Compare Where is my Heart? prices across 50+ stores and find the best deal. Developed by Schulenburg Software. Published by Die Gute Fabrik. Released on 5/29/2014. Available on PC, Mac. Genres: Adventure, Casual, Indie. Metacritic score: 74/100.

A two-hour puzzle platformer built on a single mind-bending idea: your level is a comic page someone shuffled mid-read. Quiet, strange, and genuinely worth the disorientation.

I keep coming back to the fact that this game started as one person's childhood memory of getting lost in the woods with his parents. Bernhard Schulenburg turned that specific panic, that loss of spatial bearings, into a mechanical conceit that critics still struggle to fully describe in text. The screen breaks apart into scattered comic-book panels of varying sizes, none of them in the order your brain expects. Step off the right edge of one panel and you might appear at the top-left of another. It is disorienting on purpose, and the disorientation is the point. The three playable characters, a family of forest spirits searching for their floating home tree, each carry a transformation ability that complicates things further. The Bat King reveals hidden platforms invisible to anyone else, emitting a light source that turns the level into something half-familiar. The orange spirit can rotate the entire level ninety degrees, reshaping which exits connect to which. The third functions as the baseline, the one you use to understand what "normal" looks like before the others warp it. Getting all three safely through each single-screen stage is closer to puzzle-solving than platforming, leaning more toward Portal logic than Mario muscle memory. There are twenty-six levels spread across mushroom caves, crystal pools, and mountain terrain, and the whole main run clocks in at roughly two hours. The completionist layer, collecting every heart scattered across the scrambled panels, pushes that higher and harder in ways that will test patience. The soundtrack by Alessandro Coronas is doing quiet, essential work throughout. It has that specific quality where you stop noticing it consciously and just feel your shoulders drop. That matters here because the spatial confusion can tip into frustration, and the ambient score keeps pulling you back toward curiosity rather than anger. The pixel art leans deliberately retro, chunky and readable at small sizes, stranger and more expressive when the panels zoom in tight. It is an intentional aesthetic, not a budget shortcut, and the handcraft shows. The honest caveats: controller support on PC is absent natively, which is a strange omission for a game ported from console. Third-party remapping tools cover the gap but they should not have to. Some reviewers found the core mechanic a touch one-note across the full run, and that criticism has weight. The idea is strong enough to carry two hours without bending, but it does not dramatically evolve in the back half the way you might hope. The narrative texture, sparse dialogue hinting at real familial tension beneath the cute exterior, rewards attentive players but will read as thin to anyone expecting a story-forward experience. For what it is, a handmade puzzle platformer from a one-person studio with a single extraordinary idea executed with restraint and craft, it lands cleanly. The game knows when to end. That is rarer than it sounds, and I respect it deeply. Kai, Scout Team

Where is my Heart?
AdventureCasualIndie

Where is my Heart?

May 29, 2014Schulenburg SoftwareDie Gute Fabrik
GamerScout Says

A two-hour puzzle platformer built on a single mind-bending idea: your level is a comic page someone shuffled mid-read. Quiet, strange, and genuinely worth the disorientation.

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Screenshots & Media

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About Where is my Heart?

I keep coming back to the fact that this game started as one person's childhood memory of getting lost in the woods with his parents. Bernhard Schulenburg turned that specific panic, that loss of spatial bearings, into a mechanical conceit that critics still struggle to fully describe in text. The screen breaks apart into scattered comic-book panels of varying sizes, none of them in the order your brain expects. Step off the right edge of one panel and you might appear at the top-left of another. It is disorienting on purpose, and the disorientation is the point. The three playable characters, a family of forest spirits searching for their floating home tree, each carry a transformation ability that complicates things further. The Bat King reveals hidden platforms invisible to anyone else, emitting a light source that turns the level into something half-familiar. The orange spirit can rotate the entire level ninety degrees, reshaping which exits connect to which. The third functions as the baseline, the one you use to understand what "normal" looks like before the others warp it. Getting all three safely through each single-screen stage is closer to puzzle-solving than platforming, leaning more toward Portal logic than Mario muscle memory. There are twenty-six levels spread across mushroom caves, crystal pools, and mountain terrain, and the whole main run clocks in at roughly two hours. The completionist layer, collecting every heart scattered across the scrambled panels, pushes that higher and harder in ways that will test patience. The soundtrack by Alessandro Coronas is doing quiet, essential work throughout. It has that specific quality where you stop noticing it consciously and just feel your shoulders drop. That matters here because the spatial confusion can tip into frustration, and the ambient score keeps pulling you back toward curiosity rather than anger. The pixel art leans deliberately retro, chunky and readable at small sizes, stranger and more expressive when the panels zoom in tight. It is an intentional aesthetic, not a budget shortcut, and the handcraft shows. The honest caveats: controller support on PC is absent natively, which is a strange omission for a game ported from console. Third-party remapping tools cover the gap but they should not have to. Some reviewers found the core mechanic a touch one-note across the full run, and that criticism has weight. The idea is strong enough to carry two hours without bending, but it does not dramatically evolve in the back half the way you might hope. The narrative texture, sparse dialogue hinting at real familial tension beneath the cute exterior, rewards attentive players but will read as thin to anyone expecting a story-forward experience. For what it is, a handmade puzzle platformer from a one-person studio with a single extraordinary idea executed with restraint and craft, it lands cleanly. The game knows when to end. That is rarer than it sounds, and I respect it deeply. Kai, Scout Team

Tags

singleplayerachievementstier:aaaComic-Panel LevelsSpatial PuzzleThree-Character SwitchingAtmospheric SoundtrackShort-Form IndieRetro Pixel ArtHidden PlatformsWorld RotationCompletionist Collectibles

System Requirements

Minimum

OS
Windows XP/Vista/Windows 7/Windows 8 (x86 or x86_64)
Memory
1 GB RAM
Storage
500 MB available space
Graphics
OpenGL 2.0, dedicated card recommended
Processor
2 GHz
Additional Notes
Please make sure your drivers are up to date. This is especially important for integrated cards as laptop manufacturers will sometimes be supplying you with out of date / incorrect drivers!

Reviews & Ratings

Metacritic
74

Game Info

Developer
Schulenburg Software
Publisher
Die Gute Fabrik
Release Date
May 29, 2014

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