First Impressions: A Square Walks Up a Mountain
SISYPHE, a new indie game from Lucas Ljunggren, landed on Steam on March 21, 2025. The game asks you to guide a simple square as it climbs a mountain, chipping away at itself along the way to hopefully become a circle 1. This review takes a closer look at whether this game offers good value, considering its price, how customizable it is, its controls, whether it has a story, and if it will keep you coming back for more.

Is It Worth the Price? Let’s Talk Money
For many of us, the cost of a game is a big deal. SISYPHE is currently offered on Steam with an introductory price of $11.04 AUD (converted from $12.99 USD) which is available until March 28th, with a regular price of $13.19 AUD for the standalone game (derived from the $14.38 AUD bundle price) 1. Since this review is being posted today, March 23rd, the introductory offer is still available. To determine if this price aligns with the content provided, a closer examination of the game’s features and a comparison with similar titles is necessary.
The Steam store description characterizes SISYPHE as a “casual climbing game” and an “interactive art piece” set across seven visually distinct areas. The core gameplay appears to revolve around navigating these environments by walking and climbing, with the unique mechanic of chipping away at the square’s form as the player progresses. This description suggests a potentially concise and straightforward experience. When evaluating the cost, the scope and depth of gameplay are essential factors. If the primary interaction involves traversing seven areas with a focus on atmosphere rather than intricate mechanics or a lengthy playtime, the price point might be a point of contention for players expecting a more substantial game for their investment.
Contextualizing SISYPHE’s price within the broader indie game market reveals further insights. A survey of indie puzzle and adventure games on Steam indicates a wide range of pricing, with many titles falling within the $5 to $15 USD (approximately $7 to $22 AUD) bracket, often with promotional discounts. Some of these games offer more extensive features, longer gameplay durations, or more intricate mechanics. For instance, titles like those featured in the Indie Puzzle Games curator lists often present complex puzzle designs and innovative gameplay concepts, sometimes at a similar or even lower price than SISYPHE. The “interactive art piece” descriptor, while potentially appealing to a niche audience, might not resonate as strongly with players primarily seeking engaging gameplay, especially at a price that could acquire them more mechanically rich experiences. The absence of user reviews at this early stage further complicates the assessment of value, as potential buyers lack firsthand accounts of playtime and overall satisfaction to inform their decision.
To illustrate this comparison, consider the following table of similarly tagged indie adventure/puzzle games and their prices (converted to AUD where possible based on approximate exchange rates at the time of research):
Game Title | Genre | Approximate Price (AUD) | Notable Features |
Can of Wormholes | Puzzle | $17.99 | Brilliant puzzle design, tons of new ideas |
A Monster’s Expedition | Puzzle Adventure | $24.99 | Open world puzzle game, charming aesthetic |
Patrick’s Paradox | Puzzle | $2.59 | Genius puzzle ideas, included in a bundle |
The Witness | Puzzle Adventure | $41.99 | Open world, intricate environmental puzzles, philosophical themes |
Baba Is You | Puzzle | $22.99 | Unique rule-bending puzzle mechanics |
SISYPHE | Adventure, Casual, Indie | $13.19 | Casual climbing, atmospheric journey, transformation of the square, seven areas |
Note: Prices are based on information available in the provided snippets and may vary. The prices for other games are their regular prices without discounts.
This comparison suggests that SISYPHE’s price falls within a range occupied by other indie titles, but without the benefit of established player reviews or a clearly defined set of features that demonstrably justify the cost relative to potentially more content-rich or innovative alternatives.
Can Everyone Play? Concerns About Control Options
Accessibility in gaming has become an increasingly vital consideration, ensuring that individuals with disabilities can enjoy interactive experiences. SISYPHE, however, appears to fall short in this crucial area. The “About This Game” section on its Steam store page makes no mention of any options for control customization 1. This absence can pose significant barriers for players with motor impairments or other disabilities who may require the ability to remap controls, adjust sensitivity settings, or utilize alternative input methods.
