
Semispheres
Split your brain in two for an evening: one thumb steers orange, the other steers blue, and the sentry between them is not going to move itself.
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About Semispheres
My instinct when I loaded Semispheres was that it would be another ambient pixel-art curiosity, pleasant for twenty minutes and then forgotten. I was wrong, and my left thumb was wrong, and my right thumb took a full hour to stop doing what my left thumb was doing. That involuntary muscle confusion is actually the core of what Vivid Helix built here. Each level splits the screen into an orange half and a blue half, each containing its own maze-like layout populated by sentry guards with cone-shaped fields of vision. Left stick drives the orange sphere, right stick drives the blue. The goal on each side is to reach an exit portal, and the catch is that what happens on one side directly enables or blocks what happens on the other. The toolbox grows gradually and sensibly across the game's 13 chapter clusters and roughly 60 stages. Early on, the two spheres operate almost independently. Then noise-makers arrive, letting one sphere create a sound distraction to pull a sentry away from the path the other sphere needs. Then one-time-use cross-dimensional portals open small holes between the two realities, so the orange sphere can poke a distraction into the blue side. Then come teleport triggers that physically relocate sentries, and line items that create direct traversal shortcuts. Each chapter tends to introduce a single new mechanic and spend five levels teaching you how it combines with everything you already know. The pacing is close to textbook for a puzzle game of this type, and there are no timers, so you can sit and think without penalty. Hardened puzzle fans who clear the Witness before lunch will find the difficulty ceiling lower than they want, and the community consensus backs this up: the late-game chapters start showing real complexity right as the credits approach. Veteran puzzlers will finish in under two hours. Everyone else is looking at a comfortable evening, maybe two. What keeps Semispheres from feeling slight despite its brevity is the audiovisual commitment. The soundtrack by Sid Barnhoorn, who also scored Antichamber and The Stanley Parable, is built from slow elongated synths that genuinely reduce cortisol. The bichromatic art, warm oranges against cool blues, is minimal without being sterile, and the sentry movement animations are fluid enough that reading threat patterns feels fair rather than arbitrary. Between chapter clusters, the game unlocks short hand-drawn comic panels that sketch out a story about a boy and his robot. It is unrelated to the puzzle mechanics in any direct way, but it gives completionists a reason to keep going and adds an emotional undertone that elevates the whole thing slightly above pure brain-teaser territory. The genuine weaknesses worth knowing before you spend money: there is no replay value once the campaign is done, no extra modes, no leaderboards, and no post-launch content has arrived to extend things. The game also drops you straight into its mechanics with no explicit tutorial, which lands differently on different players but tends to work fine within the first few minutes. The story comic panels are also permanently lost once the final level ends and the game resets, which is a baffling design choice for anyone who wants to appreciate the full arc in one sitting. On PC specifically, a controller is close to mandatory. The twin-stick concept works on keyboard but feels like trying to rub your stomach and pat your head simultaneously while reciting the alphabet. For the right buyer, specifically someone who wants a measured, low-stress puzzle session with a genuinely novel central mechanic and a superb ambient score, Semispheres delivers a focused, unhurried experience that respects your time by not overstaying its welcome. Accept the short runtime going in and you will not feel short-changed. Diego, Scout Team
Tags
Steam Deck & Linux
Runs flawlessly on Linux out of the box. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows 7+
- Memory
- 1 GB RAM
- DirectX
- Version 9.0
- Storage
- 200 MB available space
- Graphics
- DX9 and above
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Game Info
- Developer
- Vivid Helix
- Publisher
- Vivid Helix
- Release Date
- Feb 14, 2017