2010s point-and-click adventures that still hold up

Talk to everyone, pick up everything, think about it after

64 games · page 1 of 2

Games

Monument Valley II 2017 Why it still holds upSingle screen perspective puzzles with simple touch controls, and a new idea in every level instead of a reused one, still keep each screen worth solving today.
Papers, Please 2013 Why it still holds upHolding the day's rules in your head while a line of travelers waits still turns each shift into a small puzzle of speed and care.
To the Moon 2011 Why it still holds upWith no combat and no inventory, the puzzles are about what you notice in the memories, so the story keeps your attention today.
Hiveswap: Act 1 2017 Why it still holds upIt gives you a place of its own to start in that universe today, as its story is separate and has a new cast.
Tormentum: Dark Sorrow 2015 Why it still holds upGlowing hints on every hotspot still let you spend those hours on the strange scenery and not on hunting pixels.
Paradigm 2017 Why it still holds upIt is still easy to play today: the postcard map cuts out the walking between places, and the hints only come when you ask for them.
The Room 2012 Why it still holds upA quiet hour with a tactile puzzle is still what this game offers.
Thimbleweed Park 2017 Why it still holds upFive characters to switch between keep the puzzles asking who should do what, and they still do.
Sally Face 2016 Why it still holds upGoing back to a place in a later timeline to see what changed gives each location a story of its own today.
Finding Paradise 2017 Why it still holds upA story led game that asks for patience still rewards it with feeling.
Tiny Thief 2013 Why it still holds upThe levels are short and cleverly built, which still makes it suited to a few minutes of play at a time.
The Room 4: Old Sins 2018 Why it still holds upThe one house still feels like a small connected place, because its puzzles connect from room to room.

Choices the story remembers, puzzle boxes to turn over in your hands, and detective work where the evidence is the game. Very different things, held together by thinking mattering more than reflexes.

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