Compara los precios de Secrets of Rætikon en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Broken Rules. Publicado por Broken Rules. Lanzado el 17/4/2014. Disponible en PC, Mac, Linux. Géneros: Action, Adventure, Indie. Puntuación Metacritic: 58/100.

Gorgeous to look at, genuinely strange to inhabit, and frustrating enough to make you question your patience: Rætikon is the rare atmospheric indie that earns both its admirers and its critics in equal measure.

I will defend a lot of things in indie games -- slow openings, cryptic storytelling, maps without waypoints -- but Secrets of Rætikon stress-tests that patience harder than most. You drop into the angular Alps as a bird, a brightly colored creature controlled with almost comical simplicity: one button flaps your wings, one button grabs things in your beak, and one makes you call out into the void. That spareness is intentional, and for a while it is quietly wonderful. The mountains are built from strong-colored triangles and low-poly geometry that lands somewhere between origami and papercraft, and the score -- composed and performed by Austrian musician Christof Dienz on zither and bassoon -- coats every screen in something that genuinely sounds like altitude and antiquity. This is one of those games where the atmosphere is not a layer on top of the design. It is the design. The objective is to collect glowing shards scattered across themed regions -- swamp, lagoon, mountaintop, forest -- exchange them at altars for ancient relics, and carry those relics back to a mysterious hub device to power it, one piece at a time. The ecosystem underneath this loop is the best idea in the game: every animal has behavioral logic, and the physics let you grab and weaponize almost anything. Drag a buzzard into a bird of prey and they will fight each other. Wield a spiked plant to bat away predators. Feed a robin to something bigger to buy yourself a window to sprint past. It is a small, tactile sandbox that rewards lateral thinking and punishes tunnel vision. Here is where the honesty has to come in, though. The relic-carry mechanic -- bringing hard-won objectives through hostile territory all the way back to the hub, on foot (on wing), with no shortcuts -- becomes a grinding gauntlet by the mid-game. Animals can steal the relic directly from your beak, resetting your progress on a run. There is no in-game map, which critics at launch rightly called discourteous. The autosave can lock you inside geometry. These are not charming rough edges from a scrappy debut; they are real friction that erodes the wonder the visuals so carefully build. The story is told through Raetic runes -- an invented language based loosely on a real Alpine pre-Roman culture -- which is a beautiful concept that in practice communicates very little. The full run clocks in somewhere between two and four hours, and the community reception has always been split: around 69 percent positive on Steam, Metacritic at 58, and a vocal camp on both sides. If you approach it as a short mood piece with a physics-ecology toy at its center and accept that it will frustrate you at least once, there is something genuinely singular here. If you need exploration to feel rewarding on a loop, or if backtracking without a map sounds like a deal-breaker rather than a quirk, it is not the game for you and no amount of atmospheric triangles will change that. Worth noting: a full level editor ships with the game and outputs to Steam Workshop, so the creative-minded player has an extra layer to dig into that most people never touch. Kai, Scout Team

Secrets of Rætikon

Secrets of Rætikon

17 abr 2014Broken Rules
GamerScout opina

Gorgeous to look at, genuinely strange to inhabit, and frustrating enough to make you question your patience: Rætikon is the rare atmospheric indie that earns both its admirers and its critics in equal measure.

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I will defend a lot of things in indie games -- slow openings, cryptic storytelling, maps without waypoints -- but Secrets of Rætikon stress-tests that patience harder than most. You drop into the angular Alps as a bird, a brightly colored creature controlled with almost comical simplicity: one button flaps your wings, one button grabs things in your beak, and one makes you call out into the void. That spareness is intentional, and for a while it is quietly wonderful. The mountains are built from strong-colored triangles and low-poly geometry that lands somewhere between origami and papercraft, and the score -- composed and performed by Austrian musician Christof Dienz on zither and bassoon -- coats every screen in something that genuinely sounds like altitude and antiquity. This is one of those games where the atmosphere is not a layer on top of the design. It is the design. The objective is to collect glowing shards scattered across themed regions -- swamp, lagoon, mountaintop, forest -- exchange them at altars for ancient relics, and carry those relics back to a mysterious hub device to power it, one piece at a time. The ecosystem underneath this loop is the best idea in the game: every animal has behavioral logic, and the physics let you grab and weaponize almost anything. Drag a buzzard into a bird of prey and they will fight each other. Wield a spiked plant to bat away predators. Feed a robin to something bigger to buy yourself a window to sprint past. It is a small, tactile sandbox that rewards lateral thinking and punishes tunnel vision. Here is where the honesty has to come in, though. The relic-carry mechanic -- bringing hard-won objectives through hostile territory all the way back to the hub, on foot (on wing), with no shortcuts -- becomes a grinding gauntlet by the mid-game. Animals can steal the relic directly from your beak, resetting your progress on a run. There is no in-game map, which critics at launch rightly called discourteous. The autosave can lock you inside geometry. These are not charming rough edges from a scrappy debut; they are real friction that erodes the wonder the visuals so carefully build. The story is told through Raetic runes -- an invented language based loosely on a real Alpine pre-Roman culture -- which is a beautiful concept that in practice communicates very little. The full run clocks in somewhere between two and four hours, and the community reception has always been split: around 69 percent positive on Steam, Metacritic at 58, and a vocal camp on both sides. If you approach it as a short mood piece with a physics-ecology toy at its center and accept that it will frustrate you at least once, there is something genuinely singular here. If you need exploration to feel rewarding on a loop, or if backtracking without a map sounds like a deal-breaker rather than a quirk, it is not the game for you and no amount of atmospheric triangles will change that. Worth noting: a full level editor ships with the game and outputs to Steam Workshop, so the creative-minded player has an extra layer to dig into that most people never touch.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportworkshoptier:sub-5Physics EcosystemBird FlightAtmospheric ExplorationRune LoreNo In-Game MapLevel EditorCarry-Objective LoopCinematic IndieOrigami Art StyleShort Runtime

Requisitos del sistema

Mínimos

OS
Windows XP / Vista / 7 / 8
Memory
1024 MB RAM
Storage
200 MB available space
Graphics
Intel HD 4000
Processor
2 GHz

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Reseñas y valoraciones

Metacritic
58

Información del juego

Desarrolladora
Broken Rules
Distribuidora
Broken Rules
Fecha de lanzamiento
17 abr 2014

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¿En qué plataformas está disponible Secrets of Rætikon?

Secrets of Rætikon está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Secrets of Rætikon?

Secrets of Rætikon se lanzó el 17 de abril de 2014.

¿Quién desarrolló Secrets of Rætikon?

Secrets of Rætikon fue desarrollado por Broken Rules.

¿Merece la pena comprar Secrets of Rætikon?

Secrets of Rætikon tiene una puntuación Metacritic de 58/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.