Compara los precios de Slice of Sea en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Mateusz Skutnik. Publicado por Mateusz Skutnik. Lanzado el 11/11/2021. Disponible en PC. Géneros: Adventure, Indie.

One solo artist, every frame hand-drawn in ink on paper, an eerily beautiful world built from scratch with no procedural shortcuts. If you can tolerate puzzles that demand attention rather than instructions, this one earns every quiet minute it asks for.

My first hour with Slice of Sea felt like watching someone else's dream unfold frame by frame, and I mean that as high praise. Mateusz Skutnik, a one-person studio who built his reputation across the Flash-era Submachine and Daymare Town series, has here produced something genuinely larger than anything he attempted before: a sprawling, dialogue-free puzzle adventure drawn entirely by hand with ink on paper, then animated into something that breathes and shifts like it belongs in a different dimension altogether. You play as Seaweed, a small sea creature in mechanical walking trousers, stranded in a dust-dry world of abandoned trains, rusted cityscapes, and crumbling machinery. The core loop is inventory-based point-and-click work, the kind where you collect scattered items (levers, glyphs, spark plugs, fuses) and return them to their proper places to unlock new paths. Puzzles range from sequence inputs and symbol codes to environmental observation challenges where you simply need to read what the world has been quietly showing you the whole time. Seaweed never needs to stand next to an object for you to interact with it; the split between the character you walk and the hand you click gives the whole experience a strange, dissociative intimacy, as if you are a benevolent ghost travelling alongside rather than inside the protagonist. A network of fifteen fast-travel waypoints keeps backtracking from becoming a chore, and a special item found later lets you teleport freely from anywhere, which is a genuine quality-of-life mercy given how large the world is. The aesthetics are the clear centrepiece and the reason this game has sustained a very positive reception since launch. Every screen is dense with hand-inked detail: rusted structural joints, carved pillars, bizarre creature silhouettes, all tied together by a muted, dusty palette that makes even the most chaotic scenes feel hushed. The soundtrack, composed by Skutnik's longtime collaborator The Thumpmonks with a theme song performed by Cat Jahnke, leans into ambient piano and dark synth textures that make each room feel lonely and slightly sacred at the same time. I kept the music on between sessions. That is not something I do often. The criticisms worth naming are real, though. The game offers zero narrative scaffolding: no text, no dialogue, no handholding about who Seaweed is, why this world exists, or what the ruined machinery once meant. For some players that abstract freedom is the whole appeal; for others it becomes disorienting frustration, especially when a puzzle chain spans multiple locations and you have forgotten which door you left unlocked three zones back. Some players have found the ending abrupt, arriving with little warning or narrative build-up. There have also been save corruption reports following accidental exits, though the cloud-save support is a partial safeguard. A personal notebook beside the keyboard is genuinely recommended for tracking symbol combinations and locked doors, because the game will not do that work for you. For the right player, none of that is a dealbreaker. If you love the Amanita Design school of wordless environmental puzzle games, or if Submachine ever had a hold on you, this is the fullest and most technically ambitious thing Skutnik has made. It knows what it is, it trusts you to meet it, and the handcraft on display is the kind you simply do not see from studios larger than one person. Kai, Scout Team

Slice of Sea

Slice of Sea

11 nov 2021Mateusz Skutnik
GamerScout opina

One solo artist, every frame hand-drawn in ink on paper, an eerily beautiful world built from scratch with no procedural shortcuts. If you can tolerate puzzles that demand attention rather than instructions, this one earns every quiet minute it asks for.

PC
Steam Deck PlayableProtonDB Platinum
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €12.99

Comparar precios(0 tiendas)

Cargando precios...

We may earn a commission when you buy games through links on this page — at no extra cost to you. It never affects our rankings or verdicts.