The inability to tailor the control scheme to individual needs can transform a potentially enjoyable game into a frustrating or even inaccessible experience. Even seemingly simple games can benefit immensely from allowing players to adjust how they interact with them. For instance, remapping buttons can enable players with limited dexterity to use more comfortable or accessible configurations. Adjusting analog stick sensitivity can be crucial for those with fine motor control challenges. The lack of these fundamental accessibility features suggests a potential oversight in the game’s design and development process. This can unfortunately alienate a significant portion of the gaming community for whom these options are not merely conveniences but necessities for engaging with digital entertainment. While the game’s minimalist nature might imply a straightforward control scheme, the provision of customization options remains paramount for inclusivity, regardless of the game’s complexity.
Controller Support: Functionality Without Flourish
SISYPHE does offer controller support, as indicated by the “Controller” tag on its Steam page 1. While this is a positive aspect for players who prefer using gamepads, the user’s anticipation of an “alright score” suggests that the implementation might be functional but lacks any exceptional qualities. This implies that while the game might be playable with a controller, it might not offer the most refined or comfortable experience.
Areas for potential improvement in controller integration could include the ability to remap buttons, even if through a set of presets rather than fully customizable options. Adjustments for analog stick sensitivity can also significantly impact the precision and comfort of movement. Furthermore, the incorporation of rumble feedback, where appropriate, can enhance the sense of interaction and immersion. If the controller support in SISYPHE lacks these finer details, it could explain the assessment of being merely “alright” rather than “fantastic.” Given the “casual climbing game” nature, it’s possible that highly intricate or responsive controller inputs are not strictly necessary for progression. However, even in such games, well-implemented controller support can contribute significantly to the overall player satisfaction and accessibility. Without specific user reviews detailing their controller experience, the evaluation relies on general knowledge of what constitutes good controller implementation and the user’s anticipated assessment.
Narrative Vacuum and Instructional Absence: Navigating Without Guidance
A compelling narrative and clear instructions are often vital for drawing players into a game world and guiding their initial experiences. In the case of SISYPHE, both of these elements appear to be notably absent. The game description on the Steam page establishes a basic premise – a square seeking renewal on a mountain – but it does not elaborate on a detailed story or provide any significant narrative context. Furthermore, the “About This Game” section does not mention any in-game tutorial or instructions, suggesting that players are expected to glean the game’s purpose and mechanics from the store page description itself.
The lack of a clear narrative within the game can impact player engagement and immersion. While some players appreciate minimalist experiences that prioritize atmosphere and emergent storytelling, others may find the absence of narrative context disorienting or unengaging. Similarly, the absence of in-game instructions can lead to player frustration and a sense of being lost, particularly if the core mechanics are not immediately intuitive. Having to exit the game and refer back to the store page to understand its basic premise and goals can disrupt the flow of the experience and detract from overall enjoyment. While the “interactive art piece” description might suggest a focus on experiential learning and personal interpretation, even in such games, some level of initial guidance is usually beneficial to onboard players and prevent early drop-off due to confusion about the fundamental aspects of gameplay.
Purpose and Replayability: A Singular Journey?
Sustaining player interest beyond an initial playthrough often hinges on the presence of clear objectives and features that encourage replayability. Based on the information available, SISYPHE appears to offer a singular objective: to guide the square to the top of the mountain for its renewal. The “About This Game” section does not mention any other specific goals, such as collectibles, unlockable content, alternative paths, or multiple endings.
This lack of explicit replayability features suggests that the game might offer a linear experience with limited incentive for revisiting it once the initial goal is achieved. While the “casual climbing game” tag implies a focus on relaxation and the journey itself, the absence of any additional layers of content or challenges might limit its long-term appeal. For players who value extended engagement and a reason to return to a game world, the apparent lack of replayability in SISYPHE could be a significant drawback and further impact its perceived value for money. If the experience is relatively short and offers no compelling reason for subsequent playthroughs, the initial purchase price might seem less justifiable compared to games that offer more extensive or repeatable content.
Basic Customization: Opportunities for Personalization Overlooked
Personalization can play a role in enhancing a player’s connection to a game, even in minimalist experiences. However, SISYPHE seems to lack even basic customization options for the player-controlled square. The “About This Game” section and the provided screenshots do not showcase any features that would allow players to alter the square’s appearance, such as changing its color, material, or applying visual themes.
