Compare Teslagrad prices across trusted key stores and find the best deal. Developed by Rain Games. Published by Rain Games. Released on 12/13/2013. Available on PC, Xbox. Genres: Indie. Metacritic score: 77/100.

A five-hour magnetism puzzler that explains nothing out loud and expects you to keep up. Gorgeous hand-drawn tower, mean boss spikes, and the rare good sense to stop early.

The first thing Teslagrad asked me for was patience, and it asked before it handed over anything at all. There is no tutorial text, no narrator, no quest log, not a single line of dialogue in the whole game. A kid runs through rain into a tower, and you are expected to work out the rest by watching. For the opening stretch you can barely do anything except run and jump through hand-drawn rooms while the game quietly teaches you its grammar through door placement and background detail. If you need a game to tell you what it wants in the first ninety seconds, this will feel like being ignored. Stay with it. The silence is the point, and it pays. Mechanically this is a 2D puzzle-platformer built almost entirely on one idea: magnetic polarity. You pick up a glove that lets you charge objects red or blue, and from there every room becomes a small physics argument about attraction and repulsion. Charge a block one way and it slams into a wall, charge it the other and it becomes a launcher that fires you across a gap. Later you gain boots that let you ride charged surfaces and a cloak that blinks you a short distance through the air, and the tower reopens itself around each new verb. Progression is loosely non-linear, closer to a compact metroidvania than a level list, so backtracking through Tesla Tower with a fresh power to reach a ledge you resented an hour earlier is a real and frequent pleasure. Rooms are self-contained puzzle boxes rather than sprawling zones, which keeps the failure loop tight. The craft is where this one genuinely earns its keep. The art is hand-drawn in a steampunk-inflected vision of old Europe, all copper machinery, rain-dark stone and warm lamplight, and the animation has that slightly loose, illustrated quality you only get when a small team draws every frame rather than filtering sprites through a plugin. The story arrives through a shadow-puppet theatre and through what you notice in the scenery, a coup that lands harder than most scripted indie narratives because you assemble it yourself. The score is restrained to the point of hush for long stretches, letting rain and electrical hum do the work, then swelling exactly when the tower opens up. And crucially, the game knows its own length. It is a short experience by design, and it ends while its central idea is still interesting instead of grinding the magnet gimmick into paste over twenty hours. I will always defend that choice. What disappoints is the difficulty curve, which does not curve so much as jolt. The puzzle rooms are fair and readable, but the boss fights arrive like a different game strapped on top, demanding pattern memorisation and precise inputs from a movement system that was tuned for thinking, not twitch. A couple of them will eat a solid chunk of your playtime through pure trial and error, and because the run-up to each attempt is quick you get the specific irritation of dying to the same third phase eleven times in a row. The collectible scrolls scattered around the tower, which flesh out the backstory, are often hidden behind precision platforming rather than clever deduction, so the completionist route is more about execution than insight. Controls are noticeably better on a pad than on keyboard. And if you are the kind of player who wants the plot spelled out, the wordless approach will read as vague rather than elegant. That is a legitimate mismatch, not a flaw you can patch around. This is for people who like being trusted. If you enjoy a game that puts a mechanic in your hands and then simply builds rooms until you understand it, if you value art direction and soundscape as much as systems, and if a compact, confident five or six hours sounds like a feature rather than a shortfall, Teslagrad has aged well and remains one of the more quietly beautiful things on the indie puzzle-platformer shelf. Go in with a controller, accept that two or three bosses will humble you, and let the tower do its talking. Kai, Scout Team

Teslagrad

Teslagrad

Dec 13, 2013Rain Games
GamerScout Says

A five-hour magnetism puzzler that explains nothing out loud and expects you to keep up. Gorgeous hand-drawn tower, mean boss spikes, and the rare good sense to stop early.

PCXbox
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€0.94
at Gamivo
Lowest tracked: €0.94
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GamerScout Verdict

Worth it for puzzle-platformer fans who want art direction and brevity, and can stomach boss fights that spike out of nowhere.

