Press kit
Everything here may be used freely in coverage of the game. Questions: [email protected].
Factsheet
- Title: Semblature: A Deduction Game (said "sem-bluh-cher")
- Developer: Perpolita, one person, sole developer
- Platform: PC (Windows and Linux), on Steam
- Release: Planned for April 2027. The Steam page went public on 4 October 2026 and carries the live date
- Demo: A free demo is planned before launch
- Price: $4.99 USD
- Playtime: About five hours to 100% of the Steam achievements, with an ending
- Players: Single-player only
- Input: Built for mouse, controller and the Steam Deck's touchscreen together, rather than one of them ported to the others. No compatibility rating is claimed until it is earned on the hardware
- Press contact: [email protected]
Short description
A single-player logic deduction game. Every unit looks identical from the outside, and the statements about them are true or false based on their relative positions. Deduce the status and position of each unit, which can always be solved without guessing.
Longer description
A semblature, built like "armature" or "ligature", is an assembled whole of seemings: a bench of units where one wrong placement means the whole structure doesn't stand. The game hands you the bench, the statements, and nothing else. Every statement is load-bearing. Some hold. Your job is to tell seeming from being.
The design rests on three rules it will not break: no puzzle ever requires a guess, every solution is generated and verified unique, and the evidence in front of you always suffices. Hints are free and unlimited: the first points at evidence you haven't used, and a later one gives you a clear move if you want it. There are no timers, no failure states, and no lost progress. It runs about five hours to 100% of the Steam achievements, it has a real ending, and it costs $4.99.
Features
- Scales both ways. A 2D Unity game whose settings go low enough for integrated graphics and an old laptop, and up far enough to be worth a GPU.
- Never guess, and no RNG. Verified-unique solutions; the evidence always suffices, and nothing on the bench turns on a dice roll.
- Hints that respect you. Free and unlimited: a nudge first, a clear move if you want one, never held against you. 100% of the Steam achievements is reachable whether you used hints or not.
- No punishment shapes. No timers, no lost progress, no forced replay.
- Write on anything. Annotate the puzzle directly, in-game.
- Finite on purpose. ~5 hours to 100% of the achievements, a real ending, no live service.
- Accessible at launch. No colour-only information, motion/flash toggles, and text scaling from day one.
History
Semblature is made by one person, in the evenings, around a day job. The design was prototyped and playtested in the browser before a line of engine code was written, and the puzzle content is generated offline against a solver that proves every solution unique. Those three rules are enforced by the pipeline, not by hand-checking.
Assets
These eight screenshots are real captures from a development build (23 September 2026) and are cleared for use in coverage. They are the same set the Steam page carries. Please date them, because the game is unfinished and the interface is still moving. They were captured in the editor at 1920×1080, with the two developer-only buttons for skipping between puzzles hidden, since release builds do not have them. Nothing else in the interface has been moved, cleaned up, or composited. Each is linked below at its capture resolution.
- A ring of six, partway through, one unit labelled broken and two labelled working
- The long row, six units with both kinds of label in use
- The wheel, a hub and six units on the rim
- Detecting a Shade on the tray, six units in two rows of three
- The tuning fork, comparing two units on a row of five
- The Guide, a hint open on a row of four
- The Ward on the tray, a unit fixed in its bracket
- The diagnostic report, how a solved semblature closes
Store art and brand
The store set is drawn by a version-controlled script from the game's own palette and its own board geometry: set type over the units as the game draws them. There is no generated imagery in it and no photography, and the how it's made page itemises that along with everything else. Cleared for use in coverage.
- Main capsule, 1232×706
- Vertical capsule, 748×896
- Wordmark, transparent PNG, 1280px wide
- Icon, 512×512
- Studio logo and mark: perpolita.com/press
Video & monetisation permission
You're welcome to publish and monetise videos of Semblature: gameplay, reviews, criticism, spoilers and all. No permission needed; this page is the permission.
About Perpolita
Perpolita is a one-person game studio making fun and polished games. Semblature is its first title. Studio boilerplate and brand assets: perpolita.com/press.
How it's made
An itemised, kept-current statement of where AI tools are and aren't used in Semblature is at semblature.com/ai.html.