- Release Year: 2015
- Platforms: iPhone, iPad, Windows, Macintosh, Android
- Publisher: Gamebrain Yazılım Teknolojileri Limited Şirketi
- Developer: Gamebrain Yazılım Teknolojileri Limited Şirketi
- Genre: Puzzle
- Perspective: Third-person
- Gameplay: Puzzle
- Average Score: 82/100

Description
Hocus is a minimalist, mind-bending puzzle game that challenges players with optical illusions and impossible geometric constructions, reminiscent of M.C. Escher’s artwork. Presented from a fixed 3rd-person perspective, players must navigate cleverly designed levels using direct control, pushing their perception and logical thinking. With 100 core levels and the ability to create and share custom puzzles, the game offers a pure and continuously wondrous experience of visual deception.
Gameplay Videos
Where to Get Hocus
PC
Guides & Walkthroughs
Reviews & Reception
metacritic.com (80/100): Hocus delivers an engaging puzzle experience that is well worth picking up.
store.steampowered.com (80/100): Hocus, a brain-twisting puzzler… would surely entertain Escher himself.
someawesome.com : Hocus is a beautifully minimalist puzzle game that plays with impossible geometry, offering a meditative yet intellectually stimulating experience.
wasdland.com (86/100): It’s worth buying for a chill, minimalist puzzle experience.
Hocus: A Meditative Dance with Impossible Geometry
In the ever-evolving landscape of video games, certain titles manage to transcend mere entertainment to become exercises in perception and artistic expression. ‘Hocus’, released in 2015, stands as a prime example of such a game. Drawing inspiration from the mind-bending impossible structures of M.C. Escher and resonating with the minimalist aesthetic championed by titles like ‘Monument Valley’, ‘Hocus’ delivers a remarkably pure and intellectually stimulating puzzle experience. As a game journalist and historian, this review delves into its intricate design, understated brilliance, and enduring legacy, asserting that ‘Hocus’ is a masterclass in minimalist puzzle design, offering a calming yet profoundly challenging journey through its clever manipulation of impossible geometry.
Development History & Context
‘Hocus’ emerged from the Turkish developer Gamebrain Yazılım Teknolojileri Limited Şirketi, with Yunus Ayyıldız credited for both design and programming, and Sho Ohhira receiving special thanks. Its initial release on October 1, 2015, targeted the burgeoning mobile market, debuting on iPhone and iPad, followed swiftly by Windows and Macintosh releases in the same year, and Android in 2016. This multi-platform launch strategy underscores its accessibility and the creators’ vision to bring their “new, polished, mind-bending, minimal puzzle game” to as wide an audience as possible.
The core vision for ‘Hocus’ was explicitly “based on M.C. Escher drawings and impossible shapes.” This artistic and design philosophy positioned it squarely within a growing subgenre of puzzle games that capitalized on optical illusions and spatial reasoning, which had gained significant traction in the mid-2010s. While not a direct response, the game naturally drew comparisons to other successful titles that explored similar visual and conceptual territory, such as ‘Monument Valley’ (2014) for its Escheresque art style, and older geometric puzzle-platformers like ‘EDGE’ (2008) and ‘Echochrome’ (2008) for their manipulation of perspective and movement.
Technologically, the game’s minimalist design proved advantageous. With simple graphics and low system requirements (512 MB RAM, 100 MB storage), ‘Hocus’ was perfectly suited for mobile devices, offering smooth performance and intuitive touch controls without demanding high-end hardware. This was a deliberate choice, reflecting a gaming landscape where casual yet intellectually demanding titles could thrive on portable platforms. The developers aimed for an “extra-ordinary design” that prioritized the puzzle mechanics and aesthetic purity over graphical extravagance, a common trend in successful mobile puzzle games of the era.
Narrative & Thematic Deep Dive
In stark contrast to games rich with lore and character-driven plots, ‘Hocus’ embraces an almost entirely abstract narrative, or rather, the absence of one. The game features no explicit story, no named characters, and no dialogue. The player’s journey is embodied solely by a small red cube, which must navigate a series of impossible structures to reach a designated red endpoint. This deliberate lack of traditional narrative elements is not a deficiency but a foundational choice that profoundly shapes the game’s thematic core.
