Compara los precios de P·O·L·L·E·N en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Mindfield Games. Publicado por Mindfield Games. Lanzado el 19/4/2016. Disponible en PC. Géneros: Adventure, Indie.

A two-to-three hour alt-history space mystery that gets the atmosphere almost exactly right, then stumbles when its story needs to say something concrete.

My first hour inside Station M was genuinely arresting. Mindfield Games, a small Finnish studio, built something that feels handcrafted down to the cassette tape labels and the weight of every lever you drag. The retro-futuristic setting lands in a specific, confident place: a version of the 1990s where Kennedy survived, the US and Soviet space programs merged, and humanity reached Titan before anyone invented the internet. That alternate-history premise is not just window dressing. It explains why the base hums with analogue machinery, reel-to-reel recorders, and punch-card terminals instead of sleek touchscreens. Walking the landing pad, the crew quarters, the cargo bay, the comm station, and the generator room of Station M, I kept stopping to pick things up for the same reason you poke at objects in a museum: because somebody put real care into making them feel like relics. The core loop is pure exploration with light puzzle work. You arrive as a RAMA Industries reserve technician sent to replace a missing crew member, radio silence falls the moment you step inside, and the mystery unspools through cassette tapes scattered across the base and through a quietly extraordinary mechanic: the ability to slip between two alternate versions of Station M, a functional past and a dilapidated future. Using that timeline shift to bypass locked doors or clear debris is clever and feels earned. It is still a broadly linear path, but the layer of temporal layering gives the space a texture that a single static environment could not achieve. Almost everything in the environment can be picked up, inspected, or operated, and a handful of those objects turn out to be puzzle pieces. The problem is that many more do not, and the game does not signal which is which, so a lot of button-pressing produces nothing but the satisfying click of a switch that goes nowhere. Where Pollen earns real respect is in its soundscape and visual restraint. The ambient audio of the base, the distant howl of Titan's methane storm outside, the electronic hum of aging machines, does the heavy lifting that the dialogue and audio logs cannot quite manage. The logs themselves are the weakest link. They are fixed to cassette players you must stand beside to hear, exposition delivered in full isolation with no human presence to anchor the emotional stakes. Games like SOMA and Gone Home pull off the absent-cast trick by making the writing do extraordinary work; Pollen's writing gestures toward something meaningful about corporate control, isolation, and a phenomenon called the Entity that drives the crew to self-destruction, but it never commits to the idea with enough clarity to land. The ending, a lengthy cutscene, explains less than it promises. For flat-screen play, the runtime sits around two to three hours, and that is the honest figure. If you are someone who reads every piece of paper on every shelf, closer to three. The pacing is unhurried by design, and I will defend that choice up to a point. Slow openings are fine when the payoff justifies them. Here the opening is the strongest part, and momentum fades as the narrative gaps widen. The game was built with VR in mind first, and you can feel it: the density of interactive objects, the spatial logic of every room, the audio design all point toward a headset experience as their native habitat. On a monitor, some of that magic evaporates. Still, for players who love the quiet subgenre of games where the environment is the character, and who can accept a story that leaves more questions than answers, Pollen is a small, sincerely crafted thing worth an evening. Kai, Scout Team

P·O·L·L·E·N

P·O·L·L·E·N

19 abr 2016Mindfield Games
GamerScout opina

A two-to-three hour alt-history space mystery that gets the atmosphere almost exactly right, then stumbles when its story needs to say something concrete.