The inclusion of even simple aesthetic customization options could offer players a greater sense of ownership over their in-game avatar and potentially increase their engagement with the journey. For instance, allowing players to choose different colors or visual styles for the square could provide a small but meaningful way to personalize their experience. While the game’s minimalist aesthetic might be a deliberate artistic choice, the absence of any customization, even at a basic level, represents a potentially missed opportunity to enhance player connection without significantly altering the core gameplay or artistic vision. Such minor additions can sometimes provide a subtle yet effective reason for players to revisit the game or experiment with different visual preferences.
The Free-to-Play Landscape: Exploring Alternatives
In a market saturated with gaming options, including a significant number of high-quality free-to-play titles, the value proposition of a paid game like SISYPHE becomes even more critical. The Steam platform boasts a wide array of free games across various genres, many of which have garnered significant popularity and positive reception. These free alternatives often offer extensive gameplay, engaging narratives, customization options, and features designed to encourage long-term player retention.
For players seeking engaging experiences without an upfront cost, titles such as Dota 2, Apex Legends, Warframe, Team Fortress 2, Path of Exile, and Brawlhalla provide a wealth of content and replayability. These games span genres from MOBAs and battle royales to action RPGs and platform fighters, often featuring deep progression systems, extensive customization, and active communities. The success of these free-to-play games demonstrates that a compelling gameplay loop and a wealth of content can retain a large player base even without an initial purchase price. This raises the question of whether a relatively simple, paid indie game like SISYPHE offers sufficient unique value to justify its cost when compared to these readily available and often more feature-rich free alternatives.
To further illustrate this point, consider the following comparison between SISYPHE and a few popular free-to-play games available on Steam:
Game Title | Genre | Key Gameplay Features | Story Presence | Customization Options | Replayability Features |
Dota 2 | MOBA | Strategic team-based combat, vast hero roster, complex item system | Lore-rich | Cosmetic items | Competitive ranked play, regular updates, extensive meta |
Apex Legends | Battle Royale | Fast-paced squad-based combat, unique character abilities, dynamic map | Ongoing lore | Character skins, weapon skins | Seasonal content, ranked modes, regular events |
Warframe | Action RPG | Fluid movement and combat, vast array of weapons and Warframes to collect and customize | Extensive narrative | Extensive customization of Warframes and weapons | Procedurally generated missions, diverse mission types, constant updates and new content |
SISYPHE | Adventure, Casual, Indie | Casual climbing, transformation of a square | Minimal | None apparent | Limited, potentially a single playthrough |
This comparison highlights the significant differences in scope, features, and potential for long-term engagement between SISYPHE and popular free-to-play alternatives. Players looking for a substantial and replayable experience might find more compelling options available without any upfront cost.
Conclusion and Recommendation: A Tentative Ascent
In conclusion, SISYPHE presents an intriguing premise of a square seeking renewal through a mountain climb. However, a critical analysis raises several concerns regarding its value proposition. The price point, while not exorbitant, appears somewhat high when considering the potentially limited content and the availability of numerous indie adventure and puzzle games at similar or lower prices, some with more demonstrable features and positive player feedback. The absence of control customization is a significant drawback from an accessibility standpoint, potentially excluding players with disabilities. While controller support is present, it is not anticipated to be exceptional. Furthermore, the lack of a discernible narrative and in-game instructions could lead to a less engaging initial experience for some players. The apparent lack of replayability features and the absence of even basic customization options for the player character further diminish its long-term appeal.
Given these factors, and the existence of a wide range of popular and well-regarded free-to-play games on Steam that offer potentially more extensive and engaging experiences, it is difficult to wholeheartedly recommend SISYPHE at its current price. Potential players who are particularly drawn to its minimalist aesthetic and the concept of a casual, atmospheric climbing experience might find some enjoyment, especially while the introductory offer of $11.04 AUD is still available until March 28th. However, those seeking a more substantial gameplay experience, greater control over their input methods, a compelling narrative, or reasons to return for multiple playthroughs may find better value and more engaging adventures elsewhere, perhaps even among the numerous free-to-play options available. It might be prudent for interested players to either wait for a significant sale or for the developer to address some of the identified shortcomings, such as adding control customization options or more features to enhance replayability.