Quern - Undying Thoughts key art

Review in progress · 03 Oct 2026

Quern - Undying Thoughts

The crystals behave the same way in every room, which turns five hours of puzzles into one long argument instead of forty short ones.

—no score yet
5 hours in, still playing

This is published unfinished on purpose. Nothing here is a verdict — the score arrives when the playtime justifies one, and this page is updated until then.

Zadbox Entertainment · Adventure · PC · released 28 Nov 2016 · Surface areas of the island explored, core crystal-combination rules learned, underground sections not yet reached

Tested on GTX 1660 · 1080p · High preset · locked 60 fps, no issues at any point so far

This page has no score and will get one. Quern's pitch, going in, was that it's Myst-like, and five hours in that comparison undersells the one thing actually distinguishing it: the magical crystals behave consistently everywhere on the island, not differently from puzzle to puzzle. Learn how a particular crystal interacts with light or sound once, and that rule holds the next time you see it, three areas away. It turns the game into something closer to building a small personal rulebook than solving forty unrelated locks.

The notebook is doing real work

Quern hands you a sketchbook for recording anything on demand, and five hours in it's become the actual interface for thinking through a puzzle rather than a nice-to-have. Copying a symbol sequence or a dial pattern by hand before walking back to try it is slower than a screenshot would be, but it forced genuine attention to details that would otherwise have been skimmed past.

Major puzzles solved
11
Notebook sketches made
23
Crystal types learned
4

What we are watching for

Whether the consistent-rules design keeps paying off once more crystal types stack together. Right now four types are in play and most puzzles ask for one or two combined in a known way; the design clearly has room to escalate that, and whether it escalates into satisfying complexity or into fiddly backtracking is the open question worth five more hours to answer.

The worldbuilding is the other one. Professor Maythorn's notes and a character called Gamana are clearly building toward something, and other accounts of this game describe its story reception as more divided than its puzzle design — early impressions here are neutral rather than convinced either way, which is exactly the kind of thing that needs the back half of a playthrough to settle.

Notes so far

No hint system has turned up yet, and nothing so far has needed one that a careful notebook entry couldn't solve — difficulty has ramped gently rather than spiking. The island is genuinely pleasant to just walk through between puzzles, which matters more than expected for a game with no urgency pushing you forward.

Updated as we go.

Accessibility

  • No voiced dialogue to subtitle; all story is delivered through text notes and the in-game notebook
  • Full key rebinding on PC; no colourblind mode found, worth checking once colour-coded crystals become relevant to a puzzle
  • No built-in hint system found yet — the in-game notebook is for your own sketches, not game-provided clues
  • No combat and no fail state, so pacing is entirely reading- and puzzle-speed dependent

Checked during play, not from a feature list. Tell us what is missing at hoursdeepcontact@proton.me and it gets added.

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