Compara los precios de Neon Prism en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por EGAMER. Publicado por SA Industry. Lanzado el 18/11/2016. Disponible en PC, Mac. Géneros: Action, Casual, Indie.

Fifty levels of neon-lit ship-dodging with a time-slow and a blink, completable in one sitting. Honest about what it is, but only worth it at a steep discount.

I went into Neon Prism expecting almost nothing, and it delivered almost nothing, with just enough charm to stop me from closing it immediately. That sounds harsh, but there is a kernel of something genuinely pleasant here, buried under execution problems that the community has been pointing out since 2016. The core loop is simple: you pilot a small ship across each of 50 levels, weaving around moving obstacles, unlocking passages through checkpoints, and reaching the exit. Two abilities sit at the centre of the design. The Slow ability freezes everything on screen except your own ship, giving you a window to thread through tight gaps. The Blink ability teleports you a short distance, and with precise timing you can phase directly through certain obstacles. Both feel like they belong in a tighter, more ambitious game. Here they are the whole show, and the show is over in roughly three to four hours for most players. What the game does right is that it stays honest about its scope. The level variety ramps up in ways that casual players will appreciate, moving from straightforward obstacle avoidance in the opening stages into light puzzle logic by the back half, where you need to understand checkpoint sequencing before the exit path even opens. A bronze, silver, and gold medal system layers in replay value for anyone who wants it, and 16 Steam Achievements give completionists a small reason to revisit. The visual identity, neon shapes against minimal backgrounds, has a certain stripped-back coherence, though several reviewers across the years have found those backgrounds a little too bare to feel atmospheric. The rough edges are real. Keyboard-and-mouse controls landed poorly with much of the player base from launch, and the consensus workaround has been to switch to cursor-follow mode in the options or use a controller. Neither fix is complicated, but it says something that the default control feel pushed people toward the settings menu on day one. The soundtrack is another fault line: some players find the electronic tracks a pleasant backdrop, others felt the music choices clashed with the visual tone rather than reinforcing it. There is no ambient hush or gradual build here, just a handful of tracks looping underneath a game that might have benefited from something quieter and more considered. The honest reality is that Neon Prism sits in a well-populated space of sub-five-dollar arcade puzzlers, and it competes poorly on craft against the sharper examples of that tier. The Slow and Blink mechanics never quite reach the elegant tension of the best one-concept indie games. Community reception over its lifetime has settled around a lukewarm-to-warm range: players who grabbed it nearly free found it a perfectly acceptable hour or two, while anyone expecting a polished, hand-crafted experience came away disappointed. If you have a free afternoon and encounter this at a deep discount, the Slow-and-Blink puzzle logic in the later levels is worth seeing. At any price above pocket change, the expectation mismatch is too wide to recommend it without hesitation. Kai, Scout Team

Neon Prism

Neon Prism

18 nov 2016EGAMERSA Industry
GamerScout opina

Fifty levels of neon-lit ship-dodging with a time-slow and a blink, completable in one sitting. Honest about what it is, but only worth it at a steep discount.

PCMac
Steam Deck PlayableProtonDB Gold
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.45

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Acerca de Neon Prism

I went into Neon Prism expecting almost nothing, and it delivered almost nothing, with just enough charm to stop me from closing it immediately. That sounds harsh, but there is a kernel of something genuinely pleasant here, buried under execution problems that the community has been pointing out since 2016. The core loop is simple: you pilot a small ship across each of 50 levels, weaving around moving obstacles, unlocking passages through checkpoints, and reaching the exit. Two abilities sit at the centre of the design. The Slow ability freezes everything on screen except your own ship, giving you a window to thread through tight gaps. The Blink ability teleports you a short distance, and with precise timing you can phase directly through certain obstacles. Both feel like they belong in a tighter, more ambitious game. Here they are the whole show, and the show is over in roughly three to four hours for most players. What the game does right is that it stays honest about its scope. The level variety ramps up in ways that casual players will appreciate, moving from straightforward obstacle avoidance in the opening stages into light puzzle logic by the back half, where you need to understand checkpoint sequencing before the exit path even opens. A bronze, silver, and gold medal system layers in replay value for anyone who wants it, and 16 Steam Achievements give completionists a small reason to revisit. The visual identity, neon shapes against minimal backgrounds, has a certain stripped-back coherence, though several reviewers across the years have found those backgrounds a little too bare to feel atmospheric. The rough edges are real. Keyboard-and-mouse controls landed poorly with much of the player base from launch, and the consensus workaround has been to switch to cursor-follow mode in the options or use a controller. Neither fix is complicated, but it says something that the default control feel pushed people toward the settings menu on day one. The soundtrack is another fault line: some players find the electronic tracks a pleasant backdrop, others felt the music choices clashed with the visual tone rather than reinforcing it. There is no ambient hush or gradual build here, just a handful of tracks looping underneath a game that might have benefited from something quieter and more considered. The honest reality is that Neon Prism sits in a well-populated space of sub-five-dollar arcade puzzlers, and it competes poorly on craft against the sharper examples of that tier. The Slow and Blink mechanics never quite reach the elegant tension of the best one-concept indie games. Community reception over its lifetime has settled around a lukewarm-to-warm range: players who grabbed it nearly free found it a perfectly acceptable hour or two, while anyone expecting a polished, hand-crafted experience came away disappointed. If you have a free afternoon and encounter this at a deep discount, the Slow-and-Blink puzzle logic in the later levels is worth seeing. At any price above pocket change, the expectation mismatch is too wide to recommend it without hesitation.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Arcade PuzzleTime-Slow MechanicBlink AbilityMedal SystemShort PlaytimeController RecommendedMinimalist Visuals

Requisitos del sistema

Mínimos

OS
Windows 7 or later
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
700 MB available space
Graphics
256 MB or higher
Processor
Intel dual core 2.0 Ghz

Recomendados

OS
Windows 7 or 8
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
700 MB available space
Graphics
256 MB or higher
Processor
Intel dual core 2.4 Ghz

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Información del juego

Desarrolladora
EGAMER
Distribuidora
SA Industry
Fecha de lanzamiento
18 nov 2016

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¿En qué plataformas está disponible Neon Prism?

Neon Prism está disponible en PC, Mac.

¿Cuándo se lanzó Neon Prism?

Neon Prism se lanzó el 18 de noviembre de 2016.

¿Quién desarrolló Neon Prism?

Neon Prism fue desarrollado por EGAMER y publicado por SA Industry.