Even more than previous years, this goty is less of a guide to games and more of an exorcism of gaming thoughts.
2025 has been the year of... uh... alternate means of gaming, and treating most of everything like a permanent Nextfest. Most of it has been trying to find the right, you know, "vacation" games. I'm well-set for "hobby"/"serious" games; I will never run out of good puzzle games and my backlog is only growing, and between those and the occasional big release, I will never stop having a good game for concentration time.
I'm fully set for my "houseplant" game between Warframe and <insert shelves of roguelikes with dailies and idlers here>. Those games are permanently set on my windowsill and getting daily care, and I'll be happy seeing those succulents of games grow. I'm mostly looking for "vacation" games, for my vacation from vacations. Even better if playable by controller while lounging (.........maybe while high). Less game-y games, outright gameless games. Really browsing through games.
Theoretically this means I'm seeing a lot more games and spending more money on games in a more informed way, and that's *mostly* true. Most games filter out fast. There are plenty of kinds of incompatibilities you can sniff out within a quarter hour, maybe one hour of playing a game. Too many of them take a lot longer. I'm even running into a special category of impasse for niche games that look promising but are politically... suspenseful? I think I like what the chefs are cooking but I don't know if I want to support the establishmentWell OK, I do try to buy the game if this phase goes on too long, it's only fair.. "Trying things out" becomes digging myself into a too-deep pit of mysteries upon mysteries.
I guess I'll just have to play those games to completion and figure out what's what?
This scattershot kind of gaming has been great for figuring out the ins and outs of what I actually want from games, but it has been atrocious for building a list of games that have been played to completion.
So, this year, there will be less individual game writeups, and a lot more derailments.
Will my window-shopping-gaming continue into 2026? Probably? We'll see how the puzzle backlog works out. The guides for Void Stranger are now complete enough to bypass the one snake puzzle, so that's probably going to be high priority, and I only have maybe 20-30 other puzzle games to check out, and most of them are only... baba-level or harder... so we'll see.
The list itself. This list is statically ordered this year, but they're still not solidly ordered except for a few standouts.
As usual, even if I spend time complaining about a game, any game you see on the main list is recommended... but anything in the digressions is more complicated.
-nic
One of the bridges between the browser-only and standalone eras of idlers. Maybe too much of its time (see the achievements...). The late-game automation system feels like a strange step between the old and the new), but as far as history lessons go, a pretty good idler. You'll start seeing its handprints on other idlers...
A free ride to aural hell! Mod for Balatro from the SiIvaGunner troupe with a set of more-or-less-balanced-like-original-jokers jokers that all affect the soundtrack a bit. The (pictured) missingno challenges are also a good time if you want your Balatro experience to be extra mulched.
The more modern idler of this list. Not quite complete yet, but it's already pretty large. Good fun with systems interlocking together, and hey, it's free.
One of those farming games, but simplified almost to the point of absurdity. Maybe more busywork than not, but if you want something similar with no pressure, here's one. You also have total control over village and terrain layout, for better and for worse -- very Animal Crossing-like in that respect.
Shapes! We have shapes! Do you like shapes? Do you enjoy shapes? What if you had a lot more of stuff like the ending of Antichamber? This game is almost entirely shapes. Akin to Naissancee, maybe similarly it should've been less gamey, but it's still a very beautiful game. At first I was worried that the game is weird about women, and towards the end it started to feel relatively benign, but then there's the maze of large women, so I don't know. I don't know.
We're getting small games inspired by Half-Life 1 out there! Reasonably short romp, good difficulty options, very large structures. Great vibes.
Less nonogram-adjacent than it looks, but it's scratching a similar itch. A well-curated set of puzzles with minimal external notetaking needed.
Yahtzee's always made decent crunchy games, and this one (I think?) is the first one made to really take time to play, and it does it well. You'd hope the writing would be a standout, but at least it's not cowardly. I think this game works well as a condensation of space games often being courier games, now slotting in as your houseplant game that you eventually shape to completion.
The usual Draknek treatment on a decent bite-sized puzzle game, and also a good introduction to "leaky" puzzles. Push boxes, and then push boundaries...
