Reviews from

in the past


Played basically every Zachtronics game; this was my favourite. The storytelling and difficulty progression were really good and it felt like I could beat the game without having a PhD

Another excellent programming puzzle game from Zachtronics. I'm a sucker for touches like tucking away the documentation inside printable zines with extra worldbuilding, and I really enjoyed trying to work around the kinds of very limited constraints that Exapunks revels in. (My kingdom for just one more register!)

Besides the main programming puzzles, there's also the obligatory solitaire variant (which I always enjoy), an arcade puzzle game (I'm no better at it than I was at the expanded version in Last Call BBS, that whole genre isn't really my thing but I'm sure other people will have fun with it), a level editor, a multiplayer hacker battle mode (I didn't try it myself but the hacker battle levels in the main campaign were neat), and wildly, a sandbox for making your own video games for a virtual handheld console, using the same assembly language that you solve the game's levels with. The thought of trying to make a video game within Exapunks' constraints is staggering to me, but then again people have made playable games in everything from Minecraft to Baba Is You, so I'm sure some ambitious programmers out there have actually made use of it.

Anyways, I thought the final level was gonna be the death of me, but I did conquer it in the end and it was immensely satisfying. Probably gonna give Exapunks a rest for now and save the post-game bonus levels for later since I'm currently feeling kinda at my limit with the game, but overall I had a great time with it.

Another zachtronics classic. This time you are programming little robots to go inside computers and carry out instructions. It's a fun premise and the idea gets explored in some very interesting directions given the rebellious cyberpunk setting.

The puzzles involve programming individual units to begin with but then eventually programming multiple units to act in sync. I was actually having a good time with this one until I got to a mission where my code seemed flawless and was confirmed to work online, but just wouldn't work in the game for some reason so I was stuck.

Unfortunately that was all it took for me to lose interest. I would like to go back some day and see it through but the idea of having to start over again just seems like such a mountain to climb now. Unlikely I will. A solid entry that scratches the programming itch though.

Zachtronics games are at their best when they are abstracted enough to expose some interesting aspect of programming without just being assembly coding. Opus Magnum is the best example of this -- its ballet of alchemic operations represented in physical space allows you to experiment with timing, parallel processing, and register management without muddying things with syntax and op codes.

Exapunks unfortunately leans more towards the TIS-100 and Shenzhen I/O side of things, with a thin layer of story and mechanics over top of direct assembly coding. As someone who writes code professionally, this never appeals to me. It is too fiddly and clunky to really expose the fun parts of programming and I find myself challenged more by the syntax and idiosyncrasies than the actual problems the game is presenting.
I wanted Exapunks to explore hacking in the same abstracted way as Opus Magnum does alchemy, with mechanics that let you explore the world of network security, data manipulation, and crime, but it isn't really interested in that.

The narrative and world building over top of this game are well done and sort of present a cool window into this world. It didn't seem to be doing anything super unique, but it is telling a hacker story clearly inspired by Neuromancer and doing a competent job of it.

If you like Zachtronics games that hew closer to the metal, this one definitely scratches that itch. I wish it clicked with me more than it does, but I just can't get behind this implementation of programming for fun.


21 pages of tutorial? nasty nasty nasty. Probably kinda good. If the game was really good it would have a well thought out in-game tutorial.

This game certainly isn't for everyone, but I love everything about it. This is a programming game where you control tiny robots and move them around different areas to complete tasks, usually of the sort like "hack a radio station", "rob a bank", and "send neural signals from your brain to your arm so you can have motor control". Now when I say this is a programming game, I mean this is a programming game. You control the robots by programming them in a custom assembly language, complete with manuals (included PDFs) that teach you how it all works. The whole world is set with 1980s sensibilities but with futuristic capabilities, it's really neat. Unlike the other Zachtronics games I've played, this one actually has a plot, and it's not half bad. The music is also phenomenal, I've been listening to it regularly on my own. I will say the technical specifications of the EXAs are pretty limited, as (warning: nerd stuff) you only have one general purpose register, a shared general purpose/test register, an intra-machine global register which you can't guarantee the receiver, and a file pointer. It's pretty limited, but yet some people have managed to make entire video games in it.

