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Augmental Puzzles

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Augmental Puzzles screenshot 1
Nonograms_launch trailerWatch trailer on Steam ↗

Augmental Puzzles

Flammable Penguins Games · Published by Flammable Penguins Games · Official site ↗

2 user reviews — 100% positive (2 reviews)

Last updated 3 Oct 2026

Master logic puzzles in VR with handcrafted Sudoku and Nonograms. Built for comfortable, one-handed mixed reality play with daily challenges, massive puzzle packs, and global leaderboards. Stuck? Smart hints meet you where you're at and teach real techniques. Join the solve today!

Early AccessDJCTQ lVR

£8.50

Lowest price we've ever recorded

View on Steam

Prices can lag the live Steam store — always confirm before buying.

Price history

4 Sept 2026Lowest: £8.50 · Highest: £8.507 Oct 2026

Indie, Early Access, Casual · 2026 · More £5 - £15 games

Explore Augmental Puzzles, where you master Sudoku and Nonograms in comfortable VR. Daily challenges and massive puzzle packs await in this indie early access game from 2026.

About this game

Master complex puzzles with smart highlighting and intelligent hints.

Correct mistakes instantly using the infinite undo and replay.

Puzzles crafted by hand, computer verified. Tasty Sourdough-ku!

Check solutions on the fly to help you solve them with absolute confidence!

Intelligent highlighting

Making a wrong placement highlights it, as well as any other number that it clashes with so you can see where the problem lies!

Hint System

We all get stuck sometimes. With our Intelligent Help feature you can get a hint to get you going again.

Infinite Undo

Made a mistake? Not a problem. You can undo it to your heart’s content. Replay allows you to rewatch how you solved the puzzle to learn from your journey.

Rules validation

Making sure you put your numbers correctly according to the sudoku rules.

Solution checker

Checks against the solution for this puzzle. It’s non-intrusive and can be turned off if you’d rather try on your own first.

Cloud Save

Taking a break? Come back and continue your puzzle anytime. There is never any rush with our game.

Daily challenges

Every day there is a new sudoku puzzle for you to solve.

Scoring leaderboards

For the competitive puzzlers among us, climb the Daily Challenge Leaderboards.

Passthrough everywhere

Wherever you are, stay aware of your surroundings with our passthrough. Tired of reality? You can turn it off for a fully immersive experience.

Handset puzzles

All of our puzzles are handset and come in different sizes!

System Requirements

Will my PC run this? →

Minimum

Minimum:
  • OS: Windows 10
  • Processor: Intel Core i5-4590/AMD FX 8350 equivalent or better
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 970, AMD Radeon R9 290 equivalent or better
  • Network: Broadband Internet connection
  • Storage: 150 MB available space
  • VR Support: SteamVR (Quest Link, Index, Vive)

Supported Languages

English

Latest news

  • AnnouncementsOfficial

    Frame Build Live

    Excited to announce that our Steam Frame build is live on the store. We put in a lot of effort to ensure it runs natively on the device at full resolution and 120fps, which is a huge leap over our other standalone builds, enabled by the better control SteamOS gives us. Sadly, we don't have a devkit and couldn't get into the early verified queue, but this build has been tested on hardware and is only possible with the support of the Godot community and XR Team. Also, huge thanks to Bastiaan Olij from Godot and Katie from Triangular Pixels for all the support. We could not have done it without you guys. Check out Triangular Pixels' game Unseen Diplomacy 2, which runs on Frame via Proton and Streaming. Sadly, we didn't make the waitlist for hardware, though we are working to get our grubby hands on a kit ASAP so we can continue to refine and polish the Frame experience.
    Read full article on Community Announcements (Kimau)
  • AnnouncementsOfficial

    Minesweeper Release

    Our third game mode is here. Minesweeper joins Sudoku and Nonograms, rebuilt for pure deduction: every clue is on the board from the start, there is no fog of war, and there is no lucky click. Mark each cell mine or safe using nothing but the numbers. Every board is hand-set and verified by our solver to be solvable by logic alone. Minesweeper Every clue visible from the start. The whole field is one logic problem you can see at once, and you can take it in any order you like. No lucky clicks. No mine total to lean on, no corner you have to gamble on. Every deduction comes from a clue and the cells around it. Boards from 8x8 to 50x50. Big boards keep their cells at a size you can hit: the board grows instead of the cells shrinking. Grab the 50x50, pin it to the ceiling, take a week over it. Paint in strokes, flip the brush, leave ghost marks. Drag along a row to mark a run, tap the brush to swap mine and safe, drag from a clue to leave a "this clue thinks a mine is here" note for your working. Hints that teach. Hints run on the same solver as the other modes and name the technique they are using, with the cells lit on the board. Auto Zero and Auto Safe. Optional toggles that cross off the cells a satisfied clue has already answered for you. Both hold back while any clue is broken, so they never paper over a mistake. Undo, redo, replay, scratch pad, autosave. Everything the other modes have, on day one. New content Welcome Pack: six Minesweeper boards, 8x8 up to 50x50, free for everyone. Minesweeper Bundle: 101 hand-set minefields, included with the game. September Daily Challenge: Sudoku and Nonograms through the month. Minesweeper joins the rotation once we have seen how the first boards land with you. Also in this update Fairer difficulty ratings in every mode. The rater now counts how many other moves were on offer at each step, so a step with one way in is worth more than one with five. The Sudoku rater was rebuilt at the same time. Sudoku: X-Wing, Swordfish and...
    Read full article on Community Announcements (Kimau)
  • Patch NotesOfficial

    Summer Patch v3

    Thank you for the feedback, we read all of it. This one is small and almost entirely about how the game feels in your hands. Grabbing has some give in it. Picking up a panel or a board used to feel welded to your hand. There is a bit of elastic in the grab now, so things carry a little weight, follow your hand and settle where you put them. Board cells are stickier. We turned the stickiness up, so your hand can drift over a border without the selection hopping to the neighbour. Big puzzles are much easier to work on and there are far fewer misclicks. Hovering also hands over to whichever hand is free, rather than staying with the one you last pointed