Compare Togges prices across 50+ stores and find the best deal. Developed by Regular Studio. Published by Thunderful Publishing. Released on 12/7/2022. Available on PC, Xbox. Genres: Adventure, Indie.

A robot-vacuum collect-a-thon that smuggles genuinely clever puzzle logic inside one of the most wholesome art styles you'll see this year. Worth a look if you forgive rough edges for the sake of a fresh idea.

My first hour with Togges felt like stumbling onto something a little precious and a little broken at the same time, and I mean that in the most affectionate way possible. Regular Studio is literally two brothers, and this is their debut game. That context matters when you sit down with something this ambitious and this imperfect. The central conceit is unusual enough to carry the whole thing. You control Toomba, a robot vacuum, and your primary tool is laying down trails of living cubes called Togges. They cannot spawn unless touching another Togge, which means every puzzle is really a routing problem: how do you extend your chain from the spawn point to the objective across whatever hostile terrain sits between them? Red Togges stack up to five cubes high and resist fire. Yellow ones conduct electricity and stack even taller but cost twice as many from your limited supply. Blue Togges survive underwater but barely stack at all. Green ones are enormous, heavy, and ruinously expensive. White Togges vanish seconds after placement but can technically stack without limit, letting you reach absurd heights if you work fast. Stack management is the quiet heartbeat underneath every level, and when a routing solution clicks, it really clicks. The world design earns its oddness. Seven main sandbox planets span a futuristic city built in a savannah, a realm composed entirely of carrot cake, and a medieval castle perched on a crescent moon, among others. Each level also contains a cluster of shorter bonus stages, so the content density is genuinely generous for an indie at this price point. The soundtrack sits in that register I privately call "too cheerful to be sad about" - it brightens up checkpoint dings and secret discoveries in a way that reads as handmade rather than procedurally pleasant. The flaws are real and I will not paper over them. The camera misbehaves, especially in tight vertical spaces, and the inability to look straight up makes climbing sequences awkward when height is the whole puzzle. Later worlds balloon in scale past the point of comfort: the open-ended level design, which feels liberating in the first three worlds, starts to feel directionless when you are wandering a map this large with no clear signal about what to tackle next. Objectives are vague. The text-based dialogue, while charming in personality, arrives in volumes that interrupt momentum. A handful of critics found the experience fell apart under those frustrations. Steam reviews land at a mixed 66 percent positive, and that split is honest rather than damning. Who is Togges for, exactly? Collect-a-thon fans who grew up on the N64 era will recognize the bones immediately. Puzzle players who like lateral thinking over reflex challenges will find the block-color routing satisfying. Parents looking for something visually gentle and non-violent will appreciate the E rating and the complete absence of stakes-based stress. It is not a game for anyone who needs a minimap, a waypoint arrow, or a brisk runtime. It is patient and a little shambolic and completely sincere, which is a combination I will defend every time. Kai, Scout Team

Togges
AdventureIndie

Togges

Dec 7, 2022Regular StudioThunderful Publishing
GamerScout Says

A robot-vacuum collect-a-thon that smuggles genuinely clever puzzle logic inside one of the most wholesome art styles you'll see this year. Worth a look if you forgive rough edges for the sake of a fresh idea.

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About Togges

My first hour with Togges felt like stumbling onto something a little precious and a little broken at the same time, and I mean that in the most affectionate way possible. Regular Studio is literally two brothers, and this is their debut game. That context matters when you sit down with something this ambitious and this imperfect. The central conceit is unusual enough to carry the whole thing. You control Toomba, a robot vacuum, and your primary tool is laying down trails of living cubes called Togges. They cannot spawn unless touching another Togge, which means every puzzle is really a routing problem: how do you extend your chain from the spawn point to the objective across whatever hostile terrain sits between them? Red Togges stack up to five cubes high and resist fire. Yellow ones conduct electricity and stack even taller but cost twice as many from your limited supply. Blue Togges survive underwater but barely stack at all. Green ones are enormous, heavy, and ruinously expensive. White Togges vanish seconds after placement but can technically stack without limit, letting you reach absurd heights if you work fast. Stack management is the quiet heartbeat underneath every level, and when a routing solution clicks, it really clicks. The world design earns its oddness. Seven main sandbox planets span a futuristic city built in a savannah, a realm composed entirely of carrot cake, and a medieval castle perched on a crescent moon, among others. Each level also contains a cluster of shorter bonus stages, so the content density is genuinely generous for an indie at this price point. The soundtrack sits in that register I privately call "too cheerful to be sad about" - it brightens up checkpoint dings and secret discoveries in a way that reads as handmade rather than procedurally pleasant. The flaws are real and I will not paper over them. The camera misbehaves, especially in tight vertical spaces, and the inability to look straight up makes climbing sequences awkward when height is the whole puzzle. Later worlds balloon in scale past the point of comfort: the open-ended level design, which feels liberating in the first three worlds, starts to feel directionless when you are wandering a map this large with no clear signal about what to tackle next. Objectives are vague. The text-based dialogue, while charming in personality, arrives in volumes that interrupt momentum. A handful of critics found the experience fell apart under those frustrations. Steam reviews land at a mixed 66 percent positive, and that split is honest rather than damning. Who is Togges for, exactly? Collect-a-thon fans who grew up on the N64 era will recognize the bones immediately. Puzzle players who like lateral thinking over reflex challenges will find the block-color routing satisfying. Parents looking for something visually gentle and non-violent will appreciate the E rating and the complete absence of stakes-based stress. It is not a game for anyone who needs a minimap, a waypoint arrow, or a brisk runtime. It is patient and a little shambolic and completely sincere, which is a combination I will defend every time. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaStackformerCollect-a-ThonBlock PuzzlesResource ManagementSandbox ExplorationFamily FriendlyDebut IndieNon-Linear Levels

System Requirements

Minimum

OS
Windows 7
Memory
8 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
GTX 780
Processor
Intel i5 2nd generation

Recommended

OS
Windows 10
DirectX
Version 12
Storage
4 GB available space
Graphics
GTX 1060
Processor
Intel i5 2nd generation

Reviews & Ratings

No ratings available

Game Info

Developer
Regular Studio
Publisher
Thunderful Publishing
Release Date
Dec 7, 2022

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