

CLTRS
Mulberry Team · 2025 · Atmospheric, LGBTQ+, Relaxing, Exploration, 3D
PC
This game is free to play. Get it on Steam →
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About CLTRS
CLTRS is an experimental and artistic game that invites players to discover and explore pleasure through an intuitive, sensory, and short experience. Designed as a meditative and interactive journey, the game transforms education into an act of play, curiosity, and empowerment.With one-button gameplay and a peaceful, aesthetic world, CLTRS offers a unique perspective on pleasure, intimacy, and body awareness. Through symbolic interactions and fluid exploration, the game provides an opportunity to reconnect with a part of the body too often overlooked.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
put the pieces together bro
explorative walking sim, pretty cozy, no actual gameplay not really
I confess I don't really get the central metaphor for achieving female orgasm here; admittedly, I'm a gay man and have never attempted to facilitate one, so maybe that's my problem. Still, if you want to spend zero dollars and 10 minutes navigating through some surreal and generally pretty (albeit poorly optimized, with no configurable graphics settings whatsoever) Unreal Engine environments, you could do a lot worse.
Amazing Art as mentioned by the devs. Easy to complete and definitely one to enjoy. Recommended!!!
A wonderfully crafted, bite-sized artgame <3
It's a short interactive metaphor for the heights achieved when one successfully plays with the title of the game long enough. That's really all there is too it, but I don't want that simple description to make the game seem bad. It's actually beautiful, and maybe would have been even more so if it didn't struggle to run on my ROG Ally X. In fact the second biggest issue I have with the game is that there is no setting menu or anything, so I had to just run the game as is. But despite that, I really did think the art and music was pretty evocative. But the visual and auditory art is the main highlight, as the gameplay, despite being so barebones that nothing is mapped to any button or trigger, is a bit stiff. The world you "explore" has a lot of fine details you may want to interact with, but you are glued to the ground the entire time, so despite being interactive, the whole experience has a big "look but don't touch" vibe. For a game that is art first, and toy second, it makes sense, but it makes the interactivity feel a bit pointless at that point. There is one major flaw however, and I will be a bit vulnerable and admit that this may be an issue exclusive to my limited unders…
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