This game is skeletal. Take the structure of something like Zelda ALttP or its ilk, and remove as much as you can from it. It still sort of works? It's like FixFox but even more pared. There's not even a map (this might be a dealbreaker). I wish the planting had more of a puzzle to it, but honestly reducing everything to busywork still works fine for the genre. It's also very... jank, maybe under-budgeted. You will get stuck on geometry at very strange places.
Oddly, there isn't really any postgame direction/objective to actually go out into the world after you've cleaned it up and enjoy all the changes in the world. There's clearly been hard work put into what the world is supposed to look like, but it's only visible after you completely finish an area, so you spend most of the game not seeing it. Maybe this is better? Maybe it's better to not have a game tell you to do that.
What a strange package. Ambition far exceeding its budget, too much filler for its own good, clear throughline of high heel fetish, but the aspiration is there, and the plotline is... fine. Honestly, a pretty good experience overall. Maybe keep Cheat Engine on hand to pause the time sometimes, though. It is so strange to put so much effort in your setpieces in the kind of game where time always moves forward.
Speaking of leaky boundaries between puzzles... This game is eventually all about what happens when a puzzle gets a new context. It's thorough in annotating the puzzling process, at least up to the postgame content. If you ever wished that knowledge check puzzle games had an in-game list of interactions (and filtered to relevant interactions per level!) and an in-game hinting system, this game has your back. Still fairly difficult, but its systems make it a great introduction to this corner of the puzzling world.
As you'd expect from a follow-up to 20 Small Mazes, a very good entry-level puzzler, this time focusing a lot more on the puzzles-with-metas structure seen in puzzle hunts. It's very good! Sometimes it involves a normal jigsaw! Please, please join us in the mystery hunt abyss.
Half sokoban variant, half... item hunting like in older metroidvanias? Very good puzzle game, but you'll also need to have a stomach for secret hunting. The way the game adds verbs along the way is sort of in the same spirit of Ittle Dew, but with a very different overall philosophy. I'm not quiiite done with it (there's definitely at least one very esoteric thing left...) but everything had been solid.
There's a big gulf here.
My top game is a difficult room-based puzzle game
involving thorough examination of details,
puzzle interactions between rooms,
many secrets,
and multiple points of ending.
That's right, it's...
(The link is for the direct download of the hold itself, but the route to play it is to buy/get the demo of DROD: The Second Sky or Gunthro and the Epic Blunder and load from there)
I'm not done done with the game, but I'm two endings in (and unlocked the museum of the making-of process), and I think there are at least two more. And that leaves... just the hardest 20% of the game remaining, but I'm going to do it! Eventually!
So. This was a project from a chunk of the community to create a proper introduction to every single piece of the game. It's not that the original games glossed over each introduced element or anything, but there's been a subgenre of puzzle games that take a proper microscope to mechanics that are involved, a real scholarly thoroughness. Stuff like Bean & Nothingness, Recursed, Stephen's Sausage Roll, and so on. DROD had built a large library of game elements over time, and there are some complicated elements indeed, so naturally, this project is very, very large. Despite its size though, it's not redundant, and the puzzles are very good throughout. I'd say it's a pretty good introduction to the series itself if you prefer this kind of approach (it does work as a self-contained game!), with the caution that it's long because it has to be, and it does eventually get significantly more difficult than the game series itself. It's a good way to fill your whole year. And the next.
That's all! Thanks for reading. I already have an idea for what 2026's GOTY will involve, and hopefully I actually finish puzzle games this time around. That, or get around to programming things. Something will be done.
Because my puzzle backlog has gotten too large for its own good, here are some shout-outs that I've only poked at, or haven't broken into at all:
- Toroban
- Puzzle Depot
- Box Stocks
- Kevin (1997-2077)
- Ginger
- Flicker
- Anx Defense
- Only Sliding
- Bonfire Peaks: Lost Memories pt. 2/3
- Ligo
- UltraNothing
- Magnet Block
- Sandy's Great Escape
- After Light Fades
As usual, ask me anything at your leisure.



























