
Pushover
A 30-year-old domino-chain puzzler that still makes you feel clever when a perfectly arranged cascade clicks into place, and slightly embarrassed when it doesn't.
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About Pushover
I pulled up Pushover expecting a quick nostalgia trip, and found myself staring at the same level for twenty minutes working out why my chain kept dying two tiles from the exit. That is the game in a nutshell, and I mean that as a compliment. You play G.I. Ant, a soldier ant navigating multi-floor platform layouts, repositioning dominoes before triggering a single chain reaction that must topple every piece in the room, with a specific trigger domino landing last to open the exit door. The constraint sounds simple. It is not simple. The domino roster is where the real decision-making lives. Standard pieces fall in one direction, but you will quickly meet Tumblers that keep rolling until stopped, Stoppers that break a chain cold, Exploders that destroy adjacent tiles, Ascenders that fall upward, Splitters that fork momentum in two directions, flat pieces that pass beneath others, and Delay tiles that pause the chain long enough to run around and reposition something mid-fall. Each type introduces a new planning variable, and the game layers them incrementally across nine themed worlds, spanning an industrial complex, a medieval castle, a space station, and a Japanese temple, among others. The difficulty curve is mostly honest: early levels function as implicit tutorials for each domino type, while the back half demands that you juggle multiple overlapping mechanics simultaneously. One level actually ships with a hint from the designer admitting he cannot remember the clean solution himself. That kind of candor earns goodwill. The platform-action layer is lightweight by design. G.I. Ant can be killed by falling too far, crushed by a tumbling domino, or knocked off screen, sending you back to the level start with the message "You Failed, You Died." There are no enemies, no weapons, no build choices. The modest arcade element arrives when a chain is already in motion and you need to sprint across ladders to reposition a piece before the cascade catches up. Controls work adequately in the PC version, though precision can feel slightly sticky on tight maneuvers. A token system lets you rewind to the moment before the push rather than resetting the entire layout, which is a thoughtful concession to the game's trial-and-error nature. A password system handles progress between sessions. The weaknesses are real. With 100 levels spread across nine worlds that cycle the same backdrop for 11 stages each, monotony creeps in before the final third. Some players will find the difficulty spikey rather than smooth, hitting a brick wall early then cruising through several easy stages later. There is no mod support, no community tooling, no modern quality-of-life layer beyond what the DOSBox wrapper provides. The ending reward for clearing all 100 levels is a static congratulations screen, which is honest if underwhelming. This is a preserved 1992 game, not a remaster. For strategy and puzzle players who enjoy working backwards from a goal state, Pushover remains one of the more elegant single-mechanic puzzle designs of its era. The Rube Goldberg satisfaction of watching a correctly arranged chain collapse across multiple floors is genuine and repeatable. Approach it as a compact logic exercise with a three-to-five hour ceiling, not a sprawling campaign, and it holds up better than most preserved DOS releases on Steam today. Diego, Scout Team
Tags
Steam Deck & Linux
Playable on Linux with some workarounds. Based on 5 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7, Windows 8, Windows 10
- Memory
- 256 MB RAM
- Graphics
- Athlon 64 or later
- Processor
- Pentium 4
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Reviews & Ratings
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Game Info
- Developer
- Ocean Software
- Publisher
- Piko Interactive LLC
- Release Date
- Apr 13, 2018



