Compare The Witness key prices across 50+ stores and find the best deal. Developed by Thekla, Inc.. Published by Thalion. Released on 1/26/2016. Available on PC. Genres: Adventure, Indie. Metacritic score: 87/100.

A mysterious island filled with hundreds of panel puzzles that slowly teach you their own language. Meditative, maddening, and quietly brilliant.

The Witness drops you onto a deserted island with no tutorial, no map, no hand-holding of any kind. You wake up in a tunnel, push open a door, and suddenly the whole island sprawls out in front of you, sun-drenched and eerily silent. The central mechanic is deceptively simple: trace a path from a dot to an exit on a flat panel. Within the first ten minutes you will feel confident. Within the first hour, that confidence will be completely dismantled. What Thekla, Inc. built here is essentially a language. Every cluster of puzzles on the island teaches you one new rule, and those rules stack, combine, and eventually contradict your assumptions in ways that feel genuinely earned rather than cheap. There are mazes inside mazes. There are panels that require you to look at something other than the panel. There are puzzles that have been sitting in your peripheral vision for hours before you realize they were puzzles at all. The island itself is the teacher, and it is patient in a way that very few games dare to be. The atmosphere is the second half of the experience, and it deserves to be said plainly: this island is gorgeous. Not in a technically showy way, but in a quiet, compositional way. Each region has its own color palette, its own mood, its own ambient sound design. The orchard sounds different from the marsh, which sounds different from the keep. There is almost no music in the traditional sense, just environmental texture that shifts as you move. Sitting in one spot and listening for a minute is not wasted time here. It feeds something. The scattered audio logs, discoverable by finding yellow cylinders around the island, add philosophical and occasionally poetic fragments that players either find deeply meaningful or slightly pretentious, depending on their mood that day. Both reactions are reasonable. The criticisms worth naming are real. The opening hour is slow even by the game's own standards, and the hardest puzzle clusters in the late game can tip from challenging into genuinely alienating. A small number of puzzles rely on environmental audio cues, which means players with hearing impairments will hit walls that have no workaround. The ending has divided people since release, and that division is unlikely to resolve for you personally either way. And if pure puzzle density is not what you want, if you came for story or character or combat, there is nothing here for you and the game will not apologize. For everyone else, specifically the patient ones, the ones who will sit on a bench and stare at a panel for twenty minutes and feel something close to joy when the solution finally lands, this is one of the most precisely designed puzzle games available on PC. It knows exactly what it is. It knows when it ends. A complete run sits somewhere around twenty-five to forty hours depending on how completionist you feel, but every single one of those hours was deliberately placed. That kind of intentionality from a small studio is worth paying attention to. Kai, Scout Team

The Witness key
AdventureIndie

The Witness key

Jan 26, 2016Thekla, Inc.Thalion
GamerScout Says

A mysterious island filled with hundreds of panel puzzles that slowly teach you their own language. Meditative, maddening, and quietly brilliant.

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About The Witness key

The Witness drops you onto a deserted island with no tutorial, no map, no hand-holding of any kind. You wake up in a tunnel, push open a door, and suddenly the whole island sprawls out in front of you, sun-drenched and eerily silent. The central mechanic is deceptively simple: trace a path from a dot to an exit on a flat panel. Within the first ten minutes you will feel confident. Within the first hour, that confidence will be completely dismantled. What Thekla, Inc. built here is essentially a language. Every cluster of puzzles on the island teaches you one new rule, and those rules stack, combine, and eventually contradict your assumptions in ways that feel genuinely earned rather than cheap. There are mazes inside mazes. There are panels that require you to look at something other than the panel. There are puzzles that have been sitting in your peripheral vision for hours before you realize they were puzzles at all. The island itself is the teacher, and it is patient in a way that very few games dare to be. The atmosphere is the second half of the experience, and it deserves to be said plainly: this island is gorgeous. Not in a technically showy way, but in a quiet, compositional way. Each region has its own color palette, its own mood, its own ambient sound design. The orchard sounds different from the marsh, which sounds different from the keep. There is almost no music in the traditional sense, just environmental texture that shifts as you move. Sitting in one spot and listening for a minute is not wasted time here. It feeds something. The scattered audio logs, discoverable by finding yellow cylinders around the island, add philosophical and occasionally poetic fragments that players either find deeply meaningful or slightly pretentious, depending on their mood that day. Both reactions are reasonable. The criticisms worth naming are real. The opening hour is slow even by the game's own standards, and the hardest puzzle clusters in the late game can tip from challenging into genuinely alienating. A small number of puzzles rely on environmental audio cues, which means players with hearing impairments will hit walls that have no workaround. The ending has divided people since release, and that division is unlikely to resolve for you personally either way. And if pure puzzle density is not what you want, if you came for story or character or combat, there is nothing here for you and the game will not apologize. For everyone else, specifically the patient ones, the ones who will sit on a bench and stare at a panel for twenty minutes and feel something close to joy when the solution finally lands, this is one of the most precisely designed puzzle games available on PC. It knows exactly what it is. It knows when it ends. A complete run sits somewhere around twenty-five to forty hours depending on how completionist you feel, but every single one of those hours was deliberately placed. That kind of intentionality from a small studio is worth paying attention to. Kai, Scout Team

Tags

steamEnvironmental StorytellingPanel PuzzlesNo HUDCompletionist-FriendlyAtmospheric SoundtrackSingle-Player OnlyLogic PuzzlesOpen World Exploration

System Requirements

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Reviews & Ratings

Metacritic
87
Steam
85%(20,680)

Game Info

Developer
Thekla, Inc.
Publisher
Thalion
Release Date
Jan 26, 2016

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