Reflect pulses of light around a large, interconnected, and rhythmic machine.
Here's an excerpt from SOLAS 128's Steam description:
At its heart, SOLAS is a beam deflection game. Rotate and reposition mirrors to connect light sources and unlock adjacent puzzles. Every pulse is moving to the beat at all times, and each puzzle is connected to the next. Explore this strange interconnected space, learn its rules, and discover the surprises that dwell within.
Rather than ordinary light beams, however, these pulses can and will collide with each other. Create new colours, deflect them in new directions, and pay attention to their timing to unlock the path to new puzzles.
Along the way you'll encounter a wide array of components which interact in unique and surprising ways. You might even discover you can pass pulses and components between puzzles.
Prisms, glitches, new types of mirrors, and more lurk in the depths. For example, the filters which remove colours from pulses that pass over them.
To match the otherworldly, retro, neon aesthetic, SOLAS is scored with a one of a kind synthwave soundtrack to which the entire game is synchronized.
SOLAS is a game based around the combination and separation of these pulses, but has been designed from the ground up to not be reliant only on colour. SOLAS’ glyphs each have a unique shape and profile, and there are customisable contrast settings, making it accessible to colour-blind players.
Amicable Animal: A one-person studio — part-time lecturer, part-time games developer, full-time tea drinker. He loves combining old-school mechanics with minimalist, modern game design. SOLAS is his first commercial game.
Jamesy Downie: The musician behind the synthwave sound of SOLAS. Obsessed with everything 80s and VHS related, he created a soundtrack that relaxes, and hints at an underlying darkness.
Steven McSeveney: Sound Designer and all-round audio nerd; he creates immersive sonic experiences to bring worlds to life. He created the sound effects for SOLAS, marrying the neon-rich visuals with the game's synth-fuelled soundtrack.
Pure puzzler
No or minimal narrative
No timing or dexterity
No randomness during problem solving
Grid-based
Medium difficulty to reach an ending
Fairly hard to reach 100%
Has hints
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