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€0.94
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€9.99
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Price History

Lowest tracked
€0.942 Sept 2026
Current best
€0.94
Lowest since we started tracking
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€0.86€0.91€0.97€1.022 Sept3 Sept4 Sept5 Sept6 Sept
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Screenshots & Media

About Teslagrad

The first thing Teslagrad asked me for was patience, and it asked before it handed over anything at all. There is no tutorial text, no narrator, no quest log, not a single line of dialogue in the whole game. A kid runs through rain into a tower, and you are expected to work out the rest by watching. For the opening stretch you can barely do anything except run and jump through hand-drawn rooms while the game quietly teaches you its grammar through door placement and background detail. If you need a game to tell you what it wants in the first ninety seconds, this will feel like being ignored. Stay with it. The silence is the point, and it pays. Mechanically this is a 2D puzzle-platformer built almost entirely on one idea: magnetic polarity. You pick up a glove that lets you charge objects red or blue, and from there every room becomes a small physics argument about attraction and repulsion. Charge a block one way and it slams into a wall, charge it the other and it becomes a launcher that fires you across a gap. Later you gain boots that let you ride charged surfaces and a cloak that blinks you a short distance through the air, and the tower reopens itself around each new verb. Progression is loosely non-linear, closer to a compact metroidvania than a level list, so backtracking through Tesla Tower with a fresh power to reach a ledge you resented an hour earlier is a real and frequent pleasure. Rooms are self-contained puzzle boxes rather than sprawling zones, which keeps the failure loop tight. The craft is where this one genuinely earns its keep. The art is hand-drawn in a steampunk-inflected vision of old Europe, all copper machinery, rain-dark stone and warm lamplight, and the animation has that slightly loose, illustrated quality you only get when a small team draws every frame rather than filtering sprites through a plugin. The story arrives through a shadow-puppet theatre and through what you notice in the scenery, a coup that lands harder than most scripted indie narratives because you assemble it yourself. The score is restrained to the point of hush for long stretches, letting rain and electrical hum do the work, then swelling exactly when the tower opens up. And crucially, the game knows its own length. It is a short experience by design, and it ends while its central idea is still interesting instead of grinding the magnet gimmick into paste over twenty hours. I will always defend that choice. What disappoints is the difficulty curve, which does not curve so much as jolt. The puzzle rooms are fair and readable, but the boss fights arrive like a different game strapped on top, demanding pattern memorisation and precise inputs from a movement system that was tuned for thinking, not twitch. A couple of them will eat a solid chunk of your playtime through pure trial and error, and because the run-up to each attempt is quick you get the specific irritation of dying to the same third phase eleven times in a row. The collectible scrolls scattered around the tower, which flesh out the backstory, are often hidden behind precision platforming rather than clever deduction, so the completionist route is more about execution than insight. Controls are noticeably better on a pad than on keyboard. And if you are the kind of player who wants the plot spelled out, the wordless approach will read as vague rather than elegant. That is a legitimate mismatch, not a flaw you can patch around. This is for people who like being trusted. If you enjoy a game that puts a mechanic in your hands and then simply builds rooms until you understand it, if you value art direction and soundscape as much as systems, and if a compact, confident five or six hours sounds like a feature rather than a shortfall, Teslagrad has aged well and remains one of the more quietly beautiful things on the indie puzzle-platformer shelf. Go in with a controller, accept that two or three bosses will humble you, and let the tower do its talking.

Kai
Kai · Scout Team

Indie & narrative

Tags

auto-admittedWordless StorytellingMagnetism PuzzlesHand-Drawn AnimationPhysics PuzzlesShort PlaythroughSteampunkPrecision PlatformingBoss Difficulty SpikesEnvironmental Narrative

System Requirements

Minimum

OS
WINDOWS® 7, 8, 8.1, 10 (64-BIT Required)
Processor
AMD FX-4350 / Intel® Core™ i3-3210
Memory
4 GB RAM
Graphics
AMD Radeon™ R7 260X (2GB VRAM) / NVIDIA® GeForce® GT…

Recommended

Processor
Dual Core 4GHz
Memory
4 GB RAM
Graphics
Hardware Accelerated Graphics with 1GB memory
Storage
1 GB available space

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Reviews & Ratings

Metacritic
77
Steam
84%(2,474)

Game Info

Developer
Rain Games
Publisher
Rain Games
Release Date
Dec 13, 2013

Features

Single-playerSteam AchievementsFull controller supportSteam Trading CardsSteam CloudRemote Play on TVFamily Sharing

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Frequently asked questions about Teslagrad

How much does Teslagrad cost?

As of 6 September 2026, the cheapest in-stock offer for Teslagrad is €0.94 at Gamivo, out of 5 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Teslagrad cheapest?

The lowest in-stock price we track for Teslagrad is €0.94 at Gamivo (6 September 2026). We compare 5 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Teslagrad available on?

Teslagrad is available on PC, Xbox.

When was Teslagrad released?

Teslagrad was released on 13 December 2013.

Who developed Teslagrad?

Teslagrad was developed by Rain Games.

Is Teslagrad worth buying?

Teslagrad holds a Metacritic score of 77/100, making it one of the standout Indie titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.