Compare Apocalipsis prices across 50+ stores and find the best deal. Developed by Punch Punk Games. Published by Klabater. Released on 2/28/2018. Available on PC. Genres: Adventure, Casual, Indie. Metacritic score: 73/100.

A hand-crafted point-and-click built from 15th-century engravings, chasing heartbreak and apocalypse through puzzles with hidden meaning. Small, quiet, and unlike anything else on Steam.

Apocalipsis is a point-and-click adventure from Punch Punk Games that wears its artistic ambition right on its sleeve. Every screen is constructed from imagery pulled directly from 15th-century woodcut engravings, the kind of dense, scratchy, death-obsessed art you find in medieval manuscripts. It looks genuinely unlike anything else in the genre. Where Samorost leans into earthy surrealism and Machinarium into lovable machinery, Apocalipsis goes somewhere darker and more theological, placing a grieving protagonist inside a world that feels ripped from a Danse Macabre illustration. If you respond to that aesthetic at all, the first few screens will hook you completely. The story threads heartbreak and redemption together through almost no dialogue. A man loses a woman he loves and the world, apparently, unravels around that loss. The narrative is light and impressionistic rather than explicit, which suits the material. You are not reading plot summaries. You are reading images, and the game trusts you to do that reading yourself. The puzzles are designed around this philosophy too. Each one is said to carry a hidden meaning beyond its mechanical solution, which sounds pretentious but mostly lands, because the visual language is consistent enough that the symbolism feels earned rather than bolted on. In practice the puzzles range from satisfying to opaque. Most operate on internal logic that clicks once you accept the game's symbolic grammar. A few will stump you for reasons that feel more like miscommunication than genuine challenge, and because the game is relatively short, a stuck moment can feel disproportionately frustrating. There is no hint system. The pacing is deliberate, almost meditative, and players expecting the mechanical density of a classic LucasArts adventure will find it thin. But for the audience this game is actually courting, the ones who want mood and craft over inventory puzzles, the pacing feels intentional and mostly correct. The soundtrack deserves a specific mention. It is sparse and atmospheric in exactly the right way, reinforcing the weight of each screen without ever becoming melodramatic. Combined with the engraving-based art direction, it creates a cohesive sensory experience that feels genuinely handmade. You can almost feel the decisions a small team made together about what each piece of music should do. That attentiveness to craft is the thing that stays with you after the credits roll. At somewhere around two to four hours depending on how often you get stuck, Apocalipsis knows its length and mostly respects it. It does not overstay. The mixed Steam reception (sitting around 72 percent positive) reflects the real tension at the heart of the game: people expecting a puzzle adventure with robust mechanical challenge will bounce off it, while people who treat point-and-click adventures as interactive art installations will find something genuinely memorable here. Know which camp you are in before you start. Kai, Scout Team

Apocalipsis
AdventureCasualIndie

Apocalipsis

Feb 28, 2018Punch Punk GamesKlabater
GamerScout Says

A hand-crafted point-and-click built from 15th-century engravings, chasing heartbreak and apocalypse through puzzles with hidden meaning. Small, quiet, and unlike anything else on Steam.

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Screenshots & Media

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About Apocalipsis

Apocalipsis is a point-and-click adventure from Punch Punk Games that wears its artistic ambition right on its sleeve. Every screen is constructed from imagery pulled directly from 15th-century woodcut engravings, the kind of dense, scratchy, death-obsessed art you find in medieval manuscripts. It looks genuinely unlike anything else in the genre. Where Samorost leans into earthy surrealism and Machinarium into lovable machinery, Apocalipsis goes somewhere darker and more theological, placing a grieving protagonist inside a world that feels ripped from a Danse Macabre illustration. If you respond to that aesthetic at all, the first few screens will hook you completely. The story threads heartbreak and redemption together through almost no dialogue. A man loses a woman he loves and the world, apparently, unravels around that loss. The narrative is light and impressionistic rather than explicit, which suits the material. You are not reading plot summaries. You are reading images, and the game trusts you to do that reading yourself. The puzzles are designed around this philosophy too. Each one is said to carry a hidden meaning beyond its mechanical solution, which sounds pretentious but mostly lands, because the visual language is consistent enough that the symbolism feels earned rather than bolted on. In practice the puzzles range from satisfying to opaque. Most operate on internal logic that clicks once you accept the game's symbolic grammar. A few will stump you for reasons that feel more like miscommunication than genuine challenge, and because the game is relatively short, a stuck moment can feel disproportionately frustrating. There is no hint system. The pacing is deliberate, almost meditative, and players expecting the mechanical density of a classic LucasArts adventure will find it thin. But for the audience this game is actually courting, the ones who want mood and craft over inventory puzzles, the pacing feels intentional and mostly correct. The soundtrack deserves a specific mention. It is sparse and atmospheric in exactly the right way, reinforcing the weight of each screen without ever becoming melodramatic. Combined with the engraving-based art direction, it creates a cohesive sensory experience that feels genuinely handmade. You can almost feel the decisions a small team made together about what each piece of music should do. That attentiveness to craft is the thing that stays with you after the credits roll. At somewhere around two to four hours depending on how often you get stuck, Apocalipsis knows its length and mostly respects it. It does not overstay. The mixed Steam reception (sitting around 72 percent positive) reflects the real tension at the heart of the game: people expecting a puzzle adventure with robust mechanical challenge will bounce off it, while people who treat point-and-click adventures as interactive art installations will find something genuinely memorable here. Know which camp you are in before you start. Kai, Scout Team

Tags

steamPoint-and-ClickMedieval Art StyleAtmosphericShort StorySymbolic PuzzlesHand-CraftedDark ThemesNo Dialogue Narrative

System Requirements

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Reviews & Ratings

Metacritic
73
Steam
72%(513)

Game Info

Developer
Punch Punk Games
Publisher
Klabater
Release Date
Feb 28, 2018

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