Nova-111

Description

Nova-111 is a sci-fi turn-based adventure game set in alien worlds where a catastrophic experiment by 111 brilliant scientists merged turn-based and real-time realities, creating a cosmic vortex that disrupted the flow of time. Players command the Nova spaceship through labyrinthine sectors, navigating fog-of-war maps filled with mutated creatures, robots, and obstacles like falling stalactites and one-way wind tunnels to rescue the lost scientists and reach extraction points, unlocking new weapons, abilities, and strategic depth as the game progresses.

Gameplay Videos

Where to Get Nova-111

PC

Guides & Walkthroughs

Reviews & Reception

metacritic.com (90/100): Overall, Nova-111 is a lot of fun for its smart mix of familiar gameplay elements. Discovering the weirdness of space has never been cooler.

metacritic.com (80/100): If you’re in the mood for a challenging thinking man’s game with a touch of action, pick up Nova-111.

metacritic.com (80/100): Puzzles, strategy and action get mixed in a very interesting game, ideal for those looking for something different.

metacritic.com (80/100): Despite that, and my problems with the iconography, NOVA-111 is a surprisingly fun sci-fi romp that I think most of you would get a kick out of.

metacritic.com (60/100): Nova 111 is an interesting and original strategy game that makes use of stunning visuals and a very precise gameplay mechanics.

metacritic.com (60/100): Nova-111 has some good things going for it, especially the vibrant style and enemy variation. I also enjoyed some of the combat elements.

en.wikipedia.org (70/100): It forced the player to think in new ways in a way that games in established genres could rarely do.

en.wikipedia.org (60/100): Nova-111 is a game that doesn’t quite live up to the promise of its concept, and it’s mostly down to relatively small mistakes. There’s something here, and you’ll definitely have fun for a couple of hours.

en.wikipedia.org (90/100): Nova-111 is a fantastic puzzle action adventure game with a world that’s built with care from its beautiful colours, rich in-depth quirky gameplay to its witty humour.

en.wikipedia.org (80/100): The video game is fun and entertaining.

en.wikipedia.org (80/100): Though Nova-111 does have some flaws, such as a lacklustre auto-save feature and a cumbersome amount of abilities, you’ll be hard pressed to find a weirder and more brilliant tribute to the men and women who changed the world through science.

opencritic.com (90/100): Overall, Nova-111 is a lot of fun for its smart mix of familiar gameplay elements. Discovering the weirdness of space has never been cooler.

opencritic.com (80/100): A unique blend of action and puzzle-solving that knows when to poke fun at itself.

opencritic.com (70/100): It has a sharp look, some chuckle-silently-in-my-head comedy, and gameplay unlike anything else I have experienced. It forced me to think in a totally new way.

opencritic.com (70/100): Nova-111 should definitely be played by those who enjoy games with unusual and interesting concepts. Despite a few flaws, it remains a great game.

opencritic.com (65/100): A witty sci-fi puzzle game that combines real-time with turn-based strategies. It achieves that blend well with a huge amount of mechanics.

opencritic.com (65/100): Nova-111 is a nice departure from the usual sci-fi side scrolling games that we are used to. By making it a turn based puzzle game, Funktronic Labs have made something that stands out a little.

opencritic.com (80/100): Nova-111 is an enjoyable turn-based adventure game that manages to impress with its refreshing controls and charming art style.

opencritic.com (70/100): It certainly is a solid game – albeit a short one at 3 levels – with a more deliberate, rather than twitchy, pace that will appeal to a certain slice of the gamer spectrum.

rpgamer.com : If Nova-111 had more than bite-sized portions, there would be something great here. As it stands, the short run time means it will breeze by quickly, which works out well on the go with this Switch port.

the-gamers-lounge.com (75/100): With a good amount of chuckle-worthy scienceriffic one-liners, pretty and clean graphics and art, and a gameplay style that adds an injection of real-time action to your turn-based strategy, Nova-111 is a fun little game worth the $14.99 entry fee.

