Compare An Interesting Journey of Monsieur PAF prices across 50+ stores and find the best deal. Developed by Ernestine. Published by Plug In Digital. Released on 7/29/2020. Available on PC, Mac, Linux. Genres: Adventure, Casual, Indie.

A hand-crafted Sokoban-with-altitude that asks you to push, throw, punch, and jump your way out of a jungle temple. Charming enough to forgive its stubborn control quirks, if barely.

My first instinct when I saw this one was to root for it completely. A solo French studio building a 2D isometric puzzle game by hand, room by room, inside a hand-drawn jungle temple, with Tintin-style cutscenes stitched between levels. That is exactly the kind of small, intentional project I want to exist in the world, and Monsieur PAF wears its craft visibly. Every environment is authored rather than generated, and the care in the level layouts shows up in the details: carved tutorial engravings on temple walls instead of a text box, a gear-collection economy that paces your progress through locked doors, and a protagonist whose entire move set is physical comedy. PAF pushes blocks, lifts them, throws them, punches through certain walls, and jumps between narrow pillars with the unshakeable confidence of a man who graduated from what the developer literally calls the Heavy-lifting University. The puzzle design sits somewhere between classic Sokoban and a room-escape platformer. Each chamber is self-contained, but the wrinkle here is verticality: you are not just sliding crates on a flat grid. PAF scales pillars, drops to lower tiers, and occasionally needs to carry a block from one room into another to complete a challenge that neither room could solve alone. That cross-room dependency is one of the game's sharper ideas, and when it clicks it produces a quiet, satisfying aha. The difficulty arc is honest: the opening rooms read as tutorial without announcing themselves as such, and from there the chambers layer in totem mechanics - one type resets all objects in a room while leaving PAF in place, another grants a temporary super-punch to bust through large red blocks that would otherwise stop you cold. Those small additions keep the toolbox feeling fresh without bloating it. Here is the part I cannot soften: the default control scheme is a genuine problem, and multiple reviewers across multiple platforms flagged it independently. The isometric orientation means movement maps to diagonal axes rather than cardinal ones, which is correct in theory but implemented in a way that feels off in practice even after a post-launch patch. Keyboard users have it worst; controller players have it slightly better but still reported unintended diagonal drift. If you are comfortable remapping inputs or have a third-party tool handy, the friction drops considerably. But it is a real ask at this price tier for a game that otherwise wants to feel breezy. The audio compounds both feelings at once: sound design is minimal, mostly PAF grunting and stone scraping, with a few looping percussion tracks conjuring a gentle jungle pulse. It fits the mood without reaching for anything, which is either restrained or sparse depending on how much you lean on a game's soundscape. What the game does get right, and consistently, is the no-death promise. Missing a jump lands PAF on a lower ledge rather than a game-over screen. There is no timer, no lives counter, no penalty for staring at a puzzle for ten minutes. That low-pressure design is a legitimate curatorial choice, not just a casual-mode afterthought. It makes the game genuinely good for a thirty-minute session between other things: solve two rooms, close it, come back in three days, the temple will remember exactly where you left it. Replayability is thin once you have cleared the puzzles, but the optional artifact collectibles in each room add a secondary layer for completionists who want to squeeze more out of the runtime. If you love Sokoban in its bones and can tolerate a one-time remapping session, there is a genuinely warm and handmade puzzle game hiding inside here. It does not have the mechanical rigour of its obvious inspirations, and the story is essentially a coat hook rather than a narrative, but the rooms are thoughtful, the visual identity is cohesive, and the whole thing knows when to end. That last quality is rarer than it should be. Kai, Scout Team

An Interesting Journey of Monsieur PAF
AdventureCasualIndie

An Interesting Journey of Monsieur PAF

Jul 29, 2020ErnestinePlug In Digital
GamerScout Says

A hand-crafted Sokoban-with-altitude that asks you to push, throw, punch, and jump your way out of a jungle temple. Charming enough to forgive its stubborn control quirks, if barely.

