Compara los precios de Trackless en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por 12 East Games. Publicado por 12 East Games. Lanzado el 12/9/2017. Disponible en PC, Mac, Linux. Géneros: Adventure, Casual, Indie.

A two-hour pilgrimage that rewards slow walkers and punishes anyone who needs their mysteries resolved - if you can make peace with an ending that withholds almost everything, the journey is quietly unforgettable.

I keep a soft spot for games that nobody covers, and Trackless is exactly that kind of small, handcrafted thing - a solo developer's vision that wears its influences (Zork, Shadowgate, King's Quest) openly but arrives somewhere genuinely its own. You step off a train into a ruined, far-future wasteland playing a Seeker, a kind of secular pilgrim whose goal is to pass a series of Trials and finally lay eyes on The Object, a mysterious monolith that no one can explain. The premise is deliberately withholding. After two to three hours you will have reached The Object and the credits will roll, and the world will have told you almost nothing concrete about itself. That is not a bug - it is, I think, the entire point - but it is the single biggest reason this game will alienate half the people who try it. The mechanical heart of Trackless is a hybrid that I genuinely have not seen handled quite this way elsewhere: first-person 3D exploration crossed with a typed-verb parser, all mediated through an in-game phone. Right-clicking an active object opens a text prompt where you type a single action verb. The game scores your word choice - a precise verb like "flood" earns more credits than a blunt "push" - and those credits buy phone upgrades and items. It sounds minimal, and it is, but that word-scoring loop creates small moments of genuine delight when you land on the exact right verb. The phone also color-codes completed hotspots green, which keeps you from spinning in circles, and different phone themes can unlock subtle perks including the ability to spot ghosts scattered across the environments. The puzzle difficulty sits firmly on the casual end - getting truly stuck is rare - so do not come here for the satisfaction of cracking a hard lock. Come for the texture of the interaction, which feels unlike most things on PC. The world itself is built from a 2D-art-in-3D-space technique that produces something that looks like chalk rubbings or paper cut-outs arranged in three dimensions - dark greens, blacks, and grays with occasional flickers of color. It is sparse verging on drab, and the NPC interactions are shallow single-click exchanges, but the art direction has a consistency and strangeness that lodges in your memory. Locations shift from sewers to ceremonial burial chambers to a populated disco to open coastal paths, and the transitions are seamlessly stitched. The soundtrack - produced by Makeup and Vanity Set - is the game's single most praised element across nearly every review that exists, and that praise is earned. It is ambient, new-age, occasionally absent entirely, and it does more world-building than the dialogue ever does. The sound design in quieter zones, where you can hear water lapping at a shoreline, creates a feeling of solitude that the visuals alone could not manufacture. The honest caveats: the runtime is short, the story withholds so much that some players will feel cheated rather than intrigued, and there are reports of minor performance roughness and a 32-bit Linux binary that may cause compatibility headaches on modern systems. The ending lands abruptly and without the catharsis some will have waited for. If you rush, you can miss large portions of the optional content - secret paths, side encounters, alternate endings, animal collectibles - and the main path alone does not justify the price for players who need density. The experience deepens considerably if you treat it the way the game quietly asks you to: slowly, attentively, without demanding answers. Trackless is for a specific kind of player. If you have ever loved a walking sim for its soundscape alone, or if the idea of a typed-verb parser living inside a 3D pilgrimage genuinely intrigues you, this is a two-hour detour worth taking. Go in knowing the mystery stays mysterious. The Object does not explain itself, and neither does the game. Kai, Scout Team

Trackless

Trackless

12 sept 201712 East Games
GamerScout opina

A two-hour pilgrimage that rewards slow walkers and punishes anyone who needs their mysteries resolved - if you can make peace with an ending that withholds almost everything, the journey is quietly unforgettable.

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Acerca de Trackless

I keep a soft spot for games that nobody covers, and Trackless is exactly that kind of small, handcrafted thing - a solo developer's vision that wears its influences (Zork, Shadowgate, King's Quest) openly but arrives somewhere genuinely its own. You step off a train into a ruined, far-future wasteland playing a Seeker, a kind of secular pilgrim whose goal is to pass a series of Trials and finally lay eyes on The Object, a mysterious monolith that no one can explain. The premise is deliberately withholding. After two to three hours you will have reached The Object and the credits will roll, and the world will have told you almost nothing concrete about itself. That is not a bug - it is, I think, the entire point - but it is the single biggest reason this game will alienate half the people who try it. The mechanical heart of Trackless is a hybrid that I genuinely have not seen handled quite this way elsewhere: first-person 3D exploration crossed with a typed-verb parser, all mediated through an in-game phone. Right-clicking an active object opens a text prompt where you type a single action verb. The game scores your word choice - a precise verb like "flood" earns more credits than a blunt "push" - and those credits buy phone upgrades and items. It sounds minimal, and it is, but that word-scoring loop creates small moments of genuine delight when you land on the exact right verb. The phone also color-codes completed hotspots green, which keeps you from spinning in circles, and different phone themes can unlock subtle perks including the ability to spot ghosts scattered across the environments. The puzzle difficulty sits firmly on the casual end - getting truly stuck is rare - so do not come here for the satisfaction of cracking a hard lock. Come for the texture of the interaction, which feels unlike most things on PC. The world itself is built from a 2D-art-in-3D-space technique that produces something that looks like chalk rubbings or paper cut-outs arranged in three dimensions - dark greens, blacks, and grays with occasional flickers of color. It is sparse verging on drab, and the NPC interactions are shallow single-click exchanges, but the art direction has a consistency and strangeness that lodges in your memory. Locations shift from sewers to ceremonial burial chambers to a populated disco to open coastal paths, and the transitions are seamlessly stitched. The soundtrack - produced by Makeup and Vanity Set - is the game's single most praised element across nearly every review that exists, and that praise is earned. It is ambient, new-age, occasionally absent entirely, and it does more world-building than the dialogue ever does. The sound design in quieter zones, where you can hear water lapping at a shoreline, creates a feeling of solitude that the visuals alone could not manufacture. The honest caveats: the runtime is short, the story withholds so much that some players will feel cheated rather than intrigued, and there are reports of minor performance roughness and a 32-bit Linux binary that may cause compatibility headaches on modern systems. The ending lands abruptly and without the catharsis some will have waited for. If you rush, you can miss large portions of the optional content - secret paths, side encounters, alternate endings, animal collectibles - and the main path alone does not justify the price for players who need density. The experience deepens considerably if you treat it the way the game quietly asks you to: slowly, attentively, without demanding answers. Trackless is for a specific kind of player. If you have ever loved a walking sim for its soundscape alone, or if the idea of a typed-verb parser living inside a 3D pilgrimage genuinely intrigues you, this is a two-hour detour worth taking. Go in knowing the mystery stays mysterious. The Object does not explain itself, and neither does the game.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:indieTyped-Verb ParserPilgrimage NarrativeAmbient SoundtrackGhost CollectiblesAlternative EndingsPhone Upgrade SystemWord ScoringPaper Cut-Out AestheticSolo Developer

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
1 GB available space
Graphics
1 GB+ of video RAM
Processor
2.0 GHz

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Información del juego

Desarrolladora
12 East Games
Distribuidora
12 East Games
Fecha de lanzamiento
12 sept 2017

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¿En qué plataformas está disponible Trackless?

Trackless está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Trackless?

Trackless se lanzó el 12 de septiembre de 2017.

¿Quién desarrolló Trackless?

Trackless fue desarrollado por 12 East Games.