Nova-111: Review

Introduction

Imagine a universe where time itself is a puzzle, fractured by scientific hubris into turn-based stasis and chaotic real-time frenzy—a cosmic mash-up that turns every step into a high-stakes riddle. Released in 2015, Nova-111 captures this bizarre premise in a compact sci-fi adventure that feels like a love letter to experimentation, both in narrative and mechanics. Developed by the indie studio Funktronic Labs, this quirky title emerged during the golden age of digital distribution, when platforms like Steam and PlayStation Network democratized innovative gameplay for niche audiences. As a game historian, I see Nova-111 as a bold artifact of the mid-2010s indie scene, blending strategy, puzzles, and action in ways that prefigured later hybrids like Into the Breach or Hades. My thesis: While its innovative fusion of turn-based tactics and real-time urgency delivers memorable brain-teasing moments and witty charm, Nova-111‘s brevity and underdeveloped narrative keep it from transcending into enduring classic territory, making it a delightful but fleeting tribute to the spirit of scientific discovery.

Development History & Context

Funktronic Labs, the Pasadena-based studio behind Nova-111, was born from the collaborative fires of Kyoto’s Q-Games, creators of the beloved PixelJunk series. Key team members, including programmers Eddie Lee and kalin, met while crafting those pixel-art shooters and platformers, where discussions often veered into the limitations of pure turn-based design. They craved the strategic depth of games like Fire Emblem but missed the pulse-pounding tension of real-time action titles such as StarCraft. This tension birthed Nova-111‘s core concept: a world where turn-based predictability collides with real-time chaos, forcing players to adapt on the fly.

Development began in Japan around 2013-2014, with the team relocating to California to refine their prototype. Technological constraints of the era played a pivotal role; built primarily for PC and consoles like the PS4 and Wii U using tools like FMOD for audio, the game leveraged Unity’s flexibility to handle its hybrid pacing without demanding high-end hardware. Budgets were modest, supported by Indie Fund in July 2014—a rare endorsement that validated its experimental nature—and a publishing deal with Curve Digital in September 2014 for console ports. This partnership was crucial, as Curve handled the multi-platform rollout across PS3, PS Vita, Xbox One, Wii U, and later the Nintendo Switch in 2022 via No Gravity Games.

The 2015 gaming landscape was ripe for such innovation. The indie boom, fueled by successes like Undertale and Celeste, emphasized originality over spectacle. Turn-based RPGs and roguelikes (The Binding of Isaac, Rogue Legacy) dominated digital stores, but few dared to hybridize with real-time elements. Nova-111 premiered at festivals like IndieCade (Finalist, 2014), PAX (PAX10 Selection), and SXSW (Official Selection, 2015), earning buzz for its “mind-warping” puzzles. Awards like the Game Audio Network Guild finalist nod for Best Audio in an Indie Game (2016) highlighted its polish. Yet, as a small team of about a dozen (with freelancers like writer Benjamin Humphreys and composer Jack Menhorn), constraints showed: the game clocks in at 4-6 hours, a deliberate choice to avoid scope creep but one that critics later lamented for lacking depth.

In context, Nova-111 reflects 2015’s push toward “procedural” yet handcrafted experiences amid the rise of mobile and handheld gaming. Its cross-buy model on PlayStation and availability on eShops positioned it as accessible indie fare, but the era’s saturation meant it competed with flashier titles like Rocket League. Funktronic’s vision—to “form playful connections between humans and technology”—shines through, proving that even modest resources could yield genre-bending results.

Narrative & Thematic Deep Dive

At its heart, Nova-111 is a fable about the perils and joys of unchecked curiosity, wrapped in a sci-fi shell that’s equal parts Hitchhiker’s Guide to the Galaxy and The Hitchhiker’s Guide to the Galaxy-esque absurdity. The plot unfolds in a once-orderly turn-based universe inhabited by 111 brilliant scientists, obsessed with accelerating research by unlocking “real-time”—a fluid, urgent dimension theorized to supercharge progress. Their “Greatest Science Experiment” backfires spectacularly, spawning a vortex that scatters the team across alien planets and merges their static world with chaotic real-time flows. Players pilot the eponymous Nova spaceship, a plucky orange research vessel jury-rigged for survival, tasked with rescuing the eggheads to mend the temporal rift.

