Compare Trap Them prices across 50+ stores and find the best deal. Developed by Juri Schupilo. Published by Juri Schupilo. Released on 7/10/2015. Available on PC. Genres: Action, Adventure, Casual, Indie, Strategy.

Over 100 underground caves, block physics that actually matter, and robots that will cheerfully ruin your best-laid plan - this one's meaner than its budget price suggests.

My instinct with solo-dev puzzle games from 2015 is to expect a handful of clever levels followed by a difficulty cliff nobody bothered to balance. Trap Them largely dodges that failure mode, and the reason is a design decision that strategy players will appreciate immediately: all the core mechanics are introduced early, and the rest of the game is purely about getting smarter with the same toolkit. No drip-fed power-ups, no mid-run unlocks - just you, a 2D cave grid, moveable block physics, and a set of RoboTTech robots that will exploit every gap you leave them. The loop is simple to state and hard to master. You are collecting crystals across 100-plus cave stages while simultaneously herding enemies into dead ends, blocking their patrol paths with falling blocks, and making sure you do not accidentally seal off your own escape route in the process. The block physics are the pivot point of every decision: a dropped block does not just fill a gap, it can redirect robot movement, create a new corridor for yourself, or collapse a section of the cave you were counting on. That combinatorial weight means even mid-tier stages force genuine read-ahead thinking. Late-game stages, by several player accounts, become genuinely punishing in a way that will split the audience cleanly between frustrated and hooked. The game handles onboarding better than most indie puzzlers at this price tier. Because the full mechanic set is front-loaded rather than slowly unlocked, newer puzzle players can actually internalize the system before the difficulty ramps. There is no moment where a brand-new mechanic blindsides you ten hours in - what you learn in cave five is what you are refining in cave ninety. That is a philosophically sound way to build a puzzle game, and it matters for accessibility. Controller support is solid (XInput-native), keys are rebindable, and the stated 60fps target keeps input feel clean - small things that a certain type of player notices immediately. The honest caveats: the Steam review pool is thin (around thirty votes at Mostly Positive), meaning community guidance on hard stages is sparse and the developer-run discussion thread is doing heavy lifting where a proper hint system should exist. The visual presentation is workmanlike - functional 2D tile art that communicates geometry clearly but offers nothing to look at beyond that. There is no multiplayer, no procedural mode, no meta-progression layer. What you are buying is a fixed set of handcrafted puzzles and the block physics engine that powers them. If you need a live-service drip of new content to stay engaged, this is the wrong shelf entirely. For players who like their challenge delivered in discrete, restartable chunks with a clear cause-and-effect ruleset, Trap Them is a compact, honest offering. The price point removes most of the risk, the mechanics have genuine depth, and the later caves will test spatial reasoning in a way that most casual puzzle games never attempt. Approach it like a slow-burn logic exercise rather than an action game and it pays off. Diego, Scout Team

Trap Them
ActionAdventureCasualIndieStrategy

Trap Them

Jul 10, 2015Juri Schupilo
GamerScout Says

Over 100 underground caves, block physics that actually matter, and robots that will cheerfully ruin your best-laid plan - this one's meaner than its budget price suggests.

PC
Best Price Available
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Historical low: $0.75

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About Trap Them

My instinct with solo-dev puzzle games from 2015 is to expect a handful of clever levels followed by a difficulty cliff nobody bothered to balance. Trap Them largely dodges that failure mode, and the reason is a design decision that strategy players will appreciate immediately: all the core mechanics are introduced early, and the rest of the game is purely about getting smarter with the same toolkit. No drip-fed power-ups, no mid-run unlocks - just you, a 2D cave grid, moveable block physics, and a set of RoboTTech robots that will exploit every gap you leave them. The loop is simple to state and hard to master. You are collecting crystals across 100-plus cave stages while simultaneously herding enemies into dead ends, blocking their patrol paths with falling blocks, and making sure you do not accidentally seal off your own escape route in the process. The block physics are the pivot point of every decision: a dropped block does not just fill a gap, it can redirect robot movement, create a new corridor for yourself, or collapse a section of the cave you were counting on. That combinatorial weight means even mid-tier stages force genuine read-ahead thinking. Late-game stages, by several player accounts, become genuinely punishing in a way that will split the audience cleanly between frustrated and hooked. The game handles onboarding better than most indie puzzlers at this price tier. Because the full mechanic set is front-loaded rather than slowly unlocked, newer puzzle players can actually internalize the system before the difficulty ramps. There is no moment where a brand-new mechanic blindsides you ten hours in - what you learn in cave five is what you are refining in cave ninety. That is a philosophically sound way to build a puzzle game, and it matters for accessibility. Controller support is solid (XInput-native), keys are rebindable, and the stated 60fps target keeps input feel clean - small things that a certain type of player notices immediately. The honest caveats: the Steam review pool is thin (around thirty votes at Mostly Positive), meaning community guidance on hard stages is sparse and the developer-run discussion thread is doing heavy lifting where a proper hint system should exist. The visual presentation is workmanlike - functional 2D tile art that communicates geometry clearly but offers nothing to look at beyond that. There is no multiplayer, no procedural mode, no meta-progression layer. What you are buying is a fixed set of handcrafted puzzles and the block physics engine that powers them. If you need a live-service drip of new content to stay engaged, this is the wrong shelf entirely. For players who like their challenge delivered in discrete, restartable chunks with a clear cause-and-effect ruleset, Trap Them is a compact, honest offering. The price point removes most of the risk, the mechanics have genuine depth, and the later caves will test spatial reasoning in a way that most casual puzzle games never attempt. Approach it like a slow-burn logic exercise rather than an action game and it pays off. Diego, Scout Team

Tags

singleplayercontroller-supporttrading-cardscloud-savestier:sub-5Block PhysicsLogic PuzzleCave ExplorationEnemy HerdingPrecision DifficultyHandcrafted LevelsGamepad Native

System Requirements

Minimum

OS
WindowsXP
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
150 MB available space
Graphics
DirectX9 GPU

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Game Info

Developer
Juri Schupilo
Publisher
Juri Schupilo
Release Date
Jul 10, 2015

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Price History

2026-06-100.75(lowest)
2026-06-090.75(lowest)

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What platforms is Trap Them available on?

Trap Them is available on PC.

When was Trap Them released?

Trap Them was released on 10 July 2015.

Who developed Trap Them?

Trap Them was developed by Juri Schupilo.