Compara los precios de Minds Beneath Us en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por BearBoneStudio. Publicado por BearBoneStudio. Lanzado el 31/7/2024. Disponible en PC. Géneros: Adventure, Indie, RPG.

A Taiwanese indie that puts you inside someone else's skull and dares you to sit with the discomfort - roughly 12 hours of slow-burn cyberpunk that hits harder than most big-budget sci-fi games managed in 2024.

My first instinct walking into Minds Beneath Us was skepticism: a seven-person studio from Taiwan, no voice acting, faceless character designs, a side-scrolling adventure running almost entirely on dialogue. Then the prologue dropped me into a hospital room as a disembodied presence hijacking a stranger's nervous system, and that skepticism quietly dissolved. You are not Jason Dai - you are the M.B.U. riding his mind while he tries to hold a job and protect his girlfriend Fran at a corporation called Vision. The year is 2049 Taipei, and the internet runs on flop farms: rows of sedated human brains hard-wired into the city's AI infrastructure. That premise sounds like a cyberpunk elevator pitch, but BearBoneStudio spends twelve-plus hours making it feel lived-in and horrible in exactly the right ways. Structurally the game is a side-scrolling point-and-click visual novel across a prologue and five chapters, each representing a single day inside Vision's world. Most of your time is walking a 2D plane, pressing E to start conversations, tilting the right stick or mouse to examine objects in the 3D backgrounds, and choosing timed dialogue responses that ripple outward in small, persistent ways. Side conversations you invest in can unlock new discussion threads chapters later. A key branch around chapter three lets you pick between the ops or screening tracks at work, meaning a second playthrough will send you through substantially different scenes. The save system is manual-only with four checkpoints per chapter and no mid-chapter rollback, which is the kind of friction that punishes inattentive players - fair warning if you prefer to experiment freely. What works, and works beautifully, is the writing. The characters are faceless by design - those blank silhouettes are a deliberate metaphor about personhood in a world that treats people as processing units - and yet the cast feels more human than most games manage with full facial capture. Jason's colleagues, his co-conspirators, even throwaway NPCs at the flop farm, all carry coherent internal logic. The world never lets you rest on simple villains. The QTE combat sequences, which use a small handful of button inputs tied to fluid hand-drawn animations, are the weakest mechanical element; critics and players consistently flag them as repetitive, the same input patterns recycled through each chapter. The game clearly knows combat is a seasoning, not the main dish, but a bit more variation wouldn't have hurt. The audiovisual craft deserves its own paragraph. The soundtrack blends ambient electronics with quieter, almost elegiac passages that swell at precisely the moments the writing needs weight. Neon 3D environments glow behind flat 2D characters, and the contrast never feels like a budget compromise - it feels intentional, the warmth of human presence set against cold architectural geometry. A few reviewers noted occasional English translation hiccups (the game was developed in Traditional Chinese), but nothing that breaks the spell. The overall Steam reception sits at overwhelmingly positive territory across thousands of reviews, and critics at OpenCritic put the average in the low eighties, with the consensus being that patient players willing to treat it like an interactive novel get something genuinely rare. If you need a reflex test every twenty minutes, this will bore you. If you have ever finished a Nier, a Disco Elysium, or a visual novel and immediately wanted the world to keep going, Minds Beneath Us belongs on your list. It is a debut title from a small studio that understood their own game completely - knew what it was, what it wanted to say, and exactly when to say it. The slow opening chapters earn their weight. The ambiguous endings do not sugarcoat anything. That honesty sticks. Kai, Scout Team

Minds Beneath Us

Minds Beneath Us

31 jul 2024BearBoneStudio
GamerScout opina

A Taiwanese indie that puts you inside someone else's skull and dares you to sit with the discomfort - roughly 12 hours of slow-burn cyberpunk that hits harder than most big-budget sci-fi games managed in 2024.

