June 8, 2025
Moss Meets Intelligent Qube In This Puzzle Platformer

Moss Meets Intelligent Qube In This Puzzle Platformer

Neon Cipher is a brisk, brain-teasing puzzle platformer that blends first-person immersion with third-person platforming.

Your journey begins after being dropped into a series of fraught cyberspace mazes full of robotic sentries and geometric obstacles to fight, evade, and escape. You control an avatar in the game space and manipulate the environment and its enemies using hands-on controls from a first-person perspective.

It’s a stylish and ultra-minimalist mashup of the VR classic Moss, and ancient PlayStation relics like Intelligent Qube and Echochrome.

The Facts

What is it?: A geometric puzzle-platformer played via first and third-person controls.
Platforms: PC VR, Meta Quest (Reviewed on Quest 3S)
Release Date: Out now
Developer: eXomorph Games
Price: $19.99

The plot of Neon Cipher is light, and what’s here isn’t groundbreaking, but it sets the tone and establishes the game world. You play as a hacker who’s been recruited by the mysterious Captain S. Ren, a member of a digital rebellion. The goal is to hack into XE_Corp’s digital archive to retrieve… something. I can’t really recall, because the plot is so sparse that it’s simply not very memorable. On the flipside, it’s not distracting, either.

More important are the game’s mechanics, which are simple and effective. Across fifty brief puzzle stages, the player must navigate their in-game avatar through the many three-dimensional geometric mazes to obtain a set number of keys scattered throughout the environment. The avatar is controlled via the game controller’s analog sticks and buttons in a traditional third-person fashion.

The acquisition of the keys is not a straightforward proposition. Often, they are placed in awkward locations which must be navigated to with pinpoint accurate platforming and by manipulating platforms and objects in the environment. You do this with the game controller by physically reaching out, grabbing hold of the platform or object, and dragging it where we want it to go.

Gameplay captured by UploadVR on Quest 3S

The manipulable objects are rendered in the monochrome game space in shades of blue and red. We can pull or push blue platforms out of niches in a wall, for instance, to create a makeshift stairway or carry our avatar here and there. Reaching out and grabbing hold of these platforms can be done with either hand, and the process feels intuitive and effortless.

Automated moving red platforms and other objects can be activated by hand switches or by placing weighted blocks placed on pressure switches.

While both mechanics work well enough, they can occasionally feel too obvious. For example, most of the blue movable platforms simply run on a predetermined track. We can slide a block left or right or up or down, but not wherever we like. This limitation keeps the player from just grabbing a block, placing our avatar onto it, and zipping them around the game world freely. Still, the fact that each block has a sort of predestined path means that the solution to every puzzle is simply sliding some blocks this way and then that. In this way, the platforming puzzles don’t always feel like puzzles, more like a series of tasks to complete.

The game’s puzzles naturally become more complicated as the game progresses, with later stages being absolutely packed with red and blue interactable puzzle objects and plenty of enemies to stun, dodge, and attack. But Neon Cipher could be a bit more challenging, and I wouldn’t complain.

Neon Cipher’s controls are tight, and the platforming is satisfying and consistent. We don’t suffer inscrutable physics or slog through frustrating perspectives. There’s no traditional camera to control, we simply view the world in first person and move ourselves physically to gain a better view. There are also no odd distances to judge, or extraneous confusing elements, and there’s no fall damage.

Once we’ve worked our avatar through the maze and collected all the necessary keys, the stage door opens, allowing our avatar to escape the stage and move on to the next. But this is easier said than done; the keys are guarded by enemies. These enemy bots attempt to destroy the player character via melee or ranged attacks, which must be avoided or countered.

We have a few methods of counterattack available to us. The first is a simple melee attack. By pressing the A button, our little electric avatar can deliver a weak punch. Punch an enemy a few times, and it’ll dissolve permanently. We can also physically reach out with the VR controller and grab the enemy bots with a press of the trigger. This temporarily stun-locks the enemy behind a vector force field, allowing our avatar in the game world to either circumvent or attack the enemy freely. Lastly, it’s possible to use the environment’s movable objects to squish the enemy bots.

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