Compare Perfection. prices across 50+ stores and find the best deal. Developed by Greg Lobanov. Published by Dumb and Fat Games. Released on 8/28/2013. Available on PC, Mac. Genres: Casual, Indie.

A before-bed puzzle for people who want to think without being punished for it. Infinite shape-cutting, zero timers, total calm.

I keep a handful of games on my desktop specifically for the spaces between things, the ten minutes before a meeting or the wind-down after a long session of something loud. Perfection. has lived in that slot for me longer than most, and I find it genuinely hard to explain why without sounding precious about it. It is, on its surface, about drawing straight lines across irregular shapes until the trimmed result fits inside a target outline. That is the whole game. And yet there is something almost meditative about the moment a stubborn polygon finally clicks home. The mechanic is a single line-cut gesture. You draw across the shape, the excess falls away, and you reassess. No timer is ticking, no star rating is waiting to judge you at the end of the level. If a cut goes wrong you undo it. If the whole puzzle feels unsolvable you can swap it out for a fresh one at any time. Each completed shape disappears forever, replaced by a new procedurally generated one, so there is no backlog of failure to confront, only the next form sitting there asking to be trimmed. For players who want a sharper edge, the self-imposed challenge is efficiency: finishing a shape in the fewest possible cuts. That secondary goal does real work, turning a relaxation tool into a mild spatial-reasoning exercise without forcing anything on players who just want quiet progress. The soundtrack deserves its own sentence. Composed by Omni-Psyence, it is a synthesized ambient soundscape that sits underneath the cutting without demanding attention. It is the kind of music that makes the room feel slightly larger. The composer made it available for free on Bandcamp alongside the game's launch, which feels in keeping with the whole spirit of the thing. Greg Lobanov, who went on to make Wandersong and Chicory, built this during what was technically a university internship where he hired himself as an indie developer. That origin story matters because the game has that particular quality of a personal object made carefully rather than a product made to market. It won the 2014 Philly Geek Awards, which most coverage at the time noted felt quietly deserved. The honest criticism is the one that surfaces in almost every review of this type of game: the unadorned slicing can wear thin if you sit with it for too long in one stretch. Perfection. does not build toward anything. There is no unlocking, no narrative, no escalating difficulty arc beyond what you impose on yourself. The Steam reception has been thin and mixed, which I suspect is mostly down to players expecting something with more traditional progression hooks. If that is what you are after, this will frustrate you inside of twenty minutes. But for the specific mood it is built for, nothing here is accidental. Lobanov understood exactly when to stop adding. Kai, Scout Team

Perfection.
CasualIndie

Perfection.

Aug 28, 2013Greg LobanovDumb and Fat Games
GamerScout Says

A before-bed puzzle for people who want to think without being punished for it. Infinite shape-cutting, zero timers, total calm.

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Screenshots & Media

Screenshot

About Perfection.

I keep a handful of games on my desktop specifically for the spaces between things, the ten minutes before a meeting or the wind-down after a long session of something loud. Perfection. has lived in that slot for me longer than most, and I find it genuinely hard to explain why without sounding precious about it. It is, on its surface, about drawing straight lines across irregular shapes until the trimmed result fits inside a target outline. That is the whole game. And yet there is something almost meditative about the moment a stubborn polygon finally clicks home. The mechanic is a single line-cut gesture. You draw across the shape, the excess falls away, and you reassess. No timer is ticking, no star rating is waiting to judge you at the end of the level. If a cut goes wrong you undo it. If the whole puzzle feels unsolvable you can swap it out for a fresh one at any time. Each completed shape disappears forever, replaced by a new procedurally generated one, so there is no backlog of failure to confront, only the next form sitting there asking to be trimmed. For players who want a sharper edge, the self-imposed challenge is efficiency: finishing a shape in the fewest possible cuts. That secondary goal does real work, turning a relaxation tool into a mild spatial-reasoning exercise without forcing anything on players who just want quiet progress. The soundtrack deserves its own sentence. Composed by Omni-Psyence, it is a synthesized ambient soundscape that sits underneath the cutting without demanding attention. It is the kind of music that makes the room feel slightly larger. The composer made it available for free on Bandcamp alongside the game's launch, which feels in keeping with the whole spirit of the thing. Greg Lobanov, who went on to make Wandersong and Chicory, built this during what was technically a university internship where he hired himself as an indie developer. That origin story matters because the game has that particular quality of a personal object made carefully rather than a product made to market. It won the 2014 Philly Geek Awards, which most coverage at the time noted felt quietly deserved. The honest criticism is the one that surfaces in almost every review of this type of game: the unadorned slicing can wear thin if you sit with it for too long in one stretch. Perfection. does not build toward anything. There is no unlocking, no narrative, no escalating difficulty arc beyond what you impose on yourself. The Steam reception has been thin and mixed, which I suspect is mostly down to players expecting something with more traditional progression hooks. If that is what you are after, this will frustrate you inside of twenty minutes. But for the specific mood it is built for, nothing here is accidental. Lobanov understood exactly when to stop adding. Kai, Scout Team

Tags

singleplayertier:sub-5Procedural GenerationMinimalistAmbient SoundtrackZenSpatial ReasoningNo TimerInfinite ReplayabilityMouse-Driven

System Requirements

Minimum

OS
XP, Vista, 7, 8
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
35 MB available space
Graphics
DirectX 8-compatible graphics card with at least 32MB of video memory
Processor
1.2GHz processor

Reviews & Ratings

No ratings available

Game Info

Developer
Greg Lobanov
Publisher
Dumb and Fat Games
Release Date
Aug 28, 2013

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