- Release Year: 2015
- Platforms: Android, iPad, iPhone, Linux, Macintosh, Nintendo Switch, Windows Phone, Windows
- Publisher: Rainbow Train
- Developer: Rainbow Train
- Genre: Puzzle
- Perspective: Fixed / flip-screen
- Game Mode: Single-player
- Gameplay: Avoiding intersections, Hook selection, Line pulling
- Average Score: 74/100
Description
Hook is an abstract puzzle game developed by Rainbow Train, where players navigate minimalist, line-based challenges by carefully pulling on hooks to untangle and connect paths without causing intersections or collisions. Released in 2015 across multiple platforms including iOS, Android, Windows, and later Nintendo Switch, it emphasizes simplicity and elegance in its point-and-select mechanics, offering a serene yet engaging experience in fixed-screen visual puzzles.
Gameplay Videos
Patches & Mods
Guides & Walkthroughs
Reviews & Reception
metacritic.com (78/100): A clever, fun and most of all relaxing puzzle game, graced by a cool and minimal look.
indiegamereviewer.com : It’s a chill, simplistic puzzle game with a satisfying difficulty curve.
retrogameman.com (70/100): Overall, this is an enjoyable albeit short game that captures the fun of Peter Pan.
mygamer.com : Hook: Complete Edition is the epitome of the “simplicity is key” mantra.
Hook: Review
Introduction
In an era dominated by sprawling open-world epics and hyper-realistic blockbusters, Hook (2015) emerges as a quiet revolution—a minimalist puzzle game that strips away excess to reveal pure, elegant problem-solving joy. Developed by solo creator Maciej Targoni under his Rainbow Train banner, this unassuming title first captivated players through a prototype on Kongregate before blossoming into a full release across mobile and PC platforms. Born from the indie boom of the mid-2010s, Hook draws no inspiration from the 1992 Spielberg film of the same name (despite sharing the moniker with several tie-in games from that era); instead, it redefines “hooking” as a metaphor for untangling life’s knots. Its legacy lies in proving that brevity and simplicity can outshine bombast, offering 50 bite-sized puzzles that reward patience and insight over hours of grind. My thesis: Hook is a timeless gem of indie design, where every line and pull embodies the Zen of minimalism, making it essential for puzzle enthusiasts seeking respite in a chaotic gaming landscape.
Development History & Context
Rainbow Train, founded by Polish developer Maciej Targoni, entered the scene with Hook as a debut following the experimental prototype oO. Targoni, handling game design, art, and programming single-handedly, envisioned a puzzle experience that echoed the tactile satisfaction of unraveling a knotted string—simple yet deceptively challenging. The game’s origins trace back to 2014, when the Kongregate prototype garnered enthusiastic feedback, prompting Targoni to expand it into a commercial release. Wojciech Wasiak contributed the ambient soundtrack, adding emotional depth to the abstract mechanics.
Technologically, Hook leveraged Unity (version 2021 in later updates), a engine choice that allowed seamless porting from iOS origins to Android, Windows, macOS, Linux, and eventually Nintendo Switch in 2019. This era’s mobile gaming surge—fueled by touch-friendly interfaces and the App Store’s indie accessibility—provided fertile ground. Released on January 21, 2015, for iPhone (followed by iPad, Windows Phone, and Android shortly after), Hook navigated a landscape post-Monument Valley and amid The Room series’ rise, where puzzles emphasized intuition over complexity. Constraints like fixed/flip-screen visuals and point-and-select interfaces suited mobile’s on-the-go playstyle, avoiding the bloat of AAA titles. The 2015 PC ports (July for Windows/macOS, August for Linux) and 2019 Switch release capitalized on Steam’s indie-friendly model and Nintendo’s eShop push for portable relaxers. Priced at a modest $1.99, Hook embodied the democratizing force of digital distribution, free from the era’s console wars or high-budget pitfalls, allowing Targoni’s vision of “relaxing logic” to shine unencumbered.
A sequel, Hook 2 (2022), introduced 3D rotation on a Unity-updated engine, while the 2025 Hook: Complete Edition bundles both on Switch and Xbox Series X/S, including dark mode and refined controls—testament to ongoing support in a post-mobile indie renaissance.
Narrative & Thematic Deep Dive
Hook eschews traditional narrative for abstract symbolism, transforming its 50 levels into a wordless meditation on order and chaos. There are no characters, no dialogue, no plot twists—just a progression of tangled lines on a stark white canvas, each ending in a hook that begs to be freed. This minimalism invites players to project their own stories: is it a metaphor for disentangling personal dilemmas, like stress or relationships? The hooks, sharp and insistent, represent life’s entanglements, while pulling them evokes cathartic release. Early levels mimic childhood simplicity—straightforward untangling—escalating to labyrinthine webs that mirror adult complexity, where one wrong pull resets the fragile balance.
Thematically, Hook explores restraint and consequence. Each line’s retraction must avoid snagging others, underscoring themes of interdependence and foresight. Relays and switches introduce agency, symbolizing tools that alter fate—press one, and paths realign; misuse it, and harmony fractures. The absence of voice or text amplifies introspection; players aren’t told what to feel, but the satisfying “snap” of a freed hook conveys triumph. In a genre often laden with lore (e.g., Portal‘s witty banter), Hook‘s silence is profound, theming isolation amid entanglement. No antagonists or heroes—just the puzzle itself as protagonist. This purity critiques over-narrativized games, reminding us that themes emerge from mechanics, not exposition. For deeper dives, the 2025 Complete Edition’s bundled Hook 2 adds rotational depth, theming perspective shifts as key to resolution, evolving the untangling motif into multidimensional enlightenment.