The primary “plot” is the intellectual engagement required to solve each puzzle. The game’s themes revolve entirely around perception, spatial reasoning, and the beauty of optical illusion. It’s a direct conversation between the player’s mind and the game’s ingenious level design. Phrases from critics like “pure Hocus Pocus,” “optisch bedrog zoals het is bedacht door Escher” (optical illusion as conceived by Escher), and “kan je hersenen in een knoop leggen” (can tie your brains in a knot) perfectly encapsulate this. The game challenges players to constantly question their assumptions about space and connection, fostering a sense of “verwondering stopt nooit” (the wonder never stops).
‘Hocus’ champions minimalism not just in its visuals but also in its thematic delivery. It invites players into a meditative state, encouraging patience and experimentation rather than frantic action. The underlying themes are about problem-solving, persistence, and the satisfying “aha!” moment when an impossible path suddenly clicks into place. It’s a game that respects the player’s intellect and provides a canvas for pure cognitive engagement, making the act of playing itself the most compelling narrative.
Gameplay Mechanics & Systems
At its heart, ‘Hocus’ is a pure puzzle game predicated on “perspective illusion.” The core gameplay loop involves guiding a small red cube along the edges of abstract, Escher-inspired geometric structures. The objective for each level is simple: move the red cube to the red goal dot. However, the path is rarely straightforward due to the game’s central mechanic – impossible geometry.
Movement is linear and controlled via a “direct control” interface, typically involving tapping or dragging the cube along predefined paths. What appears to be a continuous path from one perspective might be disconnected from another, forcing players to mentally “untangle” the structure and understand how seemingly paradoxical connections work. The game does not allow direct manipulation of the camera perspective; instead, the player’s interaction with the cube on the impossible structure often reveals the hidden connections and disconnections. This creates a fascinating interplay where the player’s internal mental model of the level is constantly challenged and revised.
The game boasts “100 mind-bending levels” (some sources state “over 100” or “120”), each “beautifully crafted.” The difficulty curve is well-paced, starting with simpler designs to introduce the core mechanics and gradually introducing “more intricate shapes” and “impossible constructions” that “can get a bit repetitive” but maintain engagement through increasing complexity. Critically, there are “no rush, no time limits, and no penalties for making mistakes,” which fosters a relaxed, “trial-and-error approach.” This design choice makes the game accessible while allowing players to experiment without pressure.
One of ‘Hocus”s most innovative features, especially for its genre, is the inclusion of a “Create/share your own levels” system. Players can design their own puzzles and share them as “level cards” or codes, significantly extending the game’s longevity and community engagement. This feature taps into player creativity and allows for a virtually endless supply of new challenges beyond the pre-designed levels.
Regarding user interface (UI), ‘Hocus’ embraces a “minimalist design with no distractions.” The visuals are “clean and clutter-free,” focusing entirely on the puzzle itself. While praised for its “intuitive touch-based interface” on mobile, the PC version, particularly on platforms like Steam Deck, lacks native gamepad support, requiring community-made configurations for physical controls. Another minor flaw noted by players is the absence of audio level sliders, offering only an on/off toggle for the “relaxing music.”
World-Building, Art & Sound
‘Hocus’ exists within an abstract, non-narrative “world,” yet it is rich with a distinct atmosphere and compelling aesthetic. The “setting” is defined by its “impossible constructions” and “Escher-like structures,” which serve as both the environment and the puzzle elements themselves. There is no traditional “world-building” in terms of lore or history, but rather an immersive, conceptual world-building achieved through its visual design.
The “atmosphere” of ‘Hocus’ is predominantly “calm, meditative,” and “relaxing.” This is a deliberate choice, complementing the game’s puzzle-solving nature which encourages patience and contemplation. The “no time pressure” design, combined with the subdued presentation, creates an experience that is both intellectually stimulating and unwinding, making it an ideal choice for players seeking a “mind-bending” yet stress-free engagement.
Visually, ‘Hocus’ is a triumph of “minimalist design.” The “aesthetically pleasing” graphics eschew intricate textures or vibrant color palettes in favor of clean lines, geometric simplicity, and subtle color shifts. The visual direction is directly inspired by “M.C. Escher drawings,” translating his iconic paradoxes into interactive 3D structures viewed from a fixed, “3rd-person (Other)” perspective, often described as “fixed / flip-screen.” The starkness of the geometric shapes, often in shades of gray or muted tones, contrasts with the single vibrant “small red cube” and the “red dot” goal, effectively guiding the player’s focus without visual clutter. This approach enhances the optical illusions, making them the undeniable stars of the show.
