Compara los precios de Plazma Being en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Hedge Knight Games. Publicado por Hedge Knight Games. Lanzado el 9/2/2015. Disponible en PC. Géneros: Action, Adventure, Indie.

A handcrafted 4-5 hour puzzle-platformer built by one developer that punches well above its weight, smart level design, sci-fi charm, and a protagonist who says nothing but somehow wins you over.

I have a soft spot for the one-developer release that nobody puts on a "best of" list but quietly sits at a mostly positive rating years after launch. Plazma Being is exactly that kind of game, and I think it deserves a few more eyes on it. You play as Zeb, a small energy-based life form who gets kidnapped mid-commute through space, crash-lands in alien captivity, and then uses a convenient earthquake to make his escape across an unfamiliar planet. The setup is paper-thin, but the game never pretends otherwise. Zeb doesn't speak. There are no cutscenes, no voiced exposition. The story is entirely the feeling of being small and lost in a strange world, which turns out to be enough. The structure is modest and honest: ten levels spread across three distinct environments, each built around Zeb's energy-based abilities. The puzzle design is where the game earns its reputation. Rock, Paper, Shotgun noted it gets "almost immediately very tricky," and that tracks. The challenge isn't artificial difficulty or precision-twitch nonsense, it's the kind of obstacle-reading that makes you pause, scan the room, and feel genuinely satisfied when the solution clicks. Creatures and robots populate the environments, adding light action pressure without turning the whole thing into a reflex test. The pacing is measured. If you treat it like a sprint, it will frustrate you. If you treat it like a short afternoon with a strange little alien, it delivers exactly what it promises. The runtime is the conversation point. Community feedback and the developer's own estimates put completion somewhere in the 4-5 hour range, and there is no new-game-plus, no randomisation, and no branching paths. What replay hook exists comes from an optional energy collection mode you can toggle at the start of a new run. That is the full extent of the extra content. For some players, a game that knows its length and respects it is a feature. For players who need replayability built into the bones of a title, this will feel too slight. Neither position is wrong; just know which type you are before committing. Built on the LOVE2D engine by what appears to be a solo developer, the game carries that handmade quality in its 2D visual style and its sci-fi atmosphere. The three environments shift the palette and introduce new environmental logic, which keeps the back half from feeling like a retread of the first. There is something almost meditative about moving Zeb through these alien landscapes, and the atmospheric tone that players and critics both point to is real. It earns it without announcing it. The keyboard-and-mouse controls are fully rebindable, though controller support is not present, which is a genuine gap for a game that would feel at home on a gamepad. Plazma Being is a first project that happens to be smarter than most first projects. It does not overstay its welcome. It does not pretend to be something larger than it is. If your tolerance for short, focused indie platformers with real puzzle craft is high, this is an easy recommendation. If you need a game to fill fifty hours, look elsewhere. Kai, Scout Team

Plazma Being

Plazma Being

9 feb 2015Hedge Knight Games
GamerScout opina

A handcrafted 4-5 hour puzzle-platformer built by one developer that punches well above its weight, smart level design, sci-fi charm, and a protagonist who says nothing but somehow wins you over.

PC
Steam Deck UnsupportedProtonDB Platinum
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€0.00
en N/A
Mínimo histórico: €0.38

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I have a soft spot for the one-developer release that nobody puts on a "best of" list but quietly sits at a mostly positive rating years after launch. Plazma Being is exactly that kind of game, and I think it deserves a few more eyes on it. You play as Zeb, a small energy-based life form who gets kidnapped mid-commute through space, crash-lands in alien captivity, and then uses a convenient earthquake to make his escape across an unfamiliar planet. The setup is paper-thin, but the game never pretends otherwise. Zeb doesn't speak. There are no cutscenes, no voiced exposition. The story is entirely the feeling of being small and lost in a strange world, which turns out to be enough. The structure is modest and honest: ten levels spread across three distinct environments, each built around Zeb's energy-based abilities. The puzzle design is where the game earns its reputation. Rock, Paper, Shotgun noted it gets "almost immediately very tricky," and that tracks. The challenge isn't artificial difficulty or precision-twitch nonsense, it's the kind of obstacle-reading that makes you pause, scan the room, and feel genuinely satisfied when the solution clicks. Creatures and robots populate the environments, adding light action pressure without turning the whole thing into a reflex test. The pacing is measured. If you treat it like a sprint, it will frustrate you. If you treat it like a short afternoon with a strange little alien, it delivers exactly what it promises. The runtime is the conversation point. Community feedback and the developer's own estimates put completion somewhere in the 4-5 hour range, and there is no new-game-plus, no randomisation, and no branching paths. What replay hook exists comes from an optional energy collection mode you can toggle at the start of a new run. That is the full extent of the extra content. For some players, a game that knows its length and respects it is a feature. For players who need replayability built into the bones of a title, this will feel too slight. Neither position is wrong; just know which type you are before committing. Built on the LOVE2D engine by what appears to be a solo developer, the game carries that handmade quality in its 2D visual style and its sci-fi atmosphere. The three environments shift the palette and introduce new environmental logic, which keeps the back half from feeling like a retread of the first. There is something almost meditative about moving Zeb through these alien landscapes, and the atmospheric tone that players and critics both point to is real. It earns it without announcing it. The keyboard-and-mouse controls are fully rebindable, though controller support is not present, which is a genuine gap for a game that would feel at home on a gamepad. Plazma Being is a first project that happens to be smarter than most first projects. It does not overstay its welcome. It does not pretend to be something larger than it is. If your tolerance for short, focused indie platformers with real puzzle craft is high, this is an easy recommendation. If you need a game to fill fifty hours, look elsewhere.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Physics-PuzzlesSolo-DevShort-PlaythroughKeyboard-OnlyEscape-NarrativeEnergy-MechanicsLOVE2D

Requisitos del sistema

Mínimos

OS
Windows Vista/7/8
Memory
2 GB RAM
Storage
100 MB available space
Graphics
openGL graphics support/version 1.3 or better
Processor
1.8GHZ dual-core

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Información del juego

Desarrolladora
Hedge Knight Games
Distribuidora
Hedge Knight Games
Fecha de lanzamiento
9 feb 2015

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¿En qué plataformas está disponible Plazma Being?

Plazma Being está disponible en PC.

¿Cuándo se lanzó Plazma Being?

Plazma Being se lanzó el 9 de febrero de 2015.

¿Quién desarrolló Plazma Being?

Plazma Being fue desarrollado por Hedge Knight Games.