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Gridwalker

Gridwalker

by Crawlcks Studio

★ 100%
Price N/A
Avg Players 0
Reviews 4
Released Q2 2026
3DAdventureAtmosphericCasual
View on Steam ↗

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Gridwalker combines isometric exploration with environmental puzzle-solving across a mysterious island filled with ancient ruins and trapped spirits. You'll interact with the world to unlock secrets and awaken pillar stones, gradually piecing together how to escape. Best suited for players who enjoy methodical, story-driven puzzle adventures over action-heavy gameplay.

About this game

What players are saying

▲ Recommended 1 hrs
There’s no story here, and honestly, there doesn’t need to be one. This is a puzzle game where you control a cube in a world made entirely of cubes. You simply appear there without any introduction or explanation. Most of the world is covered in water, while narrow paths lead to small areas that make everything feel like little islands connected by roads. Even without any text or visual prompts, the main mechanic becomes clear as soon as you start moving. You move by clicking where you want to go with the mouse, while holding the middle mouse button lets you rotate the camera around.

The world is built from cubes of different colors. Most of them simply form the paths and platforms you walk on, but some stand out with more distinctive colors. Those mark the puzzles, which are naturally integrated into the world instead of being selected from a menu or stage screen.

The core puzzle mechanic is simple. You need to move your cube across every white cube within a puzzle. The challenge comes from the fact that once a white cube is colored, you can’t step on it again unless you leave the puzzle area, hold the right mouse button, or press a switch. Any of those actions resets the puzzle, returns you to the starting position, and removes all your progress. Once every required cube has been colored, pressing the switch completes the puzzle.

One useful strategy is remembering that you can begin from any point along the border surrounding the puzzle. You can also leave from any point instead of returning directly to the switch. The border itself is considered safe, so you can move along it freely without resetting the puzzle.

As you explore the world, you gradually discover new mechanics that build on the basic rules. Some cubes must be colored in a specific order, while others need to be crossed several times. You’ll encounter obstacles that move whenever you rotate the camera, as well as enemy cubes that move whenever you do and color cubes alongside you.

Later puzzles become much more abstract and encourage you to pay close attention to your surroundings. One puzzle features a giant fish swimming beside it, with its swimming path revealing which cubes need to be colored. Another introduces pillars next to the puzzle that cover cubes when you rotate the camera, showing you which should be left untouched.

Many puzzles have multiple stages, which you can identify by the number of floating pieces above them. Solving a stage rewards you with one piece, after which the puzzle resets with a completely different layout and challenge. Once every stage has been completed, the puzzle grid turns dark to show that there’s nothing left to do there. This is sometimes important because the next puzzle won’t activate until the previous one has been fully completed.

In other cases, finishing a group of puzzles creates a new path or opens a shortcut. However, this change in the environment is not shown, so you need to backtrack a lot to see if something has opened. The pieces you collect are used to unlock the exit leading to the next map, which introduces its own mechanics. The world is fairly open, so you can usually choose which puzzle to tackle next. At times, though, you’ll wander into a puzzle that’s much harder than expected because you haven’t learned its rules yet.

Sometimes you’ll think you understand the mechanics, yet you’ll keep failing no matter what you try. Other times it may seem impossible to solve a puzzle at all. The game rarely makes it obvious what counts as a clue, and the solution can depend on details in the environment. Even changes in elevation can block your view and make controlling the cube more awkward than it should be.

Another annoyance comes from the small movable pillars. You can push them around and then jump onto them to create shortcuts, but they reset every time you reload the game. On top of that, the difference between pushing a pillar and jumping onto it is so slight that I often ended up jumping when I meant to push it.

There are also a few bugs that occasionally make you question whether you’re missing the solution or simply fighting the game. In one puzzle, an enemy cube doesn’t return to its starting position after resetting the puzzle. Achievements also appear to be broken. I frequently ran into another bug where using the right mouse button prevented me from coloring cubes altogether, which could only be fixed by restarting the game. I also noticed that the exit pillars, which light up once you collect enough puzzle pieces, revert to their original inactive state after reloading the game.
1 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

[Gridwalker] Upcoming Event & Major Update & Patch Note #3

32 days ago
Dear Travelers!Keyboard controls and the achievement system are now unlocked! At the same time, Gridwalker will be participating in the Brilliant Indie Treasure 26 Sale from July 13th to July 21st.Here are the contents of Patch #3:More bugs and issues have been fixed and optimized.Below are the detailed patch notes:GAMEInput - Now can play with Keyboard. (WASD - move, Double tap - jump, Q/E - rotate camera, R - reset)Camera - When rotating the camera, if the offset does not reach a certain angle, it will now automatically snap to the next angle instead of returning to the original position.Camera - When the player enters a puzzle panel, the camera will no longer slowly move. Instead, it will now snap directly to the center of the panel.Pathfinding - Fixed an issue that could sometimes allow the player to move onto black blocks.Effects - Optimized the wave effect that appears when completing a level, improving its performance on larger panels.

[Gridwalker] Patch Note #2

36 days ago
Dear Travelers!More bugs and issues have now been fixed and optimized.Here are the patch notes:GameCamera – The camera position is now also saved.WorldPillar Stone– Fixed an issue where monoliths would reset after saving and restarting. Activated monoliths will now remain active after reload. (However, the small summoned monoliths will quietly run away after activation.)Castle – A small section of the western coastal wall of the castle has collapsed due to erosion from waves.Yellow Box– Reduced performance cost when box fall. (Previously could cause severe frame drops in some cases.)Moving Platforms – Moving platforms now load at their correct positions after loading the game.PuzzlesCastle – Fixed an issue where enemies #8 and #9 would sometimes fail to reset to their initial positions after a reset.TipsEmergency assistance:“Travelers, if you are soft-locked or unable to leave an area due to bugs, remember this incantation: ↑ ↑ ↓ ↓ ← → ← →After entering the sequence above, press the P key to instantly teleport to the mouse grid.”UIOverall UI – UI now adapts to most screen resolutions.Settings UI – Clicking the settings UI will no longer cause accidental player movement due to ground misclicks.Save UI – Added an icon indicating successful saving.Tutorial UI – Improved behavior where tutorial UI automatically hides on non-first-time launches.P.S. The achievement system and further optimizations are still in progress…

[Gridwalker] Patch Note #1

40 days ago
Dear Travelers!Several bugs and issues have now been fixed and optimized.Here are the patch notes:GameSave System — The game now automatically saves when players collect items and complete levels.WorldBlock Collectibles — Fixed an issue where collected blocks would reappear after restarting the game.Yellow Box — Fixed a bug where players could not jump onto the box after pushing it into puzzle areas.Music — Fixed an issue where environmental sound effects did not lower in volume when reducing background music volume.PuzzlesFish Area — Fixed a softlock issue occurring before Fish Area #5.Fish Area — Improved terrain layout for levels #4 and #5, both inside and outside the levels.Coast Area — Fixed an issue in the final Coast Area level where incorrectly placed purple pillars made the level impossible to complete.UITutorial Interface — Tutorial pop-ups will no longer appear again after being completed once.Settings Menu — Changed the exit button background color from transparent to red.P.S. The achievement system and further optimizations are still in progress…

Posts come from Steam's official announcements feed.

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