Hayat guncellemesi:

Benden daha optimize kod calistiramayan kisilerin fikirleri gecersizdir.

A refinement of the Zachtronics formula, EXAPUNKS is somewhere between SHENZHEN I/O and Opus Magnum in terms of difficulty. The premise allows us to go into the field of relatively known algorithms and problems. In particular, it is a question of introducing and making the player discover algorithmic theory by themselves. Thus, ordereing problems and data structures (sequential access, priority queue, spaghetti stack, LIFO) will be explored. Despite the scary names, the title makes sure that those concepts are implied and distilled through tangible and specific puzzles. This is where it is at its best: it's much easier to understand how we to retrieve a DVD box from a pile than explaining the theory behind LIFO. On the other hand, the game loses a bit of its charm in the bonus campaign levels, which are a pile of problems that only aim to make our EXA lines explode. But the initial diversity is more than enough to make up for this final frustration. A warm mention to the lore-building, which, without being exceptional, does its job decently and fosters a certain empathy with the characters and a sense of reward by "seeing" the effect of our programs in the world. Another very good puzzle game.

Second time through got to about the same place as I did in 2019/2020. A really good problem solving game that speaks to the inner software engineer in me. After a while I just get burned out and end up stopping about 75% of the way through the main story. This is a rare game that I feel guilty about not finishing (twice now), but alas, it will probably remain that way.

Aesthetically, mentally, and musically rich. Exapunks delivers on challenging, creative, and narratively interesting hacker puzzles (even if some of them take a bit to long to write and test for). These puzzles are held up by a foundation of amazing world and environment choices. Tutorializing through hand-delivered zines is what puts the 'punk' in Exapunks, beyond being fun souvenirs. You genuinely have to rely on anarchist, independent publishing for photoscans of documentation. Turning that grass-roots knowledge into independent action, both for real personal and community benefit and just to screw with people because you can, empowers the player to hack by and for themselves. Having access to a chatroom of room-temperature IQ nerds for exposition is another great touch. It makes the world, already supported by NPC interaction, puzzles, and the zines, feel that bit more real.

I feel like the art and voices are drawn and performed very cleanly, a bit too cleanly, for this kind of game. I'm fine with saying that the art is overly clean/safe to give a visual comparison to the player's world of exas and the actual material world they live in, but not the voice work. It's done well by the actors, but it's presented in a very sanitized way. It's like every character is a GPS voice. Real people don't sound that 'mastered' in real life, you know?

After 35 hours of gameplay scattered across 5 months, I've taken down another Zachtronics game.

It's been a long journey, and my thoughts are not neatly collected anywhere, so I'll just be writing down the major impressions that stuck with me from March till today. These is more of a thought-dump than a review...

First of all, there are no branching paths. You either beat every level in the story or you don't complete the game. Which is pretty brutal, but if memory serves me right, somewhat typical for Zachtronics. It's not always my favorite aspect of their games, but it does force you to try a level again and again until you figure it out. It surprised me how often I would hit what felt like an unscalable wall only to climb it once I came back with a fresh mind.

I think the level descriptions that laid out the task you had to complete were generally kinda bad. On many different occasions, I wouldn't understand what I had to do to beat the level until I had already spent an hour or so making some design that has one crucial flaw, because I misunderstood the task at hand. It wasn't until the literal last level that I found out you could hold down the "Show Goal" button and scroll to the bottom of your command list to see the exact output needed to beat a level, and I'm not sure if that's entirely on me or not.

I had both of the zines for this game printed out and both were useful, but the most useful 4 pages were the instructions list. It's not really necessary to print out the rest, especially if you have a second monitor, but if you prefer physical books to digital copies, it's a really nice option to consider.

Also I never used SWIZ and I still have no idea what it is useful for even though its like the 3rd instruction listed lol. I hope I didn't miss some amazing trick that would've helped me beat some of the harder levels.

