Compara los precios de Monolith en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Animation Arts. Publicado por Animation Arts. Lanzado el 11/10/2023. Disponible en PC, Linux. Géneros: Adventure, Indie. Puntuación Metacritic: 73/100.

Stranded on an alien planet with only a sarcastic robot for company, Monolith earns its atmosphere honestly - but patience with a rough start and a divisive ending is the price of admission.

I've spent a lot of time with point-and-click games that promise atmosphere and deliver wallpaper, so my guard was up going into Monolith. What I found was something more careful than the marketing suggests and more flawed than its prettiest screenshots imply. Animation Arts, the German studio behind the Secret Files and Lost Horizon series, returned after a lengthy gap with this isolated-astronaut mystery, and the result is the kind of mid-tier adventure that rewards the right player while quietly frustrating the wrong one. You play as Tessa Carter, a space researcher who wakes from cryosleep after a crash landing on an unknown planet with her memory in pieces and her co-pilot missing. Her only companion is C.O.R.E., a small analysis robot she programs to be sardonic and cutting - which turns out to be a genuinely good creative decision. C.O.R.E. calculates Tessa's probability of death out loud, mocks her mistakes with cheerful precision, and promises accurate scans of dangerous animals before they kill her. He is, without question, the soul of the game, and the dry double-act between them carries a lot of weight through the slower stretches. The puzzle design leans on inventory combination, environmental scanning, machine mini-games, and C.O.R.E.'s ability to replay holographic recordings of events that happened on the abandoned station before Tessa arrived - a slightly worn storytelling device, but it works as a pacing tool. Puzzles covering chemical mixing, medical equipment, computer analysis, and even alien flora feel grounded in the setting rather than arbitrary. The first hour is the weakest, with a few inane wire-reconnection exercises that feel like warmup drills, but the design opens up considerably once Tessa reaches the derelict outpost proper. Visually, the 50 hand-drawn backgrounds are the clear star. The environments - barren rock, overgrown station corridors, alien wetlands - are lushly lit and reward slow exploration. The cel-shaded 3D character models sitting against those painted backdrops can look slightly mismatched up close, with occasional motion-capture jerkiness, but the dissonance fades at the distances where you spend most of your time. The music stays subtle and atmospheric, shifting with tonal changes without ever announcing itself loudly. That restraint suits the mood, though it also means the score never quite burns into memory. Voice acting in English is serviceable and occasionally strong, with some unevenness across the cast - C.O.R.E. himself has a few lines that land awkwardly, which is unfortunate given how much screen time he gets. The accessibility options are genuinely well-considered. Hotspot highlighting can be toggled on or off with a keypress, mini-games can be skipped without penalty, and a built-in walkthrough sits in the menu for when you get properly stuck. There is no pixel-hunting, no punishing dead ends, no fail states. For returning adventure fans who have been burned by the genre's worst habits, these are real quality-of-life wins. The difficulty sits at a measured middle ground for most of the run, though a cluster of grid-based movement puzzles in the late game feel clunky and out of step with everything before them. A handful of puzzle solutions also lean on logic that is not quite as transparent as the game believes it is - a walkthrough consult or two is not a sign of failure here, it is practically expected. The story takes an increasingly personal turn as it progresses, folding a self-discovery thread into the sci-fi survival frame. Community reception has been notably split on this shift - the first two-thirds of the game are widely praised for their tension and pacing, while the final act has prompted real frustration from players who felt the tonal pivot undermined what had been built. The ending resolves its questions but does so in a way that more than a few reviewers found predictable or deflating. That is a meaningful caveat for anyone buying primarily for narrative payoff. For players who care most about the puzzle-solving, the atmosphere, and the Tessa-and-C.O.R.E. dynamic, those seven to nine hours land well enough to justify the time. Kai, Scout Team

Monolith

Monolith

11 oct 2023Animation Arts
GamerScout opina

Stranded on an alien planet with only a sarcastic robot for company, Monolith earns its atmosphere honestly - but patience with a rough start and a divisive ending is the price of admission.

