
Game intel
Puzzle Parasite
Puzzle Parasite is a sci-fi puzzle adventure where you wield telekinetic powers and a cricket bat. You send energy cores flying, power alien tech, and avoid de…
This caught my attention because Wrenfall’s debut trims the usual indie puzzle-pastiches into something that looks both playful and tactical: telekinesis plus a cricket bat, physics-heavy energy cores, and a co-op campaign designed from the ground up for two players. It’s not just “play co-op together” tacked onto a single-player game – they’re promising standalone two-player puzzles, which could finally give us compact, inventive co-op puzzles without the usual design compromises.
The new co-op trailer sells a handful of concrete moments: two players coordinating telekinetic lifts and timed cricket-bat strikes, energy cores arcing through hazard-filled chambers, and environmental reactions that change puzzle geometry. There’s a clear comedy streak — think slapstick physics where a mistimed hit sends a core careening into a laser — but underneath is a serious puzzle-sandbox. Momentum, angles and timing look central, not just idle visual flair.
At first the cricket bat feels like a gimmick. In practice it appears to be Wrenfall’s way of introducing tactile constraints: you can’t teleport an object precisely into place, you have to set up momentum, line up an arc, or soften a hit. That forces players to think like physicists and comedians at once — how hard do I hit, what angle will bounce the core past the laser, how do my telekinesis and my partner’s hit have to sync? It’s the sort of mechanical twist that turns predictable “move X to Y” puzzles into physics puzzles with emergent solutions.

Wrenfall says the co-op campaign is standalone, which matters. Too often studios bolt a co-op mode on and hope teamwork emerges; here the puzzles are designed for two minds and two sets of hands (or telekinetic fields). That suggests unique solutions, roles and timing-based choreography. One big question remains: will both players need to own the game? The press blurbs don’t say, so buyers should check if Wrenfall offers a “remote play together” style option or requires two purchases.
At $14.99 with a 15% launch discount, Puzzle Parasite is priced like an impulse indie purchase. Launching December 3 puts it square into the holiday crush — good for visibility if reviewers and streamers bite, risky if it gets buried under bigger AAA seasonal releases. Skipping Early Access after a demo phase is a bold move: the demo apparently did well, but releasing a physics-based puzzle game without an EA window raises the stakes for polish and netcode reliability on day one (especially for co-op).
Wrenfall is small but built from industry veterans. Names from Playdead and IO Interactive hint at an eye for craft and level design, while folks from Ubisoft and Riot bring multiplayer and live-service discipline. That combination could mean tidy, tightly-tuned puzzles and decent post-launch support — but pedigree isn’t a guarantee. I want to see consistent physics behavior and reliable co-op networking more than a developer list on the Steam page.
For fans of Portal, The Talos Principle or smart physics puzzlers, Puzzle Parasite looks worth the $15 gamble — provided the core physics don’t devolve into frustration. The demo buzz is promising; now it’s on Wrenfall to deliver consistent behavior and smooth co-op. If they pull it off, we could have a compact winter hit that’s perfect for two friends who want clever, chaotic teamwork without the commitment of a long multiplayer game.
Puzzle Parasite launches Dec. 3 on Steam for $14.99 (15% off two weeks). It pairs telekinetic powers with a cricket bat in physics-heavy puzzles and offers a standalone two-player co-op campaign — a promising but risky indie pick that hinges on stable physics and solid co-op networking.
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