Anyway this game is fun if you like coding challenges, and I'm hungry and going to go eat some chips and salsa

Up there with the best Zachtronics has to offer. Although superficially similar to TIS-100 or Shenzhen I/O, I’m impressed with how different its constraint challenges are, and the unique and colorful ways it reframes classic programming problems.

Separate from the great puzzle design, this game really reinforces that it’s the writing/music/sound from Matthew S. Burns and the Art/Graphic Design from Kyle Steed that elevates Zachtronics games over similar releases that focus more purely on their logic/puzzle design.

All the subtle world-building and the diegetic ways it’s strewn across this game make me smile so much. I bought a print-on-demand copy of the two zines well before playing this, and they really add so much flavor; I loved seeing a letter I hacked in an earlier level show up in the second issue, and it took me a minute to realize the other letters had all been present in the level too. I also love the numerous small ways the home screen updates to reflect campaign progress (I didn’t notice a few of them until I compared to an older screenshot from the beginning of the game). The chatroom filled with other hackers is also a delight, and pleasantly recalled the similarly characterful email threads from Shenzhen I/O.

It’s worth noting that the last level or so in the normal campaign (and pretty much every level in the bonus campaign) passed my personal limit for “this is meticulous but fun” into “this is painstaking and feels like I should be getting paid” territory. I’m glad they’re there for the most diligently hardcore to bang their head against, but it’s still an odd experience to see official levels that feel like they’re asking the equivalent of zero hit Dark Souls runs.

lightly modded a keychron q6, force break, swapped out keycaps, like typing on air, bought a hacking game so i could vomit out code at a blistering 80 wpm impressing absolutely no one. would later find out that the game is less code vomit and a lot more staring at broken code and wondering what you're doing wrong

played this shit for like 6 hours straight and did like maybe 8 levels because my friends are career programmers and they're fucking BETTER than me and i HAVE to win

and then you get to an obtuse one, and like after you finish some of the simple ones you've gotta check other people online's answers and they're always just like "this is how i beat it!" which is zero help, im already there sister, i just want to beat my clinically-diagnosed-python-brained friends (its terminal unfortunately) - and you get to an obtuse one yeah? and you nut out a tight, perfect 34 lines of code and you check solutions and they're all slow, they've fucked up their loops, they haven't covered Big O in their discrete mathematics class, they're tiring out their little robots... that's fuckn WINNING baby eat shit that's what lifes about

This review contains spoilers

I can divide the entirety of my interests into 4 things I love: learning, games, writing and programming.
Career wise, programming is the love I've chosen. I am currently pursuing a degree in computer science (I am a year 3 student), and I intend to get a job as a software engineer after I graduate.
To me this seems like a good choice so far, my classes are exceptionally interesting, I enjoy programming constantly, and software engineering seems like a field where financially I'll be set.
There is a sacrifice to this choice, my vast intrinsic love of programming is tainted by the fact that i must sell my skills and attention. I first learned programming as a means to an end to make games, and now I learn programming in order to deserve the right to exist. Between those two heavy extrinsic values, i hope to keep my deep intrinsic love of programming alive.

Fortunately, this isn't a review of living under capitalism...this is a review of a zachtronics game. I wrote that preamble to illustrate how much I am the target audience for Zachtronics programming games. Not only are they the type of challenge that I've most devoted myself to learning, but they're a manifestation of the intrinsic value of programming

The time I spend programming in Zachtronics games is fun and refreshing: it's less frustrating, it's way easier to understand why something doesn't work, i understand the entire scope of what I'm doing, the game has incredibly interesting constraints and most importantly it's utterly useless. Instead of programming to save time, gain grades/money or bring a game to life, I am 100% programming for the joy of the challenge. {Sidenote: I also enjoy programming challenges such as projecteuler and adventofcode, which have a similar appeal to me}

It's really easy for my opinion on games like Shenzhen I/O or EXAPUNKS to be "Zachtronics Programming game 10/10". I feel this is underselling these games. Zachtronics does not keep releasing the same game with a different skin. Their games are like siblings, any parent could tell you how different they are from each other (while still sharing so much in common).

