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. Players gave Induction a 90% positive score. Released February 7, 2017. Top tags include Indie, Puzzle, Abstract, Time Travel, Minimalist, and Difficult.
Induction is an abstract puzzle game about time travel and paradoxes.
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.
Developed by Bryan Gale · Published by Bryan Gale
Player Review Breakdown
Induction has about 172 positive and 19 negative player reviews out of a total 191. We'll add a detailed breakdown here when there are more reviews.
90%
positive of 191 player reviews
Full Game Details
From the Devs
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.
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