
Antichamber
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.
01About Antichamber
Antichamber is a psychological exploration game built around the idea that familiar rules cannot be trusted. Corridors fold back on themselves, rooms rearrange, and seemingly impossible obstacles call for a different approach. Its world is seamless and non-Euclidean. A gun lets you create, destroy, and manipulate matter. Steam players rate the game 95%% positive across 13,676 reviews. The Steam PC version lists English with full audio. Released January 31, 2013.
Credits
Lowest recorded in 36 months
$4.992023-12-21 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | — | Yes |
Steam PC edition data · 2026-10-10
02Before you buy
Exploration and puzzles
Explore a seamless, non-Euclidean world where halls fold around each other and spaces rearrange.
Tool and language
A gun creates, destroys, and manipulates matter. The Steam PC version lists English with full audio.
03Frequently asked questions
What is the world like?
It is a seamless, non-Euclidean world where corridors loop around and spaces reconfigure.
Does it have puzzles?
Yes. Its challenges are designed to subvert expectations and call for unusual solutions.
What does the gun do?
The gun can create, destroy, and manipulate matter to help overcome the surroundings.
“Antichamber bends spatial logic with jarring monochrome-to-neon shifts and sparse narrative, rewarding patient players with rare, hardcore epiphany moments.”
Our Verdict
Whether Antichamber is worth your time comes down to what you actually want out of a puzzle game. If you are after clear goals, steady feedback, and a growth curve that gets smoother the more you play, this game will probably keep you frowning. It does not like to explain itself, its sense of direction is not always reliable, and the high difficulty and disorientation in certain regions will grind your patience down a little at a time. This is not a minor blemish. It directly decides whether you are "enjoying the challenge" or "being consumed by it."
The Private Pleasure Of Being Fooled
But if what you are chasing is something else entirely, to be tricked once by the design of a space, to have a rule overturned beneath your feet, and then to piece the fragments back together yourself, the game has real force. Its best moment is not the ending and not the final credits. It is the instant inside some room when you suddenly realize, "so the game has been looking at me this way the whole time." That kind of joy is intensely private, and intensely hard-won. People who get it will be hooked. People who do not will dismiss it as pretentious.
Looking at the broader reception, the polarization is no surprise. Some critics handed it high marks because its singularity within first-person puzzling is so pronounced. Others handed it very low ones precisely because it turned "unfriendliness" into almost a methodology. Its recognition at the Independent Games Festival, including a Technical Achievement win and a Grand Prize nomination, confirms how much the industry respected what it attempted, even where individual players bounced off it.
A Narrow Door Worth Squeezing Through
By the measure of how players actually experience it today, I would place it in the "worth a try, but keep your expectations in check" tier. It is not a polished gem to recommend to everyone, and it is certainly not a failure to steer clear of. Compared with the deliberately anti-expectation design of The Stanley Parable, Antichamber channels that same experimental nerve into spatial logic rather than narrative mischief, and it commits just as hard to unsettling your assumptions.
It is like a very narrow door. There is genuinely something behind it, but not everyone is willing to squeeze through. If you are prepared to spend a dozen or so hours wrestling with a cold, indifferent space, it will very likely hand you back several genuinely beautiful moments of insight. For those few satisfying clicks of understanding, it is worth it. Just walk in knowing the game owes you nothing, and let it earn whatever respect it earns one quiet revelation at a time.