So the baseline for this review is that programming games are some of my favorite experiences, time to actually talk about exapunks


Exapunks is one of the most approachable programming games I've played, it is not arcane like tis100 nor does it greet you with the sheer immense challenge and constraints that shenzhen i/o does. At first, I saw this as a negative. Having beaten shenzhen i/o, I cruised through the first couple levels of EXAPUNKS. It wasn't until the last third that I encountered levels that were truly a struggle.

This does not mean that the game was not interesting until those levels. My skill meant that I got to treat my playthrough like a prestige run, playing the deeper game: optimizing. Instead of moving on once I had created a solution, I moved on once I was satisfied with my solution. {I clicked the post-victory continue editing button more times in this game than I have all other zachtronics games} Even in the initial planning of each level I was already considering activity/speed and size tradeoffs or discarding ideas i considered inelegant.

When I played TIS100, my friends leaderboard scores taunted me. While playing exapunks, I was constantly surprised that after finish a level where I had made some compromises I’d still be above many of them. The rush of satisfaction and self-confidence from seeing I’d beaten other scores was one of my favorite parts of the game.

I adore the 3 optimization metrics in EXAPUNKS.
Cycles
Speed/Cycles is a classic that is very natural for me to want to optimize, it’s even more interesting more in exapunks due to the game’s focus on multithreading. In exapunks, deciding how much parallelization to do is like a difficulty option. Concurrency frequently introduces interesting complications and makes your solution much more work to implement… in return you get SPEED. I love how much of cycles optimization encourages approaching the problem in an efficient way, rather than just being able to do things in less lines of code {which is important too,especially for loops…one of my favorite discoveries was a size optimization regarding for-loops}
Size
It’s refreshing for size to be purely an optimization metric as opposed to also an inherent limitation on how things are implemented (these exas have scrollbars and it’s great!... except they’re a little more annoying to debug}. It’s a really clever idea to have a maximum size in order to be considered for leaderboard scores ( every single level I stayed within that limit). Not only is this kinder to players who are just trying to get a solution, but it feels like an interesting constraint for cycles optimization which is hungry for size. {Especially with loop unrolling which I enjoyed a lot}. Lines of code is generally a metric I’m not very interested in, here there were a couple of levels where a slight size optimization had an incredibly satisfying side effect of also increasing the speed. The best part about size optimization in this game is how clever you can be with how you use registers. Some of the things I discovered I could do in just 1 line are quite satisfying.
Activity
Activity is an interesting one, I like how it’s a penalty for two separate things (traversing hosts and killing exas). It’s pretty trivial to figure out what the minimum required link hops are, then it just becomes a constraint to how you design your solution. Pursuring low activity often means you have to do things in a slightly more annoying way, but I think it actually helps you learn some of the vital exapunks skills. The best part about going for low activity is how it interacts with the limited bandwidth of the m register, this often introduces interesting complications in solution design.

For my playthrough I decided to prioritize both cycles and activity (I find multi metric optimization much more interesting than single metric optimization). I also decided to choose the dominant metric in that pair thematically… on hacking levels I usually went for minimum activity , on body programming levels I was willing to use extra activity in exchange for fewer cycles.



I love the variety of level types. It’s great for pacing and they have great fundamental differences.

Leave no trace- It’s incredibly interesting that most exapunks levels are designed around doing something once and then cleaning up after yourself. This sets it way apart from every other zachtronics game. It’s like the opposite of what I’m used to doing, that’s a very cool way to capture some of the spirit of hacking. It’s just such a great paradigm shift for exas to not be programs that automatically loop, which can be arbitrarily be terminated or started. Within this framework the activity penalty for killing also shines.

The phage- Cute how it becomes a nice break to go back to levels that are more in the tis100/Shenzhen I/o style: manipulating input data to get output data. I love the idea of fighting a terminal disease by programming exas for your body, unfortunately I don’t think the game does enough with this concept.


