Creaks
game
7/14/2026

Creaks

byAmanita Design
8.4
The Verdict
"Creaks is the sound of a studio successfully stretching. Amanita took its signature atmosphere and craft, welded it to a mechanic that could have carried a game twice its size, and had the discipline to stop before wearing it out—mostly. The second-act repetition and the wispy story keep it just short of the studio's very best, but the ambition and the execution are the real story here. It's a confident, beautiful, genuinely clever game that respects your intelligence and your time. Turn on the lights. Kill the monster. Climb the furniture. Few puzzle games this year will feel so wholly themselves."

Gallery

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Key Features

The Light-and-Furniture Mechanic: Creaks freeze into furniture in light and reanimate in darkness. You weaponize this—dropping a monster into a beam to create a climbable step or a weighted platform, then cutting the light to send it tumbling onto a switch. It's the whole game, and it's enough.
Behavior-Driven Enemy Design: Enemies chase, mimic, or patrol, and each demands a different read. The puzzles aren't about reflexes; they're about learning temperaments and exploiting them.
Wordless Environmental Storytelling: A hand-painted world that narrates itself through animation, staging, and the occasional interactive wind-up painting—optional mini-games that double as the closest thing to lore you'll get.
Adaptive Score by Hidden Orchestra: A live, shifting soundtrack that swells and recedes as you solve, tightening the loop between action and atmosphere.

The Good

A genuinely original core mechanic executed with discipline
Gorgeous hand-painted art and reactive Hidden Orchestra score
Elegant, text-free teaching and forgiving failure states

The Bad

Mechanical repetition creeps in during the second half
Wordless narrative is atmospheric but emotionally thin
Touch controls on iPhone undercut the precision the design needs

In-Depth Review

Bottom Line: Amanita Design abandons its point-and-click roots for a hand-painted puzzle-platformer built on one genuinely clever idea—monsters that freeze into furniture under light—and executes it with the restraint of a studio that knows exactly what it's making.

The Gameplay Loop

Creaks is structured as a chain of single-screen puzzle rooms, each a self-contained logic box. You enter, you assess, you solve, you descend. The grammar is deliberately narrow: climb ladders, flip switches, pull levers, ride platforms, and—crucially—reposition monsters by controlling where the light falls. That narrowness is the point. By refusing to pile on new verbs, Amanita forces depth out of combination rather than accumulation.

Here's what elevates the design: the monsters are your tools and your threat simultaneously. A Creak that will kill you on contact becomes, under a lamp, the exact end table you need to reach a high ledge. The tension between those two states—asset and hazard—is where the game lives. You're constantly asking not "how do I avoid this thing" but "how do I use this thing without it using me first."

The enemy taxonomy does the heavy lifting. The chasers create urgency and force you to plan light placement under pressure. The patrollers are timing problems, predictable metronomes you learn to slip past. The mimics—which copy your movements—turn the screen into a mirror-logic riddle, some of the sharpest puzzles in the game. Understanding behavior is the puzzle. Once you internalize a creature's rules, the solution often snaps into focus with that clean, satisfying click that separates good puzzle design from busywork.

Difficulty and Onboarding

Amanita's no-text philosophy could have been a disaster. It isn't. The game teaches through space. Early rooms introduce one idea in isolation, let you fail safely, and quietly widen the concept a screen later. There's no hand-holding, but there's no cruelty either—death sends you back to the start of the current room with zero penalty beyond a few seconds. That generous failure state is essential; it lets you treat each room as a hypothesis to test rather than a gauntlet to survive.

Where the design strains is the back half. Once the core vocabulary is fully deployed, Creaks starts leaning on variations of solutions you've already seen. The puzzles remain competent, but the sense of discovery flattens. You stop asking "what is this?" and start asking "which of the three things I already know does this want?" It never becomes tedious, but the curve plateaus when it should keep climbing. A tighter edit—cutting perhaps an hour of middle-game repetition—would have left a sharper game.

The Narrative Question

The wordless story is beautiful and thin, and both those things are true at once. The avian humanoids, the looming central threat, the wind-up paintings that hint at a larger mythology—it's evocative, atmospheric, and ultimately more mood than plot. If you come to Amanita for the melancholy-whimsical worldbuilding of Machinarium, you may find Creaks emotionally cooler. The story is a frame for the puzzles, not the reverse. Set your expectations accordingly and it delivers; expect a narrative payoff and you'll feel the thinness.

Editorial Disclaimer

The reviews and scores on this site are based on our editorial team's independent analysis and personal opinions. While we strive for objectivity, gaming experiences can be subjective. We are not compensated by developers for these scores.