More than a decade after release, Antichamber still feels like nothing else. The first-person puzzle space has grown crowded with clever, polished entries, yet very few have dared to make disorientation itself the subject. That singular nerve is exactly why it endures, and exactly why it will never be for everyone. If you measure games by comfort, this is not your game. If you measure them by the rare jolt of having your assumptions taken apart and handed back rearranged, few experiences are this pure, and fewer still trust you this completely to find your own way through.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
This is a word of warning to anyone who, like me, suffers from motion sickness. Playing this game for just half an hour made me incredibly nauseous, and I didn't recover for some time after quitting. I've tried playing a couple more times with the same result. No other game has ever affected me like this. It's very interesting though, I wish I could play it more.Show moreShow less
Antichamber is by far one of the best games I have ever played. It is a puzzle adventure game similar to Portal. You have many different types of guns that can modify the blocks around you to help you solve puzzles. In addition, Antichamber uses a variety of different ways to mess with your head, such as the countless numbers of geometrical paradoxies. For example, you can walk through walls that you thought were solid. If you turn around at almost any point of the game the end will be right behind you. This game is extremely hard to explain but it is incredible you really must try it to find out.Show moreShow less
Not sure what the hubbub is about. For all the hyperbole about "OOOH IT'S SO MINDBENDING", Antichamber is actually pretty straightforward, and quite frankly, dull. Early on, the game has nothing to offer but a handful of obvious tricks, which you'll see through immediately. At one point the game recreates the Lost Woods from Ocarina of Time (NON-EUCLIDEAN GEOMETRY GUYZ). I'm not sure why a puzzle game with absolutely no consistency is a good idea, because it ultimately boils down to futzing around until something new happens. I was expecting some kind of puzzle game where the laws of physics/reality are altered in some way, but Antichamber is really a set of disjointed illusions for the first hour, until you get the BLOCK GUN. Upon finding the block gun, the "mindbending" aspects of the game vanish entirely and lead to an endless series of boring block puzzles. There's really nothing particularly clever, challenging, or interesting going on here. Some of the early block puzzles are alright, but it quickly gets out of hand. One "puzzle" literally has you soaking up zillions of blocks to build a giant staircase like some boring version of minecraft. It's just tedium. Most of this is just mediocre, but Antichamber really becomes offensive when all the frustrating parts become apparent. The dangers of having a game centered on changing the rules and warping reality jump out at you when you realize you're missing crucial information. Here we have a game that challenges you to "accomplish the impossible", and ironically it's impossible to tell what IS possible. You'll spend 10 minutes on one puzzle only to discover that some puzzles are literally unsolvable without some new gadget. I get that the game is meant to be exploratory and somewhat confusing, but some things are explained upfront, and other things are never made clear. There's very little consistency to the puzzle design. When a game's design depends on unintuitive logic, the challenge usually comes from discovery: observing cause-and-effect relationships so that you can extrapolate the mechanics. Antichamber fails because the puzzles are solved upon the first observation, and since there's no consistent puzzle design, the player just stumbles along without having learned anything. Unfortunately, the lack of direction is compounded by the winding and open-ended nature of the level design. There's really no obvious path to follow, so you spend a lot of time hitting dead-ends, never knowing whether you're missing something, too thick to figure out the solution, or need some new ability. And the levels branch a LOT as you move along, especially early on when you're exploring everything for the first time. Things tend to close off behind you, so after you pass by a dozen points-of-interest/corridors, your mental "come-back-to-this" list is overloaded. It doesn't help that Antichamber is visually quite bland. Yes, the screenshots on the store page make it look very cool, as if the game were built in Matlab, but 90% of it consists of blank, white, square corridors. Rare splashes of color don't add much and don't distinguish different areas. Every door is identical. Wandering around and backtracking become doubly irritating when the "map" is inconsistent, sometimes showing you places you should explore, but not always. Thus you'll spend a lot of time aimlessly wandering around trying to figure out where to go next. The irritations don't stop there. Traveling around almost always requires you to re-solve the same annoying puzzles again and again, many of which use the equally annoying block gun. Even worse, Antichamber has an irritating habit of warping you to some other part of the game without warning, often forcing you to teleport again to an earlier area and re-solve the same boring puzzles once more. Again, I get that the game is supposed to be confusing, but there comes a point where it's no longer for the sake of challenge. On top of it all, there's really no ultimate goal or progression. There's no plot or any real sense of place. For a standard puzzle game, I normally wouldn't complain, but Antichamber is definitely reaching for something more. There's some real effort put into the sound design. The ambiance mostly involves odd nature soundscapes; sometimes it works but generally feels out-of-place for a game that is otherwise totally abstract. The game also loves to bask in its own stupidity with truly awful morsels of wisdom it feeds you constantly. In many ways, Antichamber feels like it's aiming for Portal a bit too much, including some blatant puzzle mechanics lifted directly. In the end, I really can't recommend Antichamber. I think some folks are too easily impressed by a few, admittedly unusual, cheap tricks. Just play Portal. Or The Stanley Parable. Or Echochrome. Or anything else, really.Show moreShow less