Hacker Battles- These are my favorite level type, they’re a huge highlight of exapunks. I love how you have to consider design, implementation and strategy. Having to make strategic choices is so fascinating, exapunks has shown me that this is a really underexplored design space in engineering games. It’s also neat how the 3 optimization metrics are built into your performance: you’re racing against your opponent (cycles), have a line of code budget (size), and get penalized for killing (activity). Hacker battles Tappeal to my love of multi-metric optimization. I was also impressed by how well designed each battle was, they accounted for a lot of different types of cheese while leaving you with various approaches you can take. The biggest problem with them is that I didn’t have good enough opponents from my friends list. I put a lot of thought into each of my solutions, and felt disappointed how rare it was to face up against a solution with an equal amount of thought put into it. I’d love to spend more time analyzing an opponent’s solution and then adapting. I’d like to shoutout the last 2 hacker battles, the focus on controlling territory/filling the board with your exas is way more interesting than the other battles.

My favorite part about the exa’s language is the registers. You have so few of them and they’re all special. There’s so many discoveries where you can apply the properties of a register to do something neat and interesting challenges where it feels like you don’t have as many registers as you want.
Operations that set or jump based off a test bit reminded me a lot of my time learning MIPS. The T register is an incredibly neat because you can use it for it’s intended purpose for conditionials and you can also simply use it as an additional register that you have to be careful not to wipe at the wrong time. The M register is part of the heart of the game, a lot of the challenge of the game comes from figuring out how to use such limited bandwidth for communication. I adore the complication that it’s undefined which exa will read if multiple are trying too.

The Files are probably the weakest part of the language for me. I don’t find file input/output that interesting. There’s some clever things you can do with them, but they’re a little too annoying to deal with. It’s also weird how much of the action is going on in the files, seems like a misuse of the screen real estate. This is especially egregious because the gifs you export don’t really show what you’re doing to files. I would have preferred a game that was much more about the environment of hosts on your screen rather than their files. It’s weird to me that despise how unique exapunks is, so many of the levels just come down to data transformation. Exapunks really has a lot of missed potential on the spatial/ environmental systems aspect of its levels. A lot of my favorite levels are the ones where you aren’t doing that much file manipulation, and I feel like those are much closer to utilizing the potential of the game.

Speaking of the level environments, I’m not a fan off all the extra fluff in levels. I’d rather have all the elements be relevant to the problem I’m solving or the game commit even more to the levels being open-ended environments. The balance exapunks chooses between these two doesn’t work at all. I was disappointed by the achievements in this game, they’re all doing something random and uninteresting with otherwise pointless level elements. In regards to poking around a system and exploring what you can influence , Exapunks isn’t even competing with games like uplink.


Story-wise exapunks is ok. I think Eliza, another game written by Matthew Seiji Burns has more interesting things to say regarding AI and how people live in a world of tech.
I like the EXAPUNKS chat room. I dislike the conversations with ember. . My main problem with the ember conversations is that they both fail to be thought provoking and fail to allow me to express my opinion. I do like the ending though.
I think the story succeeds more at being evocative than interesting. The thematic opposition between the rebellion that’s inherent to hacker culture and following ember’s instructions is interesting and a bit underexplored

The world of exapunks is incredibly interesting. One of my favorite things to see in worldbuilding is alternate ways for computation to exist , exapunks does a great job in appealing to that. I quite like the concept of EXAS. The best part of the Zines is all the extra random stuff in them. I was pretty disappointed in the short fiction story though.

Narratively, I like the levels where you’ve decided to take it upon yourself to do something. Thematically, I’m a fan of any level where the track“Leave No Trace” plays. Those always feel like “things just got serious, you’ve woken up and chosen violence”. The soundtrack is cool, although I spent enough time in each level that I pretty much got my fill. I think they did a great job of matching the 6 or so different level tracks to the various missions. (I wonder if having to space out uses of specific tracks had any influence on the design of each level)

