Antichamber is the only game I’ve played with a four-dimensional sculpture exhibit. Nominally, it’s a puzzle game. There are puzzles throughout the game that use normal templates for puzzle games — puzzles like “take a bunch of cubes and put them in the corresponding slots so you can go through a door” (real revolutionary stuff).

Most of the game, though, is challenges that don’t look anything like traditional game puzzles. Antichamber, more than any other game I’ve played, is aware that it is a video game and deliberately works to undermine all of the assumptions that normally come with that moniker. The non-Euclidean space (including the aforementioned occasional use of a fourth spatial dimension) means that the environment of the game is never what it seems. Most of the “solutions” to the “puzzles” are simply to do something that would be nonsensical in any other puzzle game, and yet in the un-logic of Antichamber are perfectly cromulent.

Aesthetically, the game’s simple voxel elements and use of the primary RGB + CMY color scheme allow the game to easily highlight elements in the environment, though it feels like these are red herrings more often than not; at a minimum, the highlighted elements usually don’t function as one expects. Ultimately, I don’t really want to say anything concrete about the game besides urge everyone to go play it. Just go into it knowing that nothing is what you expect.