The “sound design” reinforces the game’s tranquil atmosphere. Critics consistently highlight the “relaxing ambient soundtrack” and “soothing music.” These audio elements are subtle and non-intrusive, serving to immerse the player in a state of flow rather than distracting them. Coupled with understated “subtle sound effects” that provide feedback for movement and interactions, the soundscape contributes significantly to the “calm, meditative atmosphere” that defines the ‘Hocus’ experience.
Reception & Legacy
Upon its release, ‘Hocus’ garnered a “Generally Favorable” reception from critics, reflected in its Metacritic score of 80/100 based on four critic reviews, all of which were positive. Player reviews also leaned “Very Positive,” with 91% of 728 user reviews on Steam being positive, leading to an average user score of 7.9 out of 10 on Metacritic.
Critics lauded ‘Hocus’ for its ingenious core idea and minimalist execution. TouchArcade praised its “one single, brilliant idea,” while AppAdvice noted its “engaging puzzle experience” and “aesthetically pleasing” graphics, intuitive controls, and challenging puzzles. Gamezebo highlighted its brain-twisting nature, suggesting it would “surely entertain Escher himself,” and remarked on its swift rise to the top of App Store charts. The Dutch review from Gameplay (Benelux) cleverly described it as “Pure Hocus Pocus” and emphasized the “optical illusion as conceived by Escher,” noting that “the wonder never stops.”
Commercially, ‘Hocus’ achieved notable success, particularly on mobile platforms. Its initial popularity on the App Store, coupled with its feature as one of the “Best Games on iPhone” in regions like Russia, South Africa, Turkey, and the Middle East, points to a strong market penetration. Priced at a modest $0.99, it offered significant value, making it an attractive purchase for a broad audience. The game’s enduring positive reviews on platforms like Steam (where it sells for $0.99) demonstrate its lasting appeal and value.
‘Hocus’ has cultivated a reputation as a hidden gem in the puzzle genre. Its influence is most evident in the continued proliferation of minimalist, Escher-inspired puzzle games. The frequent comparisons to ‘Monument Valley’ place it within a respected lineage of design-focused, perception-bending titles. Its success directly led to a sequel, ‘Hocus 2’, released in 2020, which built upon the original’s foundation by introducing “dynamic” elements, new mechanics, and “illusion combinations,” demonstrating the enduring viability of its core concept. The inclusion of a level editor in the original also contributed to its legacy by fostering a creative community and extending its replayability beyond the developer-crafted levels. ‘Hocus’ proved that profound intellectual engagement can be achieved with simplicity, elegance, and a keen understanding of spatial paradoxes.
Conclusion
‘Hocus’ is more than just a puzzle game; it is an eloquent statement on minimalist design and the boundless potential of optical illusion in interactive media. From its humble origins with Gamebrain Yazılım Teknolojileri Limited Şirketi, spearheaded by Yunus Ayyıldız, it carved a niche for itself in a crowded market by committing wholeheartedly to its central conceit: challenging players’ perception with impossible geometry.
Its lack of narrative is its strength, allowing the intricate, Escher-inspired puzzles to speak for themselves. The “new, polished, mind-bending” levels, paired with a “relaxing ambient soundtrack,” create a unique atmosphere that is both intellectually demanding and remarkably calming. While minor critiques such as the absence of native gamepad support on PC or granular audio controls exist, they are overshadowed by the game’s overwhelming successes in delivering engaging, accessible, and deeply satisfying puzzle experiences.
‘Hocus’ stands as a testament to the power of a brilliant idea executed with purity and precision. Its critical and commercial success, particularly on mobile, cemented its place as a significant entry in the pantheon of modern puzzle games. By offering both a meticulously crafted set of challenges and the tools for players to create their own, ‘Hocus’ secured its legacy not just as a game to be played, but as a platform for endless optical wonder. It remains a definitive example of how simplicity, when coupled with profound conceptual depth, can yield an exceptionally detailed and enduring contribution to video game history.