The side distraction minigames are pretty cool… except Zachtronics cannibalized them for later games. The solitaire is obviously in the solitaire collection and hack n match is in last call, so before even playing exapunks I had my fill of both. I am a pretty big solitaire fan, but unfortunately the solitaire in this game is by far the weakest one zachtronics made. Hack n match absolutely rules though. I’m a huge puzzle arcade enjoyer, and this brings a unique take. Like seriously hack n match is so interesting, it deserves more than being a side zachtronics minigame. I also enjoyed how you had to actually do a relevant programming level to unlock each of the side content activities in EXAPUNKS


One thing exapunks does worse than all the other engineering zachtronics games is watching your solution play. Your choices for playback speed are much too slow (unless you’re debugging), too slow, and much too fast. My problems here are related to some complaints I’ve already mentioned. The gifs you produce aren’t that interesting. Besides a few exception levels, there’s not even that much to watch.
It is really frustrating that there’s no useful way to skip to the first test case that fails, it’s a bit too much work to reproduce an unexpected failure. Also the system where you focus on exas/files is a bit jank especially when you have large code blocks and replication. It’s strange that you can detach an exa’s code from the left pane… while the simulation is running. I’d be nice if that saved for when you returned to editing. One thing I do appreciate though is actually having enough horizontal room in each line of code to actually usefully name things.

Finally I want to mention how much I enjoyed the final few levels. They’re where exapunks really shines. The most interesting way that the game scales in difficulty is how levels will ask you to do multiple things that are each fairly complex, and together they’ll put a great strain on how you use your registers and exas. Once I got to these levels I let myself be looser with what an “ideal” solution was. This was like taking off training weights in anime. Allowing myself to just do the naïve approach avoid a troublesome implementation of concurrency or use an expensive activity technique felt very freeing, a fitting retribution against the late-game difficulty. I especially enjoyed the final level. My solution for it is utterly deranged. I’ve played quite a few programming games where the final boss is sorting, exapunks has a powerful enough toolset that it can take it one step further: you have to find the data yourself in a randomly generated tree. Also shoutout to unknown network 2 (unknown context), that was a very interesting level. It’d be cool if more levels reacted to your intrusion like that. {I’m not sure if there was anything more menacing than reading the words “Note: some links may disappear as a result of your actions”.


Exapunks is awesome. It’s currently my fifth favorite game of all time, right under Shenzhen I/O


Langweilige Story, stummer Hauptcharakter... warum ist es immer das gleiche?
Lasst doch einfach die Story weg, wenn sie keiner sehen will.

Das Gameplay ist wirklich mehr Arbeit als Freude.
Man lernt "programmier"-Eingaben und schreibt sie dann in die Befehlbox.

Zork 1 wäre stolz.

Easily the best in the RTFM category of zachtronics games.
Tough enough to carry its hacker fantasy without being as frustratingly limited as shenzhen io or TIS.
Ymmv on the writing, but i found it pretty compelling and funny at times.

One of Zachtronics bests.

With Zachtronics closing, and just releasing their final title, the Solitaire Collection, Game Pass is getting my favorite game from Zachtronics. This is a coding game where players will program little drones to do jobs inside cyberspace, as well as the human body. It’s a strange idea, but as always it’s a chance to use assembly language to solve problems and optimize your code.

Which is also a negative. This is a pure programming game, where you will use a manual to learn the language, as well as about the world, and then write actual programs that execute. I’ve said before with TIS-100 and Shenzhen I/O that if someone completed this game authentically, I’d consider them a solid programmer, and it’s one of the reasons I love this series because I do it professionally. So the positive is that it’s an amazing programming game, and the negative is it’s a programming game.

Pick this up if… I just said it, If you like programming games. This is just an exceptionally well-done game, and optimizing programs or just solving puzzles is so good. The interface is amazing, and the concept is interesting. There’s a story like always, but as it's been said this will be about writing code.

If you want to see more from me: Check out my video on this last month of Game Pass games: https://youtu.be/5_7MTcN1-Ac

I'm not sure I'll be coming back to this one, I made it quite a ways in but when I ended up starting my second semester of school and had to code for that it made me less likely to want to code for fun

I've spent about 45 hours on this game and most of it was staring at the screen trying to figure out how I should write my code vibing out to the music, which is pretty much what I do in real life