Gameplay Mechanics & Systems
At its core, Hook revolves around a deceptively elegant loop: observe a tangle of gray lines connected to buttons, then select the correct order to retract them without collisions. Touch or click a button (via point-and-select interface), and the attached line pulls away— but only if unobstructed. Early puzzles are linear, teaching the “last in, first out” logic akin to stack-based data structures, but complexity builds via blockers, relays, and rotators. A wrong sequence (three failed pulls) resets the level, enforcing trial-and-error without penalty, promoting experimentation over frustration.
Core systems shine in innovation: relays allow remote button activation, introducing indirect control and foresight (e.g., pull A to enable B across the screen). Directional switches flip line paths, adding spatial puzzles, while overlapping layers demand prioritizing “foreground” hooks. Progression is linear yet forgiving—50 levels span 1-2 hours, with no progression lock beyond natural difficulty ramps. UI is impeccable: a clean white backdrop highlights lines, with subtle animations (faint glows on active hooks) guiding without hand-holding. Touchscreen optimizes mobile play, but controller/mouse ports (e.g., Switch) feel precise, though Hook 2‘s 3D rotation occasionally frustrates navigation.
Flaws are minor: no tutorials beyond implicit learning, which suits minimalism but may alienate newcomers; resets can feel punitive in denser late-game webs. Character progression? None—it’s pure puzzle mastery, with optional dark mode in Complete Edition easing eye strain. Innovative yet flawed in scalability, Hook‘s systems distill puzzle design to essence, influencing bite-sized indies like Monorail by emphasizing sequence over spectacle.
World-Building, Art & Sound
Hook‘s “world” is an abstract void—a boundless white expanse where puzzles manifest as isolated vignettes. No lore-rich environments or lore; instead, each level builds a micro-universe of lines, evoking a surreal diagram of forgotten schematics. Atmosphere arises from progression: initial simplicity fosters calm, while escalating tangles build tension, resolved in euphoric clarity. This void contributes to immersion by eliminating distractions, turning every puzzle into a meditative diorama.
Visually, art direction is masterfully sparse: monochromatic gray lines on white create stark contrast, with hooks as focal red(?) accents in prototypes (though sources note gray dominance). Fixed/flip-screen views ensure focus, while subtle fades and pulls add fluidity. In Hook 2, 3D planes introduce depth, hiding lines behind rotations for added discovery. The aesthetic—clean, almost clinical—contrasts chaotic tangles, enhancing the untangling thrill and accessibility (color-blind friendly via patterns).
Sound design amplifies serenity: Wojciech Wasiak’s ambient score features soft piano, ocean waves, chirping birds, and reverberant bells, evoking a Zen garden. No bombast—pulls yield crisp, satisfying snaps; failures a gentle reset chime. Mute toggles and royalty-free loops ensure non-intrusiveness, while the soundtrack’s subtlety ties visuals into holistic relaxation. Together, these elements craft an experience of quiet empowerment, where “world-building” is internal, fostering mindfulness amid gaming’s sensory overload.
Reception & Legacy
Upon 2015 launch, Hook earned solid acclaim, with MobyGames aggregating 80% from critics (e.g., Switchaboo’s 84/100 praising simplicity; eShopper Reviews’ 75/100 lauding value). Steam users propelled it to “Overwhelmingly Positive” (97% from 7,899 reviews), lauding its $1.99 price for 1-2 hours of frustration-free puzzles. Mobile outlets like IGN Italia (85/100) and Pocket Gamer (70/100) highlighted relaxing depth, while Apple’N’Apps (80/100) called it “finely crafted.” Commercial success was modest but enduring—estimated 304k units sold across platforms, bolstered by Humble Bundle inclusions and ports up to Switch (2019) and Complete Edition (2025).
Reputation evolved from “overlooked mobile gem” to indie staple, with player scores averaging 3.8/5 on MobyGames. Criticisms focused on brevity and lack of variety, but praises for anti-frustration design (no ads, resets) cemented its cult status. Influence ripples through minimalist puzzles: echoes in Gorogoa‘s abstraction, Monument Valley‘s calm, and The Witness‘s sequence logic. It inspired Targoni’s Hook 2 (2022) and the Complete Edition, expanding to 160 puzzles with 3D twists. Broader impact? Hook championed Unity’s indie accessibility, proving prototypes can birth hits amid 2010s mobile saturation, and influenced “cozy” gaming’s rise (e.g., Unpacking). No criminal undertones or jailbreaks here—just a legacy of elegant restraint shaping puzzle design’s future.
Conclusion
Hook distills puzzle gaming to its purest form: 50 levels of tangled lines that demand wit over endurance, wrapped in minimalist art and soothing sounds that soothe the soul. From Targoni’s solo vision to its enduring ports, it navigates 2015’s indie tides with grace, evolving through sequels into a Complete Edition beacon of simplicity. Minor UI quibbles aside, its rewarding loops and thematic depth on untangling chaos affirm a profound truth—less can be infinitely more. In video game history, Hook claims a niche as the ultimate palate cleanser, a 9/10 essential for anyone craving elegant escapism. Grab it for $1.99; you’ll be hooked before the first pull.