PC
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Mínimo histórico: €0.66

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Acerca de P·O·L·L·E·N

My first hour inside Station M was genuinely arresting. Mindfield Games, a small Finnish studio, built something that feels handcrafted down to the cassette tape labels and the weight of every lever you drag. The retro-futuristic setting lands in a specific, confident place: a version of the 1990s where Kennedy survived, the US and Soviet space programs merged, and humanity reached Titan before anyone invented the internet. That alternate-history premise is not just window dressing. It explains why the base hums with analogue machinery, reel-to-reel recorders, and punch-card terminals instead of sleek touchscreens. Walking the landing pad, the crew quarters, the cargo bay, the comm station, and the generator room of Station M, I kept stopping to pick things up for the same reason you poke at objects in a museum: because somebody put real care into making them feel like relics. The core loop is pure exploration with light puzzle work. You arrive as a RAMA Industries reserve technician sent to replace a missing crew member, radio silence falls the moment you step inside, and the mystery unspools through cassette tapes scattered across the base and through a quietly extraordinary mechanic: the ability to slip between two alternate versions of Station M, a functional past and a dilapidated future. Using that timeline shift to bypass locked doors or clear debris is clever and feels earned. It is still a broadly linear path, but the layer of temporal layering gives the space a texture that a single static environment could not achieve. Almost everything in the environment can be picked up, inspected, or operated, and a handful of those objects turn out to be puzzle pieces. The problem is that many more do not, and the game does not signal which is which, so a lot of button-pressing produces nothing but the satisfying click of a switch that goes nowhere. Where Pollen earns real respect is in its soundscape and visual restraint. The ambient audio of the base, the distant howl of Titan's methane storm outside, the electronic hum of aging machines, does the heavy lifting that the dialogue and audio logs cannot quite manage. The logs themselves are the weakest link. They are fixed to cassette players you must stand beside to hear, exposition delivered in full isolation with no human presence to anchor the emotional stakes. Games like SOMA and Gone Home pull off the absent-cast trick by making the writing do extraordinary work; Pollen's writing gestures toward something meaningful about corporate control, isolation, and a phenomenon called the Entity that drives the crew to self-destruction, but it never commits to the idea with enough clarity to land. The ending, a lengthy cutscene, explains less than it promises. For flat-screen play, the runtime sits around two to three hours, and that is the honest figure. If you are someone who reads every piece of paper on every shelf, closer to three. The pacing is unhurried by design, and I will defend that choice up to a point. Slow openings are fine when the payoff justifies them. Here the opening is the strongest part, and momentum fades as the narrative gaps widen. The game was built with VR in mind first, and you can feel it: the density of interactive objects, the spatial logic of every room, the audio design all point toward a headset experience as their native habitat. On a monitor, some of that magic evaporates. Still, for players who love the quiet subgenre of games where the environment is the character, and who can accept a story that leaves more questions than answers, Pollen is a small, sincerely crafted thing worth an evening.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:sub-5Alternate HistoryTimeline MechanicEnvironmental StorytellingVR-CompatibleAudio-Log NarrativeWalking SimulatorShort ExperienceRetro-Futuristic

Requisitos del sistema

Mínimos

OS
Windows 7 (64-bit)
Memory
4 GB RAM
DirectX
Version 11
Storage
8 GB available space
Graphics
Nvidia GTX650 / AMD Radeon HD 7870
Processor
Intel Core-i3 3.3GHz / AMD Phenom II X4 3.0GHz
VR Support
SteamVR or Oculus PC

Recomendados

OS
Windows 10 (64-bit)
Memory
8 GB RAM
DirectX
Version 11
Storage
9 GB available space
Graphics
Nvidia GTX980 / AMD R9 390X
Processor
Intel Core-i5 3.9GHz / AMD FX-8350 4.0GHz

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Información del juego

Desarrolladora
Mindfield Games
Distribuidora
Mindfield Games
Fecha de lanzamiento
19 abr 2016

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¿En qué plataformas está disponible P·O·L·L·E·N?

P·O·L·L·E·N está disponible en PC.

¿Cuándo se lanzó P·O·L·L·E·N?

P·O·L·L·E·N se lanzó el 19 de abril de 2016.

¿Quién desarrolló P·O·L·L·E·N?

P·O·L·L·E·N fue desarrollado por Mindfield Games.