

Induction
Bryan Gale · 2017 · Indie, Puzzle, Abstract, Time Travel, Minimalist
PC
Very Positive89% · 160
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About Induction
Induction is an abstract puzzle game about time travel and paradoxes. As you master its logic, Induction will rewire how you think about cause and effect.
Across more than 50 meticulously designed puzzles, you must explore the counter-intuitive possibilities time travel permits. You will learn to choreograph your actions across multiple timelines, and to construct seemingly impossible solutions, such as paradoxical time loops, where the future depends on the past and the past depends on the future.
Each puzzle is crafted to reveal a unique aspect of the game’s elegant yet exacting internal logic, gently guiding you into realising the potential of your powers. Induction does not pander, but gives you the satisfaction of mastering an imaginary yet honest set of physical laws.
Accompanying Induction’s minimalist visuals is a rich and responsive ambient soundtrack by Melbourne-based electronic composer and radio broadcaster Tim Shiel.
"A mind-bending foxtrot of timelines."
- Levi Rubeck, Kill Screen
"Induction hurt my brain. It still hurts my brain, but there is no question that the game is brilliant."
- Jacob Wood, IndieHangover
"Leads the player down the path of exploration and discovery as they are forced to communicate with the game on its terms."
- John Lindvay, BigSushi
Across more than 50 meticulously designed puzzles, you must explore the counter-intuitive possibilities time travel permits. You will learn to choreograph your actions across multiple timelines, and to construct seemingly impossible solutions, such as paradoxical time loops, where the future depends on the past and the past depends on the future.
Each puzzle is crafted to reveal a unique aspect of the game’s elegant yet exacting internal logic, gently guiding you into realising the potential of your powers. Induction does not pander, but gives you the satisfaction of mastering an imaginary yet honest set of physical laws.
Accompanying Induction’s minimalist visuals is a rich and responsive ambient soundtrack by Melbourne-based electronic composer and radio broadcaster Tim Shiel.
Praise for Induction
"A mind-bending foxtrot of timelines."
- Levi Rubeck, Kill Screen
"Induction hurt my brain. It still hurts my brain, but there is no question that the game is brilliant."
- Jacob Wood, IndieHangover
"Leads the player down the path of exploration and discovery as they are forced to communicate with the game on its terms."
- John Lindvay, BigSushi
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
[h1] Achievement Hunter Reviews: Induction [/h1] [url=store.steampowered.com/curator/43512127-Dayne-the-Achievement-Hunter/] Check out my curator for more reviews! [/url] Induction is a puzzle game with the concept of using time travel to beat the levels. For the achievement hunter, it is a very straight forward completion: simply beat all of the levels. Now, there are no secret levels, collectibles or speedrunning involved. But to make things easier there are two things that I would recommend. Besides the more obvious alternative to use a guide with the solutions, I would recommend to activate the grid so that you actually see where exactly you are and where you have to go. The average completion time for Induction is around 8-9 hours, but you will do it faster if you use a guide from the start. Induction has a very interesting concept with it's time travel mechanic, making the levels feel more clever and about timing than difficulty. I believe that a average puzzle enjoyer can solve most of the puzzles without using a guide once you get a understanding of how the mechanic works. I would recommend the game for both casual puzzle players and achievement hunters, but given t…4 found this helpful
As someone who likes puzzle games, I liked this game's concept, stage selection and smoothness in its visuals. Overall it's not the worst or hardest puzzle game out there, but the bad outweighs the good imo. Every stage always has only one viable solution and every attempt on figuring out the steps of that solution includes too much waiting around. This can be extremely frustrating if you slightly miss-timed the final step of a stage, which happens too often. The mechanics of the game are never explained - which isn't an issue for the first dozen stages or so, but becomes one as more problems are introduced. Eventually, you'll encounter difficulty spikes caused by confusion, which is just bitter in hindsight. Statistically, most players quit before encountering any of the more complicated mechanics. 100%ing this means beating every stage. Walkthroughs exist.3 found this helpful
One of the puzzle greats. I'm talking Stephen's Sausage Roll, Snakebird, Baba Is You, Magicube, etc. You liked those games? You'll love this. Of all of those puzzle games, I think Induction takes the cake for being the hardest to make sense of what you're doing, at least while mechanics are still being introduced and haven't had time to settle. It's like that scene from Tenet: don't try to think too hard about it, just [i]feel[/i] it. Indeed, by the end of the game you'll have developed a sort of second-nature to how go about solving these time conundrums. When the developer said it will rewire how you think about cause and effect - they weren't joking. Pair that with the fact that mechanics are rarely tutorialized beyond dropping you in a room and giving you a button prompt, part of the puzzle of Induction often becomes figuring out what [i]exactly[/i] it is that that new mechanic you just learned a few levels ago [i]actually does at a conceptual level[/i] so you can exploit it to its fullest. Induction has no wasted space - almost to a fault, however. While every single puzzle is top notch, I feel like there easily could have been several more late-game puzzles added to it to …1 found this helpful
A fun sokoban-based puzzle game with an interesting mechanic investigating the successor map on N. Some excellent ideas that require thinking many steps in advance (or into the past) and looking at the problems from different viewpoints. I particularly enjoyed the rule discovery, which was intuitive but surprising. A good difficulty ramp throughout the game, with some optional side puzzles. Certainly made me think, but never to the point of frustration
Quite a doozy. If you enjoy coordinating a team, this is for you. [hr][/hr] Induction is a puzzle game about going back in time to curate an ideal timeline, where the most recent iteration of yourself gets to the exit, and past iterations cleanly transition into the next, without any holes in the timeline. Structurally and visually, the levels are simple: grid-based area and movement, toggleable bridges, pushable cylinders, and triggers that require constant signal. [spoiler] Later on, two powerups get introduced: one allows access to a second timewarp, and the other allows reverting to the previous iteration of yourself, to redo its movements. Additionally, there are introduced cylinders that can be brought through a timewarp.[/spoiler] Since this game uses an isometric view, movement can be confusing without a joystick. However, you do get to choose which way the orthogonal movement is tilted. The game isn't particularly long. Please do know that you can fast-forward, if you have to wait.
Induction, developed and published by Bryan Gale, is a cerebral puzzle game that builds its entire identity around the manipulation of time, transforming a simple concept into something surprisingly intricate. At a glance, it appears minimal—guiding a small cube across floating platforms toward a goal—but this simplicity quickly gives way to a system that challenges players to think across multiple timelines at once. It is less about movement and more about understanding how actions ripple through time, creating a puzzle structure that feels both elegant and demanding. The central mechanic allows players to rewind their actions and create “echoes” of previous movements. These echoes replay exactly what the player did in the past, effectively turning earlier decisions into tools that can interact with the present. This creates a layered form of problem-solving where players must coordinate multiple versions of themselves, ensuring that each iteration contributes to a larger solution. What begins as a straightforward concept evolves into increasingly complex scenarios, where timing, positioning, and foresight all intersect. As the game progresses, it expands on this idea without ev…
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