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Acerca de Monolith

I've spent a lot of time with point-and-click games that promise atmosphere and deliver wallpaper, so my guard was up going into Monolith. What I found was something more careful than the marketing suggests and more flawed than its prettiest screenshots imply. Animation Arts, the German studio behind the Secret Files and Lost Horizon series, returned after a lengthy gap with this isolated-astronaut mystery, and the result is the kind of mid-tier adventure that rewards the right player while quietly frustrating the wrong one. You play as Tessa Carter, a space researcher who wakes from cryosleep after a crash landing on an unknown planet with her memory in pieces and her co-pilot missing. Her only companion is C.O.R.E., a small analysis robot she programs to be sardonic and cutting - which turns out to be a genuinely good creative decision. C.O.R.E. calculates Tessa's probability of death out loud, mocks her mistakes with cheerful precision, and promises accurate scans of dangerous animals before they kill her. He is, without question, the soul of the game, and the dry double-act between them carries a lot of weight through the slower stretches. The puzzle design leans on inventory combination, environmental scanning, machine mini-games, and C.O.R.E.'s ability to replay holographic recordings of events that happened on the abandoned station before Tessa arrived - a slightly worn storytelling device, but it works as a pacing tool. Puzzles covering chemical mixing, medical equipment, computer analysis, and even alien flora feel grounded in the setting rather than arbitrary. The first hour is the weakest, with a few inane wire-reconnection exercises that feel like warmup drills, but the design opens up considerably once Tessa reaches the derelict outpost proper. Visually, the 50 hand-drawn backgrounds are the clear star. The environments - barren rock, overgrown station corridors, alien wetlands - are lushly lit and reward slow exploration. The cel-shaded 3D character models sitting against those painted backdrops can look slightly mismatched up close, with occasional motion-capture jerkiness, but the dissonance fades at the distances where you spend most of your time. The music stays subtle and atmospheric, shifting with tonal changes without ever announcing itself loudly. That restraint suits the mood, though it also means the score never quite burns into memory. Voice acting in English is serviceable and occasionally strong, with some unevenness across the cast - C.O.R.E. himself has a few lines that land awkwardly, which is unfortunate given how much screen time he gets. The accessibility options are genuinely well-considered. Hotspot highlighting can be toggled on or off with a keypress, mini-games can be skipped without penalty, and a built-in walkthrough sits in the menu for when you get properly stuck. There is no pixel-hunting, no punishing dead ends, no fail states. For returning adventure fans who have been burned by the genre's worst habits, these are real quality-of-life wins. The difficulty sits at a measured middle ground for most of the run, though a cluster of grid-based movement puzzles in the late game feel clunky and out of step with everything before them. A handful of puzzle solutions also lean on logic that is not quite as transparent as the game believes it is - a walkthrough consult or two is not a sign of failure here, it is practically expected. The story takes an increasingly personal turn as it progresses, folding a self-discovery thread into the sci-fi survival frame. Community reception has been notably split on this shift - the first two-thirds of the game are widely praised for their tension and pacing, while the final act has prompted real frustration from players who felt the tonal pivot undermined what had been built. The ending resolves its questions but does so in a way that more than a few reviewers found predictable or deflating. That is a meaningful caveat for anyone buying primarily for narrative payoff. For players who care most about the puzzle-solving, the atmosphere, and the Tessa-and-C.O.R.E. dynamic, those seven to nine hours land well enough to justify the time.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:aaaIsolated AstronautCompanion AIHolographic CluesSci-Fi Inventory PuzzlesCinematic CutscenesAccessibility Options2.5D Art StylePsychological Twist

Requisitos del sistema

Mínimos

OS
Windows 10
Memory
3 GB RAM
Storage
8 GB available space
Processor
1.4 GHz
Sound Card
Windows Compatible Audio Device

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OS
Windows 10
Memory
6 GB RAM
Storage
8 GB available space
Processor
3 GHz
Sound Card
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Reseñas y valoraciones

Metacritic
73

Información del juego

Desarrolladora
Animation Arts
Distribuidora
Animation Arts
Fecha de lanzamiento
11 oct 2023

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¿En qué plataformas está disponible Monolith?

Monolith está disponible en PC, Linux.

¿Cuándo se lanzó Monolith?

Monolith se lanzó el 11 de octubre de 2023.

¿Quién desarrolló Monolith?

Monolith fue desarrollado por Animation Arts.

¿Merece la pena comprar Monolith?

Monolith tiene una puntuación Metacritic de 73/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.