The narrative is delivered through sparse, witty dialogue and environmental storytelling, narrated by the sandwich-obsessed Dr. Science—your AI guide and comic relief. Lines like “I really like sandwiches… and resolving my mother issues” poke fun at sci-fi tropes, blending Douglas Adams-style humor with puns on physics and exploration. Characters beyond Dr. Science are underdeveloped; rescued scientists offer one-liners (e.g., “Thanks for the save—now back to quantum entanglement!”) before vanishing into the ether, serving more as collectibles than fleshed-out personalities. This keeps the pace brisk but sacrifices emotional investment—there’s no branching story or moral ambiguity, just a linear quest emphasizing “SCIENCE!” as the ultimate weapon.

Thematically, Nova-111 explores time as a metaphor for innovation’s double-edged sword. The turn-based world symbolizes methodical, predictable progress, while real-time intrusions represent the unpredictable chaos of breakthroughs. Planets like the volcanic first world or the oily, flammable third evoke alien biodiversity warped by the vortex, underscoring themes of adaptation and hubris. Dr. Science’s quips add levity, critiquing academic eccentricity (e.g., unresolved Oedipal complexes amid cosmic crises), but the story’s brevity—clocking in under six hours—feels like a vignette rather than an epic. It’s engaging for its quirkiness, drawing parallels to Portal‘s puzzle-driven satire, but lacks the depth to linger. As a historian, I appreciate how it mirrors 2010s indie trends: prioritizing clever conceit over sprawling lore, much like Braid‘s temporal musings.

Gameplay Mechanics & Systems

Nova-111‘s genius lies in its seamless deconstruction of turn-based strategy, injecting real-time peril to create emergent puzzles that demand creative thinking. Core gameplay revolves around top-down grid navigation aboard your Nova ship, divided into three planetary sectors (each with six zones: five puzzle levels and a boss). You move tile-by-tile in turn-based fashion, bumping into enemies for damage or activating switches to reveal paths. Fog of war limits visibility, heightening tension as unseen threats lurk.

The innovation? Real-time elements disrupt the rhythm. Turn-based foes (e.g., patrolling bots) mirror your moves, allowing strategic herding—lure one under a stalactite for a free hit, or block paths with destructible crates. But real-time adversaries upend this: suction aliens extend tentacles with creeping bombs, forcing frantic dashes; fire-spewing mutants ignite oil slicks in seconds, turning safe zones hazardous. Waiting a turn recharges “science points” faster but lets real-time threats advance, embodying the game’s thesis on temporal collision.

Progression ties into ship upgrades, collected as modules across levels. Start with basic ramming (1 HP damage), then unlock bombs (stun via yellow pellets), a laser (2-tile pierce using science points), time-stop (freeze reality briefly), and warp (phase through walls). Health begins at 5 HP (upgradable to 7), with science points starting at 1 (expandable to 3). These systems interlock elegantly: warp to flank a real-time enemy, laser through indestructible rocks, or time-stop to dodge falling debris. Bosses culminate planetary themes—a tendril boss combines suction with minions, demanding hybrid tactics.

UI is clean but minimalist: a grid overlay shows movement range, with icons for abilities (laser as a beam, time-stop as a clock). Controls are intuitive—direct input via keyboard/joystick, with Switch port mappings feeling natural. However, flaws emerge: auto-save is lackluster (checkpoints mid-level, but deaths replay sections), and the rapid introduction of mechanics (new ability every zone) can overwhelm, leaving early ones underutilized. Puzzles scale from simple (bump blocks) to devious (herd bouncy indestructibles to switches), rewarding trial-and-error without excessive backtracking. Combat feels tactical yet arcade-like, with roguelike replay via high scores (factoring time, turns, secrets, scientists saved). At 4-6 hours, it’s bite-sized, but secrets encourage replays—though some “hidden” walls rely on luck over cues, frustrating completionists. Overall, it’s a masterclass in hybrid loops, innovative yet occasionally unbalanced, evoking Frozen Synapse‘s precision amid chaos.

World-Building, Art & Sound

Nova-111‘s universe is a vibrant tapestry of warped alien ecosystems, where the temporal vortex manifests as biomes blending stasis and flux. Three planets form the backbone: the first, a craggy volcanic world with stalactites and patrollers; the second, a metallic labyrinth of robots and wind tunnels; the third, an oily, flammable swamp teeming with mutants. Each sector evolves the environment—foggy vents hide ambushes, one-way winds propel you unpredictably—building immersion through procedural-yet-handcrafted levels. World-building shines in how the vortex affects flora/fauna: mutated astrobiological horrors (e.g., bubble-blowing slicks) feel like natural evolutions of the experiment, reinforcing themes of scientific fallout. Secrets like hidden labs add lore snippets, but the scale remains intimate, prioritizing puzzle integration over vast exploration.

