare-bones first-person maze crawler with lever-pulling and sliding doors - approach with very low expectations.

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I went in looking for the kind of layered, logic-driven puzzle design that made Myst and 999: Nine Hours a benchmark for the genre. What I found instead was a first-person maze crawler that borrows the aesthetic vocabulary of those games without capturing any of their substance. The core loop is straightforward to the point of being thin: move through dark, claustrophobic corridors, follow cryptic blood-red messages scrawled on the floor, pull levers, collect items, and dodge sliding doors. There is a mystery at the centre - uncovering the identity of the Architect who built this reality-bending labyrinth - but the narrative delivery is so sparse that the hook barely registers before the credits roll. The mechanical toolkit is honest about what this is: a short, singleplayer first-person puzzle game with a horror atmosphere and roughly 86 MB of install footprint. That file size alone tells you the scope. The flashlight-and-clues setup creates a workable sense of dread in the opening minutes, and the surreal visual design has moments that gesture toward something genuinely unsettling. But the puzzle design never escalates beyond the introductory level. Levers open doors. Items unlock new areas. The difficulty curve is essentially flat. For players who came here hoping for the branching logic chains of 999 or the environmental reading required by Myst, the shallow puzzle depth will feel like a broken promise from the very first room. The Steam community response - sitting at mostly negative across a very small sample - reflects a game that shipped with rough edges still attached. Mouse sensitivity was flagged as a problem by early players and patched, and at least one geometry bug allowed players to fall out of the second level entirely through a gap in a wall. The developer responded to that feedback with patches, which counts for something, but the underlying content was not expanded. There is no mod ecosystem, no replay incentive, no branching or difficulty options. The game is what it is: a single playthrough that most players will finish or abandon in under an hour. For strategy and puzzle fans who treat decision-making depth as the minimum bar of entry, this does not clear it. There are no systems to optimize, no build paths, no layered cause-and-effect puzzles of the kind that make escape-room-adjacent games satisfying. If you are a genre completionist with a low-cost sub-dollar curiosity budget and a genuine soft spot for lo-fi indie horror attempts, the low footprint and short runtime mean you will not lose much time finding out for yourself. Everyone else should redirect toward the titles this game cites as inspiration and play those instead.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayertier:sub-5First-Person PuzzleHorror AtmosphereMaze NavigationShort RuntimeLo-Fi IndieSingle PlaythroughLever Mechanics

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
1 GB RAM
DirectX
Version 9.0
Storage
86 MB available space
Processor
Dual Core 2.4GHz

Recomendados

OS
Windows 7 or higher
Memory
1 GB RAM
Storage
86 MB available space
Processor
Dual Core 2.5GHz

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Información del juego

Desarrolladora
Podunk Studioz
Distribuidora
Funbox Media Ltd
Fecha de lanzamiento
2 feb 2018

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¿En qué plataformas está disponible Madness of the Architect?

Madness of the Architect está disponible en PC.

¿Cuándo se lanzó Madness of the Architect?

Madness of the Architect se lanzó el 2 de febrero de 2018.

¿Quién desarrolló Madness of the Architect?

Madness of the Architect fue desarrollado por Podunk Studioz y publicado por Funbox Media Ltd.