Compara los precios de Sorry, James en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Konstructors. Publicado por Hook Games. Lanzado el 10/11/2017. Disponible en PC. Géneros: Adventure, Casual, Indie, Simulation, Strategy.

A short, strange hacking puzzler that treats your login credentials as a puzzle you have to solve before the game even starts - not for players who want their hand held.

I have a soft spot for games that trust the player enough to throw them into the deep end without a life jacket, and Sorry, James does exactly that. Before you solve a single grid, you have to log in to an in-game terminal - and the credentials are buried on the Steam store page rather than explained anywhere in-game. That deliberate withholding is either a clever immersion trick or an immediate source of frustration, and your reaction to it will tell you everything you need to know about whether you are this game's audience. Mechanically, the core loop sits somewhere between Sudoku and Minesweeper. Each puzzle asks you to place white or black squares adjacent to numbered cells, where the number tells you how many matching tiles that cell needs connected to it. It starts accessible enough, then scales up with rotating squares, broken grids that need reassembly, and eventually boards that fold multiplication into the logic. There is no tutorial implemented in-game and no hint system either - the game expects you to learn by doing, which keeps early levels from feeling patronising but can cause genuine friction at the mid-game difficulty spike. Crucially, puzzles must be completed in sequence and cannot be skipped, so if a specific board defeats you, nothing budges. Budget around three to six hours for the full run of roughly fifty levels depending on how well your spatial logic holds up under pressure. The story layered on top of all this is what divides opinion. You are playing as James Garner, a security engineer at a weapons-tech firm, tasked with decrypting files that turn out to contain private chat messages belonging to a woman named Elisa. You only ever read her side of the conversation, which is an interesting structural choice - you reconstruct the other half of a relationship from her replies alone, fitting fragments together across out-of-order logs. The subject matter gets personal quickly, covering relationships, vulnerability, and how much of ourselves we expose online. That thematic territory is genuinely considered and the atmosphere - retro monochromatic monitor visuals, ambient keyboard clatter, subdued music - sells the lonely desk-job simulation convincingly. Where the game stumbles is in its commitment to ambiguity. There are no cutscenes, no explicit narrative beats, and some plot threads simply dissolve without resolution, leaving the ending feeling anticlimactic to players who invested in the story rather than the puzzles. For my part, I found the puzzle design more dependable than the narrative payoff. The mechanic has enough wrinkles to stay interesting for its modest runtime, and the retro aesthetic is handled with real care. What I cannot recommend unreservedly is the game as a story experience: if you are coming for the mystery, the "piece it yourself together" structure will likely feel underbaked by the final log. If logic grids with a side of atmosphere are what you want out of a short indie session, the fundamentals hold up. Steam reviewers land at roughly 79% positive across a meaningful sample, which feels about right - not a hidden gem, but a competent and genuinely unusual little title. Diego, Scout Team

Sorry, James

Sorry, James

10 nov 2017KonstructorsHook Games
GamerScout opina

A short, strange hacking puzzler that treats your login credentials as a puzzle you have to solve before the game even starts - not for players who want their hand held.

PC
ProtonDB Platinum
Mejor precio disponible
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en N/A
Mínimo histórico: €0.23

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I have a soft spot for games that trust the player enough to throw them into the deep end without a life jacket, and Sorry, James does exactly that. Before you solve a single grid, you have to log in to an in-game terminal - and the credentials are buried on the Steam store page rather than explained anywhere in-game. That deliberate withholding is either a clever immersion trick or an immediate source of frustration, and your reaction to it will tell you everything you need to know about whether you are this game's audience. Mechanically, the core loop sits somewhere between Sudoku and Minesweeper. Each puzzle asks you to place white or black squares adjacent to numbered cells, where the number tells you how many matching tiles that cell needs connected to it. It starts accessible enough, then scales up with rotating squares, broken grids that need reassembly, and eventually boards that fold multiplication into the logic. There is no tutorial implemented in-game and no hint system either - the game expects you to learn by doing, which keeps early levels from feeling patronising but can cause genuine friction at the mid-game difficulty spike. Crucially, puzzles must be completed in sequence and cannot be skipped, so if a specific board defeats you, nothing budges. Budget around three to six hours for the full run of roughly fifty levels depending on how well your spatial logic holds up under pressure. The story layered on top of all this is what divides opinion. You are playing as James Garner, a security engineer at a weapons-tech firm, tasked with decrypting files that turn out to contain private chat messages belonging to a woman named Elisa. You only ever read her side of the conversation, which is an interesting structural choice - you reconstruct the other half of a relationship from her replies alone, fitting fragments together across out-of-order logs. The subject matter gets personal quickly, covering relationships, vulnerability, and how much of ourselves we expose online. That thematic territory is genuinely considered and the atmosphere - retro monochromatic monitor visuals, ambient keyboard clatter, subdued music - sells the lonely desk-job simulation convincingly. Where the game stumbles is in its commitment to ambiguity. There are no cutscenes, no explicit narrative beats, and some plot threads simply dissolve without resolution, leaving the ending feeling anticlimactic to players who invested in the story rather than the puzzles. For my part, I found the puzzle design more dependable than the narrative payoff. The mechanic has enough wrinkles to stay interesting for its modest runtime, and the retro aesthetic is handled with real care. What I cannot recommend unreservedly is the game as a story experience: if you are coming for the mystery, the "piece it yourself together" structure will likely feel underbaked by the final log. If logic grids with a side of atmosphere are what you want out of a short indie session, the fundamentals hold up. Steam reviewers land at roughly 79% positive across a meaningful sample, which feels about right - not a hidden gem, but a competent and genuinely unusual little title.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstrading-cardscloud-savestier:sub-5Logic PuzzleHacking SimVisual Novel ElementsRetro Terminal AestheticMystery NarrativeNo TutorialShort Playthrough

Requisitos del sistema

Mínimos

OS
Windows 7+
Memory
1 GB RAM
Storage
300 MB available space
Graphics
Shader model 3.0
Processor
2.0Ghz+

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Información del juego

Desarrolladora
Konstructors
Distribuidora
Hook Games
Fecha de lanzamiento
10 nov 2017

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¿En qué plataformas está disponible Sorry, James?

Sorry, James está disponible en PC.

¿Cuándo se lanzó Sorry, James?

Sorry, James se lanzó el 10 de noviembre de 2017.

¿Quién desarrolló Sorry, James?

Sorry, James fue desarrollado por Konstructors y publicado por Hook Games.