You do not play this game. This game plays with you.Show moreShow less
概要:Antichamberとは、もしかすると今まで一番オリジナルのデザインが有るでも遊び時はゲームの責任で半分が無駄使いちゃった。遊ぶより実況プレイを観るほうがいい。日本語化はないのに大丈夫よ。大切な文字がないから。 This is important, so I'm going to cut straight to brass tacks. Cards on the table: Antichamber is a very cool idea executed well, but that's not enough to save it from being a profoundly unenjoyable game. While everyone should see this game, very few should go to the trouble of actually buying and playing this game. I really want to like the game, so I'm going lead with the bad so I can end on a positive note. Fortunately, the negatives make for a short list, so let's just get this out of the way. Antichamber is a frusturatingly tedious puzzle game that just loves to waste your time. This is the major bugbear and the single greatest reason I don't recommend actually playing the game yourself, were it not for this odds are good I'd be unreservedly recommending it. Now as a non-Euclidean puzzle game (P.S. Antichamber is a non-Euclidean puzzle game, more on that later) you'd be well within reason to argue that I'm just a big stupid head that can't brain good, but that's not the case, at least not here. The puzzles are themselves well crafted and pass by quickly, the tedium is in actually finding them. Antichamber is a free-roaming game, not a linear one. The onus is on the player to find the puzzles, and at times complexity can reach Metroidvania levels. That is, if there was a non-Euclidean Metroidvania out there. Just how well this doesn't work is really driven home by the map which―despite referring back to it constantly―I was still unable to make heads or tails of by the end of the game. I don't even know if it's a top-down or vertical view! I certainly wouldn't put it past the madmen that made this. All this amounts to a game where I easily spent half my time either wandering aimlessly or exploring dead ends. I can't emphasize the time wasted enough, and in this game in particular it's all the more irksome. Antichamber bills itself as a puzzle game, but that's not really true. It's a game for a genre that doesn't really exist yet, best described in contrast to traditional puzzle games. Where appropriately deep puzzle games like Hexcells or Spacechem have sufficient complexity to keep the levels entertaining on replay, Antichamber instead has novelty and cunning. Most of the "puzzles", and in my opinion the best ones are tricks where the player's goal is to tease out the sleight of hand, a little like in old "I Spy" or "Where's Wally" books. Needless to say, it's never fun finding Wally the second time, and it's only exacerbated when finding Wally on page 24 rewards you by dumping you back to the second page for the dozenth time. And I can't really conceive of a compelling reason to do this kind of completely freeform design in the first place. Sure you might reasonably go with non-linear sections and alternate paths to bypass difficult puzzles, but not this. Anything but this. If you have the patience to tolerate such blatant and quite frankly offensive disregard for your time, then you might as well add Antichamber to your cart now. I'll pay 2:1 odds that by the end of the review you'll own it. I really want to get to the good of the game, but am obligated to mention a few other minor negatives. First, the game has a unacceptable number of gameplay affecting bugs, that being a non-zero amount. The highlight of this was when I was unable to solve a puzzle to get the final stage of the gun-manipulator-laserbeamy-thing because the bits of the puzzle kept despawning, rendering it unwinnable. After a half-hour I conceded incompetence and went to check a video guide, only to discover that the game itself was broken! In the game where the statement "anything can happen" is more applicable than any other, you need to have absolute faith that the game's dealt you a square deal, but after this I could no longer be sure. Besides that there's map limitations that prevent you from accessing some areas, timing puzzles, and at least one puzzle which I'm pretty confident was a time-wasting dead end. Mostly quality-of-life stuff that further aggravates the time wasting. At last the positives, or depending on your perspective, positive. I use the singular because really, I can summarise everything great about this game in one word: 'WOAH' with the 'O's stretched until the character limit. This is easily the single most original idea of the decade, perhaps ever. With the proper budget and team, a sequel could easily surpass Portal in every aspect except humor, but that may only be because Antichamber isn't a comedy game. The tone is all about an extreme minimalism wherein the puzzles are used to relate a little truism with its own little doodle. It's the perfect degree of abstraction for relaxation, with the folk wisdom there to keep everything grounded enough. I'd even call it 'comfy' if the whole thing wasn't eye-searingly white. If you play this at night, you honestly may want to wear shades. But the game itself; as I said before it's a non-Euclidean puzzle game. Just stop, take a moment and consider that: this is MC Escher: The Game. There is no precedent for this, nothing I can say to make