Compara los precios de Pnevmo-Capsula: Domiki en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Pomeshkin Valentin Igorevich. Publicado por Pomeshkin Valentin Igorevich. Lanzado el 4/10/2021. Disponible en PC, Mac, Linux. Géneros: Adventure, Casual, Indie.

One solo developer built an entire alternate Soviet Union out of rails, analog gears, and a mail capsule that zaps electricity at the world. That handcraft alone earns your attention.

I keep a shortlist of games made by a single person that somehow conjure a fully realized world, and Pnevmo-Capsula: Domiki belongs on it. The premise is quietly arresting: a parallel 1970s Russia where transistors were never invented, cars are banned, and every house sits connected to a web of tiny railways. You ride that web as a small pneumatic capsule, zapping an electrical burst at switches, springs, incandescent lamps, mechanical mailboxes, and telephone terminals to solve your way through eight chapters of increasingly dense puzzle design. It is, as one reviewer put it, unlike almost anything else on Steam, and that novelty alone carries real weight. The two-mode loop is simple to grasp. Riding sections have you steering the capsule forward and backward along branching rail paths, firing electricity at track switches to reroute yourself. Puzzle sections ask you to decode four-digit telegraph codes by reading environmental clues scattered across the level, then physically navigate back to enter them. The code puzzles are the game's strongest moments: quiet, observational, genuinely satisfying when the logic clicks. The gate-hunting sections are weaker. Backtracking across a maze of rails to find a missed switch, with no clear feedback on where you are relative to an interactable, can tip from meditative into tedious. A late-game code puzzle that forces repeated trips up a winding rail to cross-reference a list is a real friction spike in an otherwise compact experience. The visual work is striking for a one-person project. The atompunk aesthetic, all chunky analog machinery, brutalist towers, and warm incandescent glow, has a coherent internal logic that larger studio games sometimes fail to achieve. The camera choreography gets praised across community discussions, and rightly so: the game knows when to pull back and let the scale of a platform or tower land before sending you back into close quarters. The soundtrack sits in the background without demanding attention, which suits the mood, though some players have commented that the closing theme lands with unexpected emotional weight given how little the game telegraphs any narrative intent. Controls are the clearest friction point. There is no rebinding, the interaction prompt timing is not always telegraphed cleanly, and the dial-wheel input for code entry is fussier than it needs to be. None of this is fatal for a budget-tier indie, but it is the kind of rough edge that solo dev projects often carry, and you should know going in. Respawning at chapter start with puzzle progress preserved is a considerate checkpoint design choice that softens the worst of the backtracking pain. Who is this for? Puzzle players who find atmosphere more motivating than difficulty spikes, people who love the idea of an alternate Soviet history rendered in handcrafted 3D, and anyone who can forgive a little control jank in exchange for something genuinely singular. If you need tight QoL and polished feedback loops, this will frustrate. If you can slow down and let the world breathe, there is something small and real here that most Steam pages this size never manage. Kai, Scout Team

Pnevmo-Capsula: Domiki

Pnevmo-Capsula: Domiki

4 oct 2021Pomeshkin Valentin Igorevich
GamerScout opina

One solo developer built an entire alternate Soviet Union out of rails, analog gears, and a mail capsule that zaps electricity at the world. That handcraft alone earns your attention.

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I keep a shortlist of games made by a single person that somehow conjure a fully realized world, and Pnevmo-Capsula: Domiki belongs on it. The premise is quietly arresting: a parallel 1970s Russia where transistors were never invented, cars are banned, and every house sits connected to a web of tiny railways. You ride that web as a small pneumatic capsule, zapping an electrical burst at switches, springs, incandescent lamps, mechanical mailboxes, and telephone terminals to solve your way through eight chapters of increasingly dense puzzle design. It is, as one reviewer put it, unlike almost anything else on Steam, and that novelty alone carries real weight. The two-mode loop is simple to grasp. Riding sections have you steering the capsule forward and backward along branching rail paths, firing electricity at track switches to reroute yourself. Puzzle sections ask you to decode four-digit telegraph codes by reading environmental clues scattered across the level, then physically navigate back to enter them. The code puzzles are the game's strongest moments: quiet, observational, genuinely satisfying when the logic clicks. The gate-hunting sections are weaker. Backtracking across a maze of rails to find a missed switch, with no clear feedback on where you are relative to an interactable, can tip from meditative into tedious. A late-game code puzzle that forces repeated trips up a winding rail to cross-reference a list is a real friction spike in an otherwise compact experience. The visual work is striking for a one-person project. The atompunk aesthetic, all chunky analog machinery, brutalist towers, and warm incandescent glow, has a coherent internal logic that larger studio games sometimes fail to achieve. The camera choreography gets praised across community discussions, and rightly so: the game knows when to pull back and let the scale of a platform or tower land before sending you back into close quarters. The soundtrack sits in the background without demanding attention, which suits the mood, though some players have commented that the closing theme lands with unexpected emotional weight given how little the game telegraphs any narrative intent. Controls are the clearest friction point. There is no rebinding, the interaction prompt timing is not always telegraphed cleanly, and the dial-wheel input for code entry is fussier than it needs to be. None of this is fatal for a budget-tier indie, but it is the kind of rough edge that solo dev projects often carry, and you should know going in. Respawning at chapter start with puzzle progress preserved is a considerate checkpoint design choice that softens the worst of the backtracking pain. Who is this for? Puzzle players who find atmosphere more motivating than difficulty spikes, people who love the idea of an alternate Soviet history rendered in handcrafted 3D, and anyone who can forgive a little control jank in exchange for something genuinely singular. If you need tight QoL and polished feedback loops, this will frustrate. If you can slow down and let the world breathe, there is something small and real here that most Steam pages this size never manage.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5AtompunkSoviet SettingRail TraversalCode PuzzlesElectric InteractionOne-DevTelegraph MechanicsCheckpoint-FriendlyAlternate HistoryShort-Form Puzzle

Requisitos del sistema

Mínimos

OS
Windows 10, Windows 7
Memory
2000 MB RAM
DirectX
Version 10
Storage
6000 MB available space
Graphics
GTX660
Processor
Intel Pentium II

Recomendados

OS
Windows 10
Memory
4000 MB RAM
DirectX
Version 10
Storage
8000 MB available space
Graphics
GTX780
Processor
intel Core i5

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Información del juego

Desarrolladora
Pomeshkin Valentin Igorevich
Distribuidora
Pomeshkin Valentin Igorevich
Fecha de lanzamiento
4 oct 2021

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¿En qué plataformas está disponible Pnevmo-Capsula: Domiki?

Pnevmo-Capsula: Domiki está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Pnevmo-Capsula: Domiki?

Pnevmo-Capsula: Domiki se lanzó el 4 de octubre de 2021.

¿Quién desarrolló Pnevmo-Capsula: Domiki?

Pnevmo-Capsula: Domiki fue desarrollado por Pomeshkin Valentin Igorevich.