The Talos Principle

The Talos Principle

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39.470 MB
23 Jan @ 10:42am
2 Feb @ 8:36am
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The Game

Description
An unknown person called The Master challenges you to make your way to the moon. Upon your arrival, you realize this was just the beginning. Can you overcome all obstacles and eventually defeat The Master?

This is a small custom campaign with 8 sigils and 5 stars plus a few other challenges to solve. We really enjoyed creating this campaign and hope you will like it.

The puzzle difficulty is mixed, some of them intermediate and others more challenging. It all depends on your level of experience though. As a (probably semi-useful) benchmark, knowing the solutions inside out and just executing them, a full playthrough of The Game takes us roughly one hour. When playing it for the first time, it could easily take a couple of hours to finish.

We would love to hear your feedback! Also, if you need any hints for puzzles where you are stuck, or if you feel you found a bug or an unintended solution, don't hesitate to ask in the comments.

Note: It is recommended to play The Game in Talos regular mode, not in moddable mode. Some players have been reporting gameplay issues in moddable mode, so no need to take the risk.

Solution videos are available here:

https://www.youtube.com/playlist?list=PLzvwxKIp7vZGkkYjZ62E-IcGSeUzC4Cmp

129 Comments
Beid Bellebie  [author] 30 Apr @ 3:17pm 
Thanks a lot for your detailed feedback! We can relate to most of what you write, especially that some of the levels have interesting concepts but maybe could have been presented better (like making Disconnect less cramped or Trials less dangerous).

Of course it is difficult to put ourselves in the players' shoes. It would be nice to try out our own mod, not knowing anything about the levels - would we actually like it or not? Anyway, at some point we had to call it complete :)

The game not closing after the credits is intended. We thought it might be fun for players to explore the final room as long as they want ;)
自鳴琴 30 Apr @ 10:18am 
"Disconnect" is the most interesting and difficult level. As already said, it is very cramped and this spoils it greatly. On the third floor, I never reached the original solution; instead, I pulled out both connectors one by one through the double gates (it’s quite possible to do this in time) and, blocking the lasers with a clone, opened all the passages. In principle, almost the same as intended. But it’s too unobvious due to the structure of the level. I kept trying to get through the second floor so that the passage remained open (but this is impossible). I also spent a lot of time)
"Master's Island" is pretty mediocre, to be honest, although Passage is not bad. Well, as I said, an unusual ending.

By the way, for some reason the game does not turn off after the end credits (with Sam and the Monster) , is that how it should be?
自鳴琴 30 Apr @ 10:15am 
Passed! Quite a good campaign, the second half is quite unusual (these cutscenes, hehe). I would like to advise in the future to make clearer wires to each receiver and pressure plate, this is important, in my opinion.

Regarding the levels themselves:
"Playground" - OK
"Rise and Fall" - Nice!
"The Trials" is conceptually great, but it's not very pleasant to play through - constant death due to any mistake. I spent a lot of time, especially getting the star
"Water Effects" - New mechanics are always great. But, again, the level takes a very long time to complete due to the fact that it is quite easy to “lose” the cube near the surface. You can also drag both connectors to the gate and go through without this amazing final chord with dropping the cube into the water (it would have taken me a long time to get to this intended solution))
JDaWaS 22 Mar @ 7:32pm 
El juego no está nada mal, a veces es incluso algo adictivo por querer seguir pasando niveles... Pero de vez en cuando te frustras para conseguir alguna estrella que son bastante difíciles sino te ves algún tuto!!
Beid Bellebie  [author] 24 Feb @ 11:55am 
@ineluctable_assasin Yeah, moddable mode is not needed for The Game (as we don't modify any main game files). Even though during our testing moddable mode worked just fine, it definitely opens up more possibilities for things to go wrong. Will add a recommendation to play in regular mode to the description.
ineluctable_assasin 24 Feb @ 8:35am 
I've found out what was going wrong. Was launching in moddable mode and this makes some things not function. IE the trials stage 4 was too sensitive. I was having simliar woes trying to play abomination where you have to lay a cube near a bomb. Anyway, I thought you had to launch mods in moddable mode - my mistake! I still hate the trials though :).
Beid Bellebie  [author] 23 Feb @ 8:16am 
I'm really running out of ideas here, since we are just using a standard Talos water fluid with no modifications at all. Just to summarize what we looked into:

- Checked with The Flood (another mod) that uses the same water as we do. Works as expected (meaning: as in the solution video, cannot produce any other behavior like you describe).
- Installed lots of other mods to see if their presence affects water behavior (theoretically they might overwrite a relevant file). None of them did, works as expected.
- Tested on three different computers. Works as expected.
- Tried in modded Talos runtime mode (not needed for The Game, but maybe you are running it this way). Works as expected.

I'll ask in the Talos editor discussion thread, maybe one of the experts has an idea how water could behave that differently in different installations.

Thanks for your continued input!
AG 22 Feb @ 3:46pm 
@Beid Bellebie: yes- definitely dropping the box in the air. I've been getting some varied effects, including MA's one of the box stopping half way down. Also, the box may not fall squarely onto the plate so the gate doesn't open. I've tried dropping the box from the edge of the pool as well as from the steps. The only time I successfully used only the one box was from the pool edge- and this is the one that stopped half way down. The 2 box method - sometimes both boxes stay on top of the water, and sometimes both boxes stop descending half way down. All this probably doesn't help much from a bug fix perspective - sorry about that! Replicating a result consistently is not happening for me. BTW, really enjoying the water mechanic anyway :)
M A 22 Feb @ 9:56am 
I had a similar thing happen in Water Effects quite often where I would drop the box just like you do in the solution video but it doesn't fall far enough into the water to hit the button and gets stuck
Beid Bellebie  [author] 22 Feb @ 1:40am 
@AG Glad to hear you were able to work around it. However, the same workaround may not be possible in the main stage of the puzzle.

Just to check, you are dropping the box "into the air" when it shows the usual visual drop indication (basically the same indication that you look for when building underwater stairs)? And what does it does then - does it drop somewhat but not completely to the bottom, or does it not drop at all but stay afloat at the surface?

Still could not reproduce, and I don't see any reason why the water should behave differently (apart from maybe some other mod overwriting relevant files, but somehow I consider that unlikely for water stuff).