Compara los precios de Minaurs en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por IIIDA Interactive. Publicado por IIIDA Interactive. Lanzado el 28/6/2018. Disponible en PC, Mac. Géneros: Action, Adventure, Indie, RPG, Strategy.

Closer to Lemmings than Diablo, this sub-5-dollar underground puzzler hides a genuinely layered prestige-and-skills system behind a UI that refuses to hold your hand.

I went in expecting a throwaway indie and came out having spent longer than I planned reverse-engineering why my Minaur kept fainting three levels in. The core mechanic is deceptively simple: you do not directly control your character. Your Minaur walks autonomously, bouncing off walls in the classic Lemmings fashion, and your job is to mine paths through grid-based underground levels to guide it safely while managing energy, a rechargeable shield, and a roster of unlockable skills. The moment those three resources start pulling against each other is the moment the game stops feeling like a toy and starts feeling like a problem worth solving. The depth comes from the interaction systems. Each planet introduces new creature types and environmental hazards that react to each other in ways the game rarely announces upfront. Water softens falls, but trigger a nearby gas vent and that same water turns to acid. Lava can be doused. Certain creature species will fight each other if you position them correctly, and each one has distinct weaknesses you can exploit. With up to 28 unlockable abilities covering everything from simple turnaround commands to temporary hazard immunity, the skill-build decisions start to matter more the deeper into the planet roster you go. The prestige system ties it together: complete the 57 available challenges to gain Advantages that buff your Minaur's attributes, but trigger any of the 14 tracked Failures and you accumulate Weaknesses instead. Leaving a level early costs you resources and prestige unless you have the right escape skill slotted, which means expedition planning starts before you descend. The honest problems are front-loaded and significant. The UI is icon-only with no tooltips, and the game offers almost no onboarding. Budget a genuine hour of trial-and-error before anything clicks. Players who bounce off the first session and never return are leaving before the actual game starts, which is a real design failure for a title with this much going on underneath. The earthy, claymation-adjacent art style is charming once you accept it, but the interface clarity never fully recovers even after you learn the symbols. Mac users should also note a confirmed incompatibility with macOS Catalina and above, so verify your OS version before buying. For the strategy-inclined player who can tolerate a cold start, the systems here are genuinely more considered than the sub-5-dollar price tier usually delivers. The nonlinear planet progression, creature ecosystem logic, and the challenge-versus-failure prestige loop give it staying power that most games at this price point simply do not have. Treat the first hour as a tutorial the developer forgot to build, and you will find a puzzle-strategy hybrid that rewards reading the room rather than reacting to it. Diego, Scout Team

Minaurs

Minaurs

28 jun 2018IIIDA Interactive
GamerScout opina

Closer to Lemmings than Diablo, this sub-5-dollar underground puzzler hides a genuinely layered prestige-and-skills system behind a UI that refuses to hold your hand.

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I went in expecting a throwaway indie and came out having spent longer than I planned reverse-engineering why my Minaur kept fainting three levels in. The core mechanic is deceptively simple: you do not directly control your character. Your Minaur walks autonomously, bouncing off walls in the classic Lemmings fashion, and your job is to mine paths through grid-based underground levels to guide it safely while managing energy, a rechargeable shield, and a roster of unlockable skills. The moment those three resources start pulling against each other is the moment the game stops feeling like a toy and starts feeling like a problem worth solving. The depth comes from the interaction systems. Each planet introduces new creature types and environmental hazards that react to each other in ways the game rarely announces upfront. Water softens falls, but trigger a nearby gas vent and that same water turns to acid. Lava can be doused. Certain creature species will fight each other if you position them correctly, and each one has distinct weaknesses you can exploit. With up to 28 unlockable abilities covering everything from simple turnaround commands to temporary hazard immunity, the skill-build decisions start to matter more the deeper into the planet roster you go. The prestige system ties it together: complete the 57 available challenges to gain Advantages that buff your Minaur's attributes, but trigger any of the 14 tracked Failures and you accumulate Weaknesses instead. Leaving a level early costs you resources and prestige unless you have the right escape skill slotted, which means expedition planning starts before you descend. The honest problems are front-loaded and significant. The UI is icon-only with no tooltips, and the game offers almost no onboarding. Budget a genuine hour of trial-and-error before anything clicks. Players who bounce off the first session and never return are leaving before the actual game starts, which is a real design failure for a title with this much going on underneath. The earthy, claymation-adjacent art style is charming once you accept it, but the interface clarity never fully recovers even after you learn the symbols. Mac users should also note a confirmed incompatibility with macOS Catalina and above, so verify your OS version before buying. For the strategy-inclined player who can tolerate a cold start, the systems here are genuinely more considered than the sub-5-dollar price tier usually delivers. The nonlinear planet progression, creature ecosystem logic, and the challenge-versus-failure prestige loop give it staying power that most games at this price point simply do not have. Treat the first hour as a tutorial the developer forgot to build, and you will find a puzzle-strategy hybrid that rewards reading the room rather than reacting to it.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:sub-5Lemmings-likePrestige SystemCreature EcosystemGrid-Based PuzzleUnderground ExpeditionAbility UnlocksEnvironmental HazardsNonlinear Progression

Requisitos del sistema

Mínimos

OS
Windows XP or later
Memory
1 GB RAM
DirectX
Version 9.0
Storage
200 MB available space
Graphics
DirectX 9 compatible
Processor
2.3 GHz Dual Core
Sound Card
DirectX 9 compatible

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Información del juego

Desarrolladora
IIIDA Interactive
Distribuidora
IIIDA Interactive
Fecha de lanzamiento
28 jun 2018

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¿Cuánto cuesta Minaurs?

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¿Dónde puedo comprar Minaurs más barato?

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¿En qué plataformas está disponible Minaurs?

Minaurs está disponible en PC, Mac.

¿Cuándo se lanzó Minaurs?

Minaurs se lanzó el 28 de junio de 2018.

¿Quién desarrolló Minaurs?

Minaurs fue desarrollado por IIIDA Interactive.