Visually, Michael Hussinger’s 2D art direction is a highlight—bold, geometric palettes evoke Fez‘s abstraction with sci-fi flair. The orange Nova ship pops against pastel backdrops: fiery reds for volcanoes, cool blues for metallic ruins. Animations are fluid—tentacles uncoil smoothly, lasers streak with particle effects—while the fog of war adds mystery without clutter. Planets feel distinct yet cohesive, contributing to a “quirky space weirdness” atmosphere that enhances puzzle-solving; a real-time fire spreading across oil mirrors the chaos visually.

Sound design, courtesy of Jack Menhorn and FMOD, complements this dynamism. The soundtrack is adaptive: mellow synths for turn-based calm escalate to urgent pulses during real-time threats, suiting playstyles as per the presskit. SFX are punchy—bouncy thuds for enemy herds, sizzling lasers, distinct flashes for attacks—providing auditory cues for off-screen events. Dialogue delivery is dry and humorous, with Dr. Science’s voice acting adding charm without overpowering. Together, these elements forge an atmospheric whole: intimate, otherworldly, and scientifically playful, elevating the experience beyond mechanics.

Reception & Legacy

Upon its 2015 launch, Nova-111 garnered solid but polarized reception, reflecting its niche appeal. Metacritic aggregates ranged from 68/100 (PC) to 76/100 (Wii U), with “generally favorable” nods for Vita and Wii U ports lauded for portability. Critics praised innovation: Nintendo Life (9/10) called it a “fantastic puzzle action adventure” with “witty humour” and “meticulously designed levels”; Destructoid (7/10) lauded its fresh thinking on time; Push Square (8/10) hailed it as a “weird and brilliant tribute to science.” Video Chums (7.8/10, Switch) appreciated Mystery Dungeon-like rewards, while RPGamer noted “carefully crafted puzzles” blending genres deftly.

Detractors focused on flaws: Pocket Gamer (3/5) lamented unfulfilled potential from “small mistakes” like short length (4 hours main story); Kill Screen (71/100) critiqued forced quirkiness and clichés (e.g., collectathon scientists); Brash Games (60/100) faulted level design and visibility. Player scores averaged 3.9/5 on MobyGames, with complaints about frustration (e.g., wall-bumping secrets) balanced by praise for “rewarding” tactics. Commercially, it sold modestly—$9.99 pricing and Steam sales helped visibility, but no blockbuster status. The 2022 Switch port (67/100) revived interest, earning nods for on-the-go play.

Legacy-wise, Nova-111 influenced indie hybrids, prefiguring Death Squared‘s co-op puzzles or The Last Express‘s temporal mechanics. Its festival pedigree (IndieCade, SXSW) boosted Funktronic’s rep, leading to future projects in VR/AR. In industry terms, it exemplifies 2010s indies pushing boundaries amid AAA dominance, influencing discourse on “short but sweet” experiences (e.g., Inside). Not revolutionary like Undertale, but a cult favorite for tacticians, its reputation has warmed with re-releases, cementing it as an underappreciated gem in sci-fi strategy history.

Conclusion

Nova-111 distills the thrill of discovery into a hybrid puzzle-strategy package that’s as clever as it is concise, blending turn-based deliberation with real-time adrenaline across vividly alien worlds. Its development as a passion project from ex-PixelJunk talents shines in the innovative mechanics and humorous narrative, while art and sound amplify the scientific whimsy. Yet, its short runtime, thin story, and occasional frustrations temper its ambition, making it more experiment than opus.

As a historian, I place Nova-111 firmly in the pantheon of mid-2010s indie trailblazers—essential for fans of genre fusion like Baba Is You, but skippable for those craving epic scope. Verdict: 8/10. A quirky voyage worth charting for its bold fusion of time and tactics, proving that in gaming, as in science, the greatest experiments yield the most memorable anomalies. If you’re puzzle-inclined, grab it on sale; it’s a brief but brilliant detour through spacetime.

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