Compare Temple Of Snek prices across 50+ stores and find the best deal. Developed by Aetheric Games. Published by Pixeljam. Released on 2/15/2023. Available on PC. Genres: Action, Adventure, Indie.

Snake, but it swallowed a Metroidvania whole. A handcrafted one-dev puzzle dungeon that earns every hour of its 5-8 hour runtime.

I sat down with Temple of Snek expecting a cute novelty, something to bat around for twenty minutes and close. Four hours later I was folding Snek's ever-lengthening body around spike traps and pressure plates like I was solving a living origami puzzle, completely unable to stop. That's the quiet witchcraft of this game: it looks like a meme, plays like a carefully authored puzzle box. The core loop is classic Snake, transplanted into a continuous, interconnected dungeon. Every human you eat adds a segment to your tail, and what starts as a fun length-management challenge gradually becomes a full spatial reasoning workout. The key insight the design keeps leaning on is that growth is both your power and your problem. Many doors require multiple switches held down at once, so you need enough body to cover them all simultaneously, which means hunting down victims first, which means navigating a longer, more unwieldy snake back through narrow corridors you already crossed. The Metroidvania framing is real: certain rooms simply cannot be solved until Snek is long enough, so the temple opens up in satisfying layers as you eat your way through it. Throw in shield-wielding enemies who kill on head contact but can be blocked by your body, height gaps you can bridge by spanning them with your length, and semi-submerged dungeon sections with their own drowning logic, and the mechanical vocabulary builds up piece by piece without ever feeling padded. The presentation is a genuine surprise. Nick Bell built this solo in Unreal Engine 4, and the semi-polygonal 3D aesthetic sits somewhere between an early PS2 title and a lovingly hand-textured indie oddity. The camera is unusually expressive for a puzzle game, swiveling and zooming to underline cinematic moments and occasionally making the perspective itself part of a puzzle. The procedural music score, composed by Miles Tilmann, shifts as you play, and the secret music rooms where Snek hits switches to trigger full song performances with torch-lighting and dancing priestesses are tiny, magical set pieces. The story is wordless and inferred from environment alone, with factions communicating in muffled grunts, but there is a genuine narrative arc here with a twist that rewards paying attention. Where the game stumbles is in its relationship with difficulty. Some puzzles escalate from clever to trial-and-error in a way that breaks flow, and the labyrinthine dungeon layout can leave you genuinely lost. Community feedback has flagged that certain failure states feel punishing relative to the puzzle complexity, and the lack of an in-game hint system means a few late-game rooms may send you to Discord for help. The Classic mode, an unlockable pure-Snake score attack, and the Snek Workshop level editor add genuine replay legs for those who finish the story. For the solo-dev craft on display, the inventiveness of the spatial puzzles, the procedural soundtrack that somehow always feels intentional, and the sheer audacity of building a Metroidvania around Nokia Snake, Temple of Snek deserves far more attention than its review count suggests. Patient puzzle fans, come in. Kai, Scout Team

Temple Of Snek
ActionAdventureIndie

Temple Of Snek

Feb 15, 2023Aetheric GamesPixeljam
GamerScout Says

Snake, but it swallowed a Metroidvania whole. A handcrafted one-dev puzzle dungeon that earns every hour of its 5-8 hour runtime.

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Screenshots & Media

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About Temple Of Snek

I sat down with Temple of Snek expecting a cute novelty, something to bat around for twenty minutes and close. Four hours later I was folding Snek's ever-lengthening body around spike traps and pressure plates like I was solving a living origami puzzle, completely unable to stop. That's the quiet witchcraft of this game: it looks like a meme, plays like a carefully authored puzzle box. The core loop is classic Snake, transplanted into a continuous, interconnected dungeon. Every human you eat adds a segment to your tail, and what starts as a fun length-management challenge gradually becomes a full spatial reasoning workout. The key insight the design keeps leaning on is that growth is both your power and your problem. Many doors require multiple switches held down at once, so you need enough body to cover them all simultaneously, which means hunting down victims first, which means navigating a longer, more unwieldy snake back through narrow corridors you already crossed. The Metroidvania framing is real: certain rooms simply cannot be solved until Snek is long enough, so the temple opens up in satisfying layers as you eat your way through it. Throw in shield-wielding enemies who kill on head contact but can be blocked by your body, height gaps you can bridge by spanning them with your length, and semi-submerged dungeon sections with their own drowning logic, and the mechanical vocabulary builds up piece by piece without ever feeling padded. The presentation is a genuine surprise. Nick Bell built this solo in Unreal Engine 4, and the semi-polygonal 3D aesthetic sits somewhere between an early PS2 title and a lovingly hand-textured indie oddity. The camera is unusually expressive for a puzzle game, swiveling and zooming to underline cinematic moments and occasionally making the perspective itself part of a puzzle. The procedural music score, composed by Miles Tilmann, shifts as you play, and the secret music rooms where Snek hits switches to trigger full song performances with torch-lighting and dancing priestesses are tiny, magical set pieces. The story is wordless and inferred from environment alone, with factions communicating in muffled grunts, but there is a genuine narrative arc here with a twist that rewards paying attention. Where the game stumbles is in its relationship with difficulty. Some puzzles escalate from clever to trial-and-error in a way that breaks flow, and the labyrinthine dungeon layout can leave you genuinely lost. Community feedback has flagged that certain failure states feel punishing relative to the puzzle complexity, and the lack of an in-game hint system means a few late-game rooms may send you to Discord for help. The Classic mode, an unlockable pure-Snake score attack, and the Snek Workshop level editor add genuine replay legs for those who finish the story. For the solo-dev craft on display, the inventiveness of the spatial puzzles, the procedural soundtrack that somehow always feels intentional, and the sheer audacity of building a Metroidvania around Nokia Snake, Temple of Snek deserves far more attention than its review count suggests. Patient puzzle fans, come in. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportworkshopcloud-savestier:sub-5Snake-likeLength-Based PuzzlesMetroidvania-AdjacentSolo DevWordless NarrativeProcedural MusicSwitch MechanicsHeight TraversalClassic Mode Unlockable

Steam Deck & Linux

ProtonDB Gold

Runs great on Linux after minor tweaks. Based on 8 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 8
Memory
8 GB RAM
Storage
1 GB available space
Graphics
GeForce GTX 1060 or equivalent
Processor
Quad-core processor, 2.5GHz

Recommended

OS
Windows 10
Memory
16 GB RAM
Storage
1 GB available space
Graphics
GeForce GTX 2060 or equivalent
Processor
Quad-core processor, 2.5GHz

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Reviews & Ratings

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Game Info

Developer
Aetheric Games
Publisher
Pixeljam
Release Date
Feb 15, 2023

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What platforms is Temple Of Snek available on?

Temple Of Snek is available on PC.

When was Temple Of Snek released?

Temple Of Snek was released on 15 February 2023.

Who developed Temple Of Snek?

Temple Of Snek was developed by Aetheric Games and published by Pixeljam.