it suddenly all make sense. For the first half of the game you're bombarded with little scenes, vignettes that challenge your perception and force you to really visualize what exactly the "box" is you need to think outside of. If nothing else, Antichamber really knows how to put its best foot forward. The opening writes a hell of a check, but how well the rest cashes it is up to you. In the second half, the game gradually transitions from mindfuck to voxel puzzles. This is where the game most closely approaches the traditional "puzzle" formula, and you can particularly feel the long shadow cast by Portal. This is all fine, they suit the game, but if you're expecting an entirely psychedelic experience from start to finish you may feel letdown by this focus shift. Personally, I couldn't really see any other way they could do it. The appeal of the lead is in the novelty, not the difficulty and if you don't want another Stanley Parable you need something to pad out the game. Oh yes, speaking of padding, you might notice that the game's not very long. Steam clocks my playthrough at five and a half hours, probably slightly quicker than average owing to an abortive attempt I made years ago, but no matter how you slice it this isn't a very long game. Strip out the all the time-wasting and you have about two hours of ideas in a three hour game. I have no qualms with this, I consider length to be pricing concern weighed against enjoyment of those hours, but that's just me. I hear quite a bit from people in such a hurry to get from cradle to the grave that they need to weigh their entertainment like meat at the market. In the end, Antichamber is about novelty and nowhere will I wager you find more. Hell, it might even expand your mind a little. But is it worth your money? To my mind, no. It simply doesn't respect your time enough to justify the investment yourself, but I still fully recommend that you experience the game through a Long Play or Let's Play by someone with a modicum of savvy. If you buy into it yourself, be prepared to spend just as much time aimlessly wandering to actually find the puzzles as you will actually solving them. However you do it, Antichamber's a game too cool to miss out on.Show moreShow less
You don't play Antichamber, Antichamber plays you.Show moreShow less
play this game if you just want to brute force puzzles under the guise of emergent level designShow moreShow less
Antichamber is easy to dismiss as a Portal clone at first glance; it is a first person puzzle game wherein you move from chamber to chamber, equipped with a puzzle “gun” which interacts with your environment. But while Portal deals mostly in learning the rules of its mechanics and then adding complexity to those mechanics, Antichamber is a game which aims to subvert your expectations about how a puzzle should fundamentally work. It makes you question the unspoken rules that video games abide by. Frequently, it is simply brilliant and mind blowing, though occasionally it’s too obscure or random for its own good (especially in later parts of the game). There’s no real story to speak of in Antichamber, but the entire experience is expertly accented in a very sterile atmosphere and minimal graphics. Sound design is also minimal, but well done. Certain audio cues can give you hints to where you are in the world, and the simple tick-tock of a clock can become a fixture of an entire portion of the game. It’s definitely a polished game which looks and feels nice. Of course, the real meat of Antichamber is the puzzles, and it’s hard to say much about them without revealing part of what makes this game special. Suffice it to say that it is one of the most unique and creative games that I have ever played. Environments are frequently non-Euclidean in nature, and rely heavily on perspective or understanding the rules of the universe which Antichamber itself has defined. There is inherent difficulty in designing that kind of puzzle; if you don’t abide necessarily by the rules of physics or perspective that we’ve come to rely on, puzzles can have arbitrarily hard solutions. For the most part, especially in early parts of the game, Antichamber does an excellent job of staying consistent and teaching you the ways of its mind-melting world. But in the later hours, you are bound to run into situations where a puzzle solution will feel almost entirely arbitrary. Frustration will set in, and occasionally solutions don’t have the satisfying payoff they were designed for. There was one instance where I resorted to some online hints because, it turns out, I had completed an earlier puzzle in a non-traditional way and didn’t have the resources the game expected me to have. It took quite a bit of digging before finally understanding how I was supposed to complete the prior puzzle so I could complete the current one. One very smart addition to curb some of this difficulty is the ability to, at any point, press escape and jump out to the central hub of the world. From there, you can see your progress and also a map of the entire area you have so-far discovered. You can jump in to any area you’ve previously visited, and I found it helpful to jump from puzzle to puzzle I didn’t know how to solve. Typically inspiration would strike somewhere, and my frustrations would yield relatively quickly. Overall, Antichamber is a smart, mostly incredible puzzle game. Moments of frustration are almost inevitable here, and for the most part the balance is hit just right so that frustration results in joyous satisfaction when you make progress. It occasionally missteps and frustration just leads to greater frustration, but it’s easy to forgive when so much of the game is so good. Highly recommended.Show moreShow less
If you're red/green color blind, this game is unbeateable.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.