Compare Six Sides of the World prices across 50+ stores and find the best deal. Developed by Cybernetik Design. Published by Cybernetik Design. Released on 1/20/2016. Available on PC. Genres: Action, Adventure, Casual, Indie.

A quiet solo passion project that turns spatial reasoning into a meditative sci-fi ritual - satisfying for patient puzzle fans, punishing for anyone who hates restarting from scratch.

My soft spot for one-person studios means I go into something like this already rooting for it, and Six Sides of the World rewards that patience in curious, uneven ways. Cybernetik Design is, in its own words, a one-person operation, and the whole game carries that handmade weight: a deliberate pace, a focused mechanical premise, and a certain roughness around the edges that feels earned rather than careless. The core idea is quietly elegant. You guide Maigo, a small robot explorer, across cube-shaped planetary systems - rotating each cubic world to survey all six faces, then plotting a path through crystals, color-coded portals, timed switches, laser grids, and pressure gates to find the exit wormhole. Mouse controls keep things simple: one button to move, a drag to rotate. The spatial logic here is the game's real engine. You have to mentally hold the sides you cannot currently see, remember which switch controls which laser, and sequence your moves before committing. Fifty-odd levels across eight star systems keep introducing new hazards at a steady enough clip that staleness doesn't set in too quickly. What works best is the branching difficulty. Most puzzles have a secondary, harder solution hidden inside them. Finding that alternate path unlocks bonus stages that are genuinely cruel in the best sense - the kind that make you put the mouse down, stare at the ceiling, and come back ten minutes later with a new theory. It is a clever, low-friction way to let casual players finish the game while giving spatial-puzzle obsessives a proper wall to climb. No timer on most levels means you can think for as long as you need, which suits the contemplative tone well. The rough patches are real, though. No checkpoints inside levels means a single misstep on a longer stage sends you back to the very beginning - and by the mid-game, levels are long enough that this stings. The soundtrack, composed by Carlos Viola, aims for something otherworldly and mostly gets there in mood, though some reviewers found it grew repetitive on retries. Visually the game is functional - clean enough, colorful enough - but nothing here is going to stop you mid-level to admire it. The story wrapping (Maigo seeking a mysterious cosmic architect) is light and delivered in text screens; treat it as flavoring, not a reason to play. This is a game that knows exactly what it is: a compact spatial puzzle toy built by one person with genuine care for the mechanics. It does not try to be Portal, and it does not need to. If you have a patience for cube-rotation logic, enjoy planning several moves ahead, and can forgive the absence of mid-level saves, there is a real, honest challenge here at a price that reflects the scale of the project fairly. Kai, Scout Team

Six Sides of the World
ActionAdventureCasualIndie

Six Sides of the World

Jan 20, 2016Cybernetik Design
GamerScout Says

A quiet solo passion project that turns spatial reasoning into a meditative sci-fi ritual - satisfying for patient puzzle fans, punishing for anyone who hates restarting from scratch.

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About Six Sides of the World

My soft spot for one-person studios means I go into something like this already rooting for it, and Six Sides of the World rewards that patience in curious, uneven ways. Cybernetik Design is, in its own words, a one-person operation, and the whole game carries that handmade weight: a deliberate pace, a focused mechanical premise, and a certain roughness around the edges that feels earned rather than careless. The core idea is quietly elegant. You guide Maigo, a small robot explorer, across cube-shaped planetary systems - rotating each cubic world to survey all six faces, then plotting a path through crystals, color-coded portals, timed switches, laser grids, and pressure gates to find the exit wormhole. Mouse controls keep things simple: one button to move, a drag to rotate. The spatial logic here is the game's real engine. You have to mentally hold the sides you cannot currently see, remember which switch controls which laser, and sequence your moves before committing. Fifty-odd levels across eight star systems keep introducing new hazards at a steady enough clip that staleness doesn't set in too quickly. What works best is the branching difficulty. Most puzzles have a secondary, harder solution hidden inside them. Finding that alternate path unlocks bonus stages that are genuinely cruel in the best sense - the kind that make you put the mouse down, stare at the ceiling, and come back ten minutes later with a new theory. It is a clever, low-friction way to let casual players finish the game while giving spatial-puzzle obsessives a proper wall to climb. No timer on most levels means you can think for as long as you need, which suits the contemplative tone well. The rough patches are real, though. No checkpoints inside levels means a single misstep on a longer stage sends you back to the very beginning - and by the mid-game, levels are long enough that this stings. The soundtrack, composed by Carlos Viola, aims for something otherworldly and mostly gets there in mood, though some reviewers found it grew repetitive on retries. Visually the game is functional - clean enough, colorful enough - but nothing here is going to stop you mid-level to admire it. The story wrapping (Maigo seeking a mysterious cosmic architect) is light and delivered in text screens; treat it as flavoring, not a reason to play. This is a game that knows exactly what it is: a compact spatial puzzle toy built by one person with genuine care for the mechanics. It does not try to be Portal, and it does not need to. If you have a patience for cube-rotation logic, enjoy planning several moves ahead, and can forgive the absence of mid-level saves, there is a real, honest challenge here at a price that reflects the scale of the project fairly. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardscloud-savestier:sub-5Cube RotationSpatial PuzzlesNon-linear ProgressionNo CheckpointsOne-DeveloperSci-fi PuzzleMouse-only ControlsBonus Stages

System Requirements

Minimum

OS
Windows 7 SP1
Memory
500 MB RAM
DirectX
Version 9.0c
Storage
1100 MB available space
Graphics
DirectX 9 Compatible card with 500 MB of RAM
Processor
Dual Core 2.0 GHZ

Recommended

OS
Windows 7 SP1
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
1100 MB available space
Graphics
DirectX 9 Compatible card with 1 GB of RAM
Processor
Quad Core 2.7 GHZ

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Game Info

Developer
Cybernetik Design
Publisher
Cybernetik Design
Release Date
Jan 20, 2016

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