
Secrets of Rætikon
Gorgeous to look at, genuinely strange to inhabit, and frustrating enough to make you question your patience: Rætikon is the rare atmospheric indie that earns both its admirers and its critics in equal measure.
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About Secrets of Rætikon
I will defend a lot of things in indie games -- slow openings, cryptic storytelling, maps without waypoints -- but Secrets of Rætikon stress-tests that patience harder than most. You drop into the angular Alps as a bird, a brightly colored creature controlled with almost comical simplicity: one button flaps your wings, one button grabs things in your beak, and one makes you call out into the void. That spareness is intentional, and for a while it is quietly wonderful. The mountains are built from strong-colored triangles and low-poly geometry that lands somewhere between origami and papercraft, and the score -- composed and performed by Austrian musician Christof Dienz on zither and bassoon -- coats every screen in something that genuinely sounds like altitude and antiquity. This is one of those games where the atmosphere is not a layer on top of the design. It is the design. The objective is to collect glowing shards scattered across themed regions -- swamp, lagoon, mountaintop, forest -- exchange them at altars for ancient relics, and carry those relics back to a mysterious hub device to power it, one piece at a time. The ecosystem underneath this loop is the best idea in the game: every animal has behavioral logic, and the physics let you grab and weaponize almost anything. Drag a buzzard into a bird of prey and they will fight each other. Wield a spiked plant to bat away predators. Feed a robin to something bigger to buy yourself a window to sprint past. It is a small, tactile sandbox that rewards lateral thinking and punishes tunnel vision. Here is where the honesty has to come in, though. The relic-carry mechanic -- bringing hard-won objectives through hostile territory all the way back to the hub, on foot (on wing), with no shortcuts -- becomes a grinding gauntlet by the mid-game. Animals can steal the relic directly from your beak, resetting your progress on a run. There is no in-game map, which critics at launch rightly called discourteous. The autosave can lock you inside geometry. These are not charming rough edges from a scrappy debut; they are real friction that erodes the wonder the visuals so carefully build. The story is told through Raetic runes -- an invented language based loosely on a real Alpine pre-Roman culture -- which is a beautiful concept that in practice communicates very little. The full run clocks in somewhere between two and four hours, and the community reception has always been split: around 69 percent positive on Steam, Metacritic at 58, and a vocal camp on both sides. If you approach it as a short mood piece with a physics-ecology toy at its center and accept that it will frustrate you at least once, there is something genuinely singular here. If you need exploration to feel rewarding on a loop, or if backtracking without a map sounds like a deal-breaker rather than a quirk, it is not the game for you and no amount of atmospheric triangles will change that. Worth noting: a full level editor ships with the game and outputs to Steam Workshop, so the creative-minded player has an extra layer to dig into that most people never touch. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP / Vista / 7 / 8
- Memory
- 1024 MB RAM
- Storage
- 200 MB available space
- Graphics
- Intel HD 4000
- Processor
- 2 GHz
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Reviews & Ratings
Game Info
- Developer
- Broken Rules
- Publisher
- Broken Rules
- Release Date
- Apr 17, 2014