PC
Steam Deck VerifiedProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €13.74

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Acerca de Minds Beneath Us

My first instinct walking into Minds Beneath Us was skepticism: a seven-person studio from Taiwan, no voice acting, faceless character designs, a side-scrolling adventure running almost entirely on dialogue. Then the prologue dropped me into a hospital room as a disembodied presence hijacking a stranger's nervous system, and that skepticism quietly dissolved. You are not Jason Dai - you are the M.B.U. riding his mind while he tries to hold a job and protect his girlfriend Fran at a corporation called Vision. The year is 2049 Taipei, and the internet runs on flop farms: rows of sedated human brains hard-wired into the city's AI infrastructure. That premise sounds like a cyberpunk elevator pitch, but BearBoneStudio spends twelve-plus hours making it feel lived-in and horrible in exactly the right ways. Structurally the game is a side-scrolling point-and-click visual novel across a prologue and five chapters, each representing a single day inside Vision's world. Most of your time is walking a 2D plane, pressing E to start conversations, tilting the right stick or mouse to examine objects in the 3D backgrounds, and choosing timed dialogue responses that ripple outward in small, persistent ways. Side conversations you invest in can unlock new discussion threads chapters later. A key branch around chapter three lets you pick between the ops or screening tracks at work, meaning a second playthrough will send you through substantially different scenes. The save system is manual-only with four checkpoints per chapter and no mid-chapter rollback, which is the kind of friction that punishes inattentive players - fair warning if you prefer to experiment freely. What works, and works beautifully, is the writing. The characters are faceless by design - those blank silhouettes are a deliberate metaphor about personhood in a world that treats people as processing units - and yet the cast feels more human than most games manage with full facial capture. Jason's colleagues, his co-conspirators, even throwaway NPCs at the flop farm, all carry coherent internal logic. The world never lets you rest on simple villains. The QTE combat sequences, which use a small handful of button inputs tied to fluid hand-drawn animations, are the weakest mechanical element; critics and players consistently flag them as repetitive, the same input patterns recycled through each chapter. The game clearly knows combat is a seasoning, not the main dish, but a bit more variation wouldn't have hurt. The audiovisual craft deserves its own paragraph. The soundtrack blends ambient electronics with quieter, almost elegiac passages that swell at precisely the moments the writing needs weight. Neon 3D environments glow behind flat 2D characters, and the contrast never feels like a budget compromise - it feels intentional, the warmth of human presence set against cold architectural geometry. A few reviewers noted occasional English translation hiccups (the game was developed in Traditional Chinese), but nothing that breaks the spell. The overall Steam reception sits at overwhelmingly positive territory across thousands of reviews, and critics at OpenCritic put the average in the low eighties, with the consensus being that patient players willing to treat it like an interactive novel get something genuinely rare. If you need a reflex test every twenty minutes, this will bore you. If you have ever finished a Nier, a Disco Elysium, or a visual novel and immediately wanted the world to keep going, Minds Beneath Us belongs on your list. It is a debut title from a small studio that understood their own game completely - knew what it was, what it wanted to say, and exactly when to say it. The slow opening chapters earn their weight. The ambiguous endings do not sugarcoat anything. That honesty sticks.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaDual-Consciousness MechanicFlop Farm SettingTimed Dialogue ChoicesFaceless Character Art2.5D Side-ScrollingQTE CombatSocial CritiqueMultiple PlaythroughsSlow Burn Narrative

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
8 GB RAM
Graphics
Nvidia GTX 1060 6GB / AMD RX580 8GB
Processor
Intel i5 8400/Ryzen R5 1600

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OS
Windows 10
Memory
16 GB RAM
Graphics
Nvidia RTX 3060
Processor
Intel i7 7700/Ryzen R7 1700

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Información del juego

Desarrolladora
BearBoneStudio
Distribuidora
BearBoneStudio
Fecha de lanzamiento
31 jul 2024

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¿En qué plataformas está disponible Minds Beneath Us?

Minds Beneath Us está disponible en PC.

¿Cuándo se lanzó Minds Beneath Us?

Minds Beneath Us se lanzó el 31 de julio de 2024.

¿Quién desarrolló Minds Beneath Us?

Minds Beneath Us fue desarrollado por BearBoneStudio.