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About An Interesting Journey of Monsieur PAF

My first instinct when I saw this one was to root for it completely. A solo French studio building a 2D isometric puzzle game by hand, room by room, inside a hand-drawn jungle temple, with Tintin-style cutscenes stitched between levels. That is exactly the kind of small, intentional project I want to exist in the world, and Monsieur PAF wears its craft visibly. Every environment is authored rather than generated, and the care in the level layouts shows up in the details: carved tutorial engravings on temple walls instead of a text box, a gear-collection economy that paces your progress through locked doors, and a protagonist whose entire move set is physical comedy. PAF pushes blocks, lifts them, throws them, punches through certain walls, and jumps between narrow pillars with the unshakeable confidence of a man who graduated from what the developer literally calls the Heavy-lifting University. The puzzle design sits somewhere between classic Sokoban and a room-escape platformer. Each chamber is self-contained, but the wrinkle here is verticality: you are not just sliding crates on a flat grid. PAF scales pillars, drops to lower tiers, and occasionally needs to carry a block from one room into another to complete a challenge that neither room could solve alone. That cross-room dependency is one of the game's sharper ideas, and when it clicks it produces a quiet, satisfying aha. The difficulty arc is honest: the opening rooms read as tutorial without announcing themselves as such, and from there the chambers layer in totem mechanics - one type resets all objects in a room while leaving PAF in place, another grants a temporary super-punch to bust through large red blocks that would otherwise stop you cold. Those small additions keep the toolbox feeling fresh without bloating it. Here is the part I cannot soften: the default control scheme is a genuine problem, and multiple reviewers across multiple platforms flagged it independently. The isometric orientation means movement maps to diagonal axes rather than cardinal ones, which is correct in theory but implemented in a way that feels off in practice even after a post-launch patch. Keyboard users have it worst; controller players have it slightly better but still reported unintended diagonal drift. If you are comfortable remapping inputs or have a third-party tool handy, the friction drops considerably. But it is a real ask at this price tier for a game that otherwise wants to feel breezy. The audio compounds both feelings at once: sound design is minimal, mostly PAF grunting and stone scraping, with a few looping percussion tracks conjuring a gentle jungle pulse. It fits the mood without reaching for anything, which is either restrained or sparse depending on how much you lean on a game's soundscape. What the game does get right, and consistently, is the no-death promise. Missing a jump lands PAF on a lower ledge rather than a game-over screen. There is no timer, no lives counter, no penalty for staring at a puzzle for ten minutes. That low-pressure design is a legitimate curatorial choice, not just a casual-mode afterthought. It makes the game genuinely good for a thirty-minute session between other things: solve two rooms, close it, come back in three days, the temple will remember exactly where you left it. Replayability is thin once you have cleared the puzzles, but the optional artifact collectibles in each room add a secondary layer for completionists who want to squeeze more out of the runtime. If you love Sokoban in its bones and can tolerate a one-time remapping session, there is a genuinely warm and handmade puzzle game hiding inside here. It does not have the mechanical rigour of its obvious inspirations, and the story is essentially a coat hook rather than a narrative, but the rooms are thoughtful, the visual identity is cohesive, and the whole thing knows when to end. That last quality is rarer than it should be. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttier:sub-5Sokoban-likeIsometric PlatformerNo Death RunBlock PuzzlesTotem MechanicsCross-Room PuzzlesHand-Drawn CutscenesLow-Pressure PacingArtifact HuntingController Recommended

System Requirements

Minimum

OS
Windows 7/8/10
Memory
2 GB RAM
DirectX
Version 10
Storage
250 MB available space
Graphics
Intel HD Family 3000
Processor
Intel Core i3 1.5 GHz

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Game Info

Developer
Ernestine
Publisher
Plug In Digital
Release Date
Jul 29, 2020

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An Interesting Journey of Monsieur PAF was released on 29 July 2020.

Who developed An Interesting Journey of Monsieur PAF?

An Interesting Journey of Monsieur PAF was developed by Ernestine and published by Plug In Digital.