Compara los precios de NaissanceE en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Limasse Five. Publicado por Limasse Five. Lanzado el 13/2/2014. Disponible en PC. Géneros: Adventure, Indie. Puntuación Metacritic: 66/100.

A monochrome brutalist megastructure that swallows you whole, strips away every comfort, and dares you to find beauty in the loneliness. Worth the disorientation.

I came into NaissanceE expecting atmosphere and got something closer to architecture as confrontation. Limasse Five built one world out of gray concrete, geometric void, and oppressive scale, and then placed a single character called Lucy inside it with two words of context: "Lucy is Lost." That's the entire briefing. From there, the game opens into a first-person exploration that mixes light platforming, simple environmental puzzles, and a relentless insistence on making you feel genuinely small. The world is rendered in stark black and white, built almost entirely from extruded geometric shapes with no textures, no maps, no HUD, and no objective markers. What you get instead is a kind of brutal spatial intelligence. Pathways are folded into corners. Staircases lead nowhere, or lead somewhere you won't reach for another hour. Light sources, which take the form of plain white geometric emitters, are used both as navigational signals and as puzzle components: pressing switches repositions them, making certain platforms materialize out of darkness or vanish back into it. There's also a breathing mechanic tied to sprinting that sounds like a detail but quietly becomes one of the game's most grounding touches, a reminder that you are a body moving through an indifferent structure, not a camera on autopilot. The soundtrack, composed with contributions from Pauline Oliveros, Patricia Dallio, and Thierry Zaboitzeff, deserves separate mention. It shifts registers in ways that feel calibrated to the architecture rather than to the player's comfort. Some sections hum with low industrial drone. Others open into near-silence that is somehow louder. A few players find certain cues grating, and there is no in-game option to adjust audio, which is a genuine inconvenience. But when the score lands, it amplifies the spatial uncanniness in a way that few games of any budget have managed. Not everything holds. The platforming is the weakest element, and the friction it creates is real. The game has no hand-holding by design, which means dead ends are plentiful, and some are intentionally indistinguishable from genuine routes. Early sections can produce a specific kind of exhausting lost-ness that will make impatient players quit before the back half opens up. A post-launch patch added checkpoints to the more demanding acts, which softened the sharpest edges, but the experience still asks more patience than most people budget for a ten-dollar game. Playtime runs roughly five to ten hours depending on how much of the maze folds back on you. For the right kind of player, though, this is one of the stranger and more singular things available on Steam, full stop. It draws comparisons to Tsutomu Nihei's manga BLAME!, to Kubrick's monolithic scale, to the concrete logic of Brutalist architecture taken to an inhuman conclusion. None of those references quite cover it. NaissanceE is its own quiet obsession, and the people who connect with it tend to carry it around for years. Kai, Scout Team

NaissanceE

NaissanceE

13 feb 2014Limasse Five
GamerScout opina

A monochrome brutalist megastructure that swallows you whole, strips away every comfort, and dares you to find beauty in the loneliness. Worth the disorientation.

PC
Steam Deck UnsupportedProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €2.80

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I came into NaissanceE expecting atmosphere and got something closer to architecture as confrontation. Limasse Five built one world out of gray concrete, geometric void, and oppressive scale, and then placed a single character called Lucy inside it with two words of context: "Lucy is Lost." That's the entire briefing. From there, the game opens into a first-person exploration that mixes light platforming, simple environmental puzzles, and a relentless insistence on making you feel genuinely small. The world is rendered in stark black and white, built almost entirely from extruded geometric shapes with no textures, no maps, no HUD, and no objective markers. What you get instead is a kind of brutal spatial intelligence. Pathways are folded into corners. Staircases lead nowhere, or lead somewhere you won't reach for another hour. Light sources, which take the form of plain white geometric emitters, are used both as navigational signals and as puzzle components: pressing switches repositions them, making certain platforms materialize out of darkness or vanish back into it. There's also a breathing mechanic tied to sprinting that sounds like a detail but quietly becomes one of the game's most grounding touches, a reminder that you are a body moving through an indifferent structure, not a camera on autopilot. The soundtrack, composed with contributions from Pauline Oliveros, Patricia Dallio, and Thierry Zaboitzeff, deserves separate mention. It shifts registers in ways that feel calibrated to the architecture rather than to the player's comfort. Some sections hum with low industrial drone. Others open into near-silence that is somehow louder. A few players find certain cues grating, and there is no in-game option to adjust audio, which is a genuine inconvenience. But when the score lands, it amplifies the spatial uncanniness in a way that few games of any budget have managed. Not everything holds. The platforming is the weakest element, and the friction it creates is real. The game has no hand-holding by design, which means dead ends are plentiful, and some are intentionally indistinguishable from genuine routes. Early sections can produce a specific kind of exhausting lost-ness that will make impatient players quit before the back half opens up. A post-launch patch added checkpoints to the more demanding acts, which softened the sharpest edges, but the experience still asks more patience than most people budget for a ten-dollar game. Playtime runs roughly five to ten hours depending on how much of the maze folds back on you. For the right kind of player, though, this is one of the stranger and more singular things available on Steam, full stop. It draws comparisons to Tsutomu Nihei's manga BLAME!, to Kubrick's monolithic scale, to the concrete logic of Brutalist architecture taken to an inhuman conclusion. None of those references quite cover it. NaissanceE is its own quiet obsession, and the people who connect with it tend to carry it around for years.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Brutalist ArchitectureMonochromeNo HUDBreathing MechanicLight PuzzlesAvant-Garde SoundtrackBLAME! InspiredLiminal SpacePatience Required

Requisitos del sistema

Mínimos

OS
Windows XP SP3 or Windows Vista
Memory
3 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
NVIDIA 8800 gts or similar graphics card
Processor
2.0+ GHz multi-core processor

Recomendados

OS
Windows 7
Memory
4 GB RAM
DirectX
Version 9.0c
Storage
2 GB available space
Graphics
NVIDIA 460 gtx or higher graphics card
Processor
3.0+ GHz multi-core processor

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Reseñas y valoraciones

Metacritic
66

Información del juego

Desarrolladora
Limasse Five
Distribuidora
Limasse Five
Fecha de lanzamiento
13 feb 2014

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¿En qué plataformas está disponible NaissanceE?

NaissanceE está disponible en PC.

¿Cuándo se lanzó NaissanceE?

NaissanceE se lanzó el 13 de febrero de 2014.

¿Quién desarrolló NaissanceE?

NaissanceE fue desarrollado por Limasse Five.

¿Merece la pena comprar NaissanceE?

NaissanceE tiene una puntuación Metacritic de 66/100, 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.