Compara los precios de s.p.l.i.t en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Mike Klubnika. Publicado por Mike Klubnika. Lanzado el 24/7/2025. Disponible en PC, Linux. Géneros: Action, Indie, Simulation.

Buckshot Roulette's follow-up trades shotguns for terminal commands, and the dread hits just as hard in under two hours. Come ready to type or don't bother.

I'll be upfront: s.p.l.i.t is not the kind of game I usually cover on this beat. Grand strategy this is not. But Klubnika's work has a systems-brained quality that I respect, and after sitting with this one, I can tell you exactly what it is and exactly who it's going to punish. You are locked in a single room. Your tools are a functional terminal and an IRC chat window. Your job is to claw root access out of a facility that does not want you anywhere near its directory tree. That's the whole map. That's the whole game. And somehow, it's enough. The mechanical core is built around real command-line logic. You are cd'ing into directories, ls'ing file trees, running executables, and piecing together what the facility is actually hiding from the outputs the system spits back at you. There is no GUI hand-holding, no objective marker, no on-screen tooltip reminding you that cd means "change directory." The IRC chat with your fellow technicians feeds you intel in fragments, and the tension comes from reconciling what they tell you with what the terminal actually shows. If you have never touched a command prompt in your life, budget your first thirty minutes just to get your bearings with the input logic. It clicks faster than you expect, and once it does, the puzzle layer underneath becomes genuinely satisfying to unpack. Where Klubnika earns the most credit here is atmosphere. The lo-fi, dystopian visual style, the deliberately grungy industrial aesthetic, and the original nine-track soundtrack do a remarkable amount of work in a short runtime. The music does not sit politely in the background. It presses. Pair that pressure with the constant interruptions and shifting plans communicated through the IRC window, and the dread accumulates mechanically, not through jump scares. The horror is procedural: every wrong command, every locked directory, every cryptic error output tightens the vice. Community reception has reflected this, with the game sitting at 92 percent positive across over two thousand Steam reviews, which for a sub-three-dollar, ninety-minute experience is a strong signal. The honest criticism is the same thing that makes it work: it does not accommodate confusion. If you get stuck, the hints are embedded in command-line outputs, and they are subtle. Some players will bounce off that friction and call it obtuse. They are not entirely wrong. The game is also linear by design, so replay value past multiple endings is minimal. If you are chasing a hundred-hour sandbox, look elsewhere. But if you are the kind of person who actually read the tooltips in Hacknet, who finds the logic of directory navigation satisfying rather than alienating, this is built for exactly you. Think of it less as a game with a difficulty curve and more as a very tense, very short, interactive procedure. Approaching it that way reframes every cryptic error message from frustration into information. For the price and the runtime, s.p.l.i.t is a sharp, coherent piece of work from a solo developer who clearly has a specific vision and does not dilute it for accessibility. That restraint is a feature, not a flaw, as long as you know what you are walking into. Diego, Scout Team

s.p.l.i.t

s.p.l.i.t

24 jul 2025Mike Klubnika
GamerScout opina

Buckshot Roulette's follow-up trades shotguns for terminal commands, and the dread hits just as hard in under two hours. Come ready to type or don't bother.

PCLinux
Steam Deck PlayableProtonDB Platinum
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Mínimo histórico: €1.39

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Acerca de s.p.l.i.t

I'll be upfront: s.p.l.i.t is not the kind of game I usually cover on this beat. Grand strategy this is not. But Klubnika's work has a systems-brained quality that I respect, and after sitting with this one, I can tell you exactly what it is and exactly who it's going to punish. You are locked in a single room. Your tools are a functional terminal and an IRC chat window. Your job is to claw root access out of a facility that does not want you anywhere near its directory tree. That's the whole map. That's the whole game. And somehow, it's enough. The mechanical core is built around real command-line logic. You are cd'ing into directories, ls'ing file trees, running executables, and piecing together what the facility is actually hiding from the outputs the system spits back at you. There is no GUI hand-holding, no objective marker, no on-screen tooltip reminding you that cd means "change directory." The IRC chat with your fellow technicians feeds you intel in fragments, and the tension comes from reconciling what they tell you with what the terminal actually shows. If you have never touched a command prompt in your life, budget your first thirty minutes just to get your bearings with the input logic. It clicks faster than you expect, and once it does, the puzzle layer underneath becomes genuinely satisfying to unpack. Where Klubnika earns the most credit here is atmosphere. The lo-fi, dystopian visual style, the deliberately grungy industrial aesthetic, and the original nine-track soundtrack do a remarkable amount of work in a short runtime. The music does not sit politely in the background. It presses. Pair that pressure with the constant interruptions and shifting plans communicated through the IRC window, and the dread accumulates mechanically, not through jump scares. The horror is procedural: every wrong command, every locked directory, every cryptic error output tightens the vice. Community reception has reflected this, with the game sitting at 92 percent positive across over two thousand Steam reviews, which for a sub-three-dollar, ninety-minute experience is a strong signal. The honest criticism is the same thing that makes it work: it does not accommodate confusion. If you get stuck, the hints are embedded in command-line outputs, and they are subtle. Some players will bounce off that friction and call it obtuse. They are not entirely wrong. The game is also linear by design, so replay value past multiple endings is minimal. If you are chasing a hundred-hour sandbox, look elsewhere. But if you are the kind of person who actually read the tooltips in Hacknet, who finds the logic of directory navigation satisfying rather than alienating, this is built for exactly you. Think of it less as a game with a difficulty curve and more as a very tense, very short, interactive procedure. Approaching it that way reframes every cryptic error message from frustration into information. For the price and the runtime, s.p.l.i.t is a sharp, coherent piece of work from a solo developer who clearly has a specific vision and does not dilute it for accessibility. That restraint is a feature, not a flaw, as long as you know what you are walking into.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementstier:sub-5Terminal HackingCommand-Line PuzzlesAtmospheric HorrorMultiple EndingsShort RuntimeLo-Fi AestheticInteractive FictionIRC NarrativeDiegetic UI

Requisitos del sistema

Mínimos

OS
Windows 8/10/11
Memory
4 GB RAM
DirectX
Version 11
Storage
400 MB available space
Graphics
GTX 780
Processor
Intel Core i5-4460

Recomendados

OS
Windows 10/11
Memory
8 GB RAM
DirectX
Version 11
Storage
400 MB available space
Graphics
GTX 1060 3GB
Processor
AMD Ryzen 5 2600X

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Información del juego

Desarrolladora
Mike Klubnika
Distribuidora
Mike Klubnika
Fecha de lanzamiento
24 jul 2025

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¿En qué plataformas está disponible s.p.l.i.t?

s.p.l.i.t está disponible en PC, Linux.

¿Cuándo se lanzó s.p.l.i.t?

s.p.l.i.t se lanzó el 24 de julio de 2025.

¿Quién desarrolló s.p.l.i.t?

s.p.l.i.t fue desarrollado por Mike Klubnika.