Historial de precios

Historical low
€12.9923 Jun 2026
Keyshops
€12.75€13.58€14.40€15.235 Jun11 Jun17 Jun22 Jun28 Jun
Tracking prices since 5 Jun 2026
Create alert

Capturas y multimedia

Acerca de Slice of Sea

My first hour with Slice of Sea felt like watching someone else's dream unfold frame by frame, and I mean that as high praise. Mateusz Skutnik, a one-person studio who built his reputation across the Flash-era Submachine and Daymare Town series, has here produced something genuinely larger than anything he attempted before: a sprawling, dialogue-free puzzle adventure drawn entirely by hand with ink on paper, then animated into something that breathes and shifts like it belongs in a different dimension altogether. You play as Seaweed, a small sea creature in mechanical walking trousers, stranded in a dust-dry world of abandoned trains, rusted cityscapes, and crumbling machinery. The core loop is inventory-based point-and-click work, the kind where you collect scattered items (levers, glyphs, spark plugs, fuses) and return them to their proper places to unlock new paths. Puzzles range from sequence inputs and symbol codes to environmental observation challenges where you simply need to read what the world has been quietly showing you the whole time. Seaweed never needs to stand next to an object for you to interact with it; the split between the character you walk and the hand you click gives the whole experience a strange, dissociative intimacy, as if you are a benevolent ghost travelling alongside rather than inside the protagonist. A network of fifteen fast-travel waypoints keeps backtracking from becoming a chore, and a special item found later lets you teleport freely from anywhere, which is a genuine quality-of-life mercy given how large the world is. The aesthetics are the clear centrepiece and the reason this game has sustained a very positive reception since launch. Every screen is dense with hand-inked detail: rusted structural joints, carved pillars, bizarre creature silhouettes, all tied together by a muted, dusty palette that makes even the most chaotic scenes feel hushed. The soundtrack, composed by Skutnik's longtime collaborator The Thumpmonks with a theme song performed by Cat Jahnke, leans into ambient piano and dark synth textures that make each room feel lonely and slightly sacred at the same time. I kept the music on between sessions. That is not something I do often. The criticisms worth naming are real, though. The game offers zero narrative scaffolding: no text, no dialogue, no handholding about who Seaweed is, why this world exists, or what the ruined machinery once meant. For some players that abstract freedom is the whole appeal; for others it becomes disorienting frustration, especially when a puzzle chain spans multiple locations and you have forgotten which door you left unlocked three zones back. Some players have found the ending abrupt, arriving with little warning or narrative build-up. There have also been save corruption reports following accidental exits, though the cloud-save support is a partial safeguard. A personal notebook beside the keyboard is genuinely recommended for tracking symbol combinations and locked doors, because the game will not do that work for you. For the right player, none of that is a dealbreaker. If you love the Amanita Design school of wordless environmental puzzle games, or if Submachine ever had a hold on you, this is the fullest and most technically ambitious thing Skutnik has made. It knows what it is, it trusts you to meet it, and the handcraft on display is the kind you simply do not see from studios larger than one person.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:aaaPoint-and-ClickEnvironmental PuzzleWordless NarrativeInventory-BasedFast TravelThumpmonks SoundtrackInk Art StyleNo Death StatesSolo Developer

Requisitos del sistema

Mínimos

OS
WIndows 7
Memory
4 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
DX11 compliant graphics card
Processor
64bit Intel compatible Dual Core CPU

Recomendados

OS
Windows 10
Memory
8 GB RAM
DirectX
Version 11
Storage
2 GB available space
Graphics
DX11 compliant graphics card
Processor
64bit Intel compatible Dual Core CPU

Sigue explorando

Community Discussion

Be the first to comment on Slice of Sea.

Reseñas y valoraciones

No hay valoraciones disponibles

Información del juego

Desarrolladora
Mateusz Skutnik
Distribuidora
Mateusz Skutnik
Fecha de lanzamiento
11 nov 2021

Alerta de precio

¡Recibe un aviso cuando el precio baje de tu objetivo!

Crear alerta

Más de Mateusz Skutnik

Compra mejor: guías útiles

¿Buscas más? Mira juegos como Slice of Sea →

Preguntas frecuentes sobre Slice of Sea

¿Cuánto cuesta Slice of Sea?

El precio de Slice of Sea cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Slice of Sea más barato?

Compara los precios de Slice of Sea en todas las tiendas verificadas en la tabla de precios de esta página. Listamos las ofertas de claves y tiendas más baratas en stock, actualizadas con frecuencia, para que siempre veas la mejor oferta actual antes de comprar.

¿En qué plataformas está disponible Slice of Sea?

Slice of Sea está disponible en PC.

¿Cuándo se lanzó Slice of Sea?

Slice of Sea se lanzó el 11 de noviembre de 2021.

¿Quién desarrolló Slice of Sea?

Slice of Sea fue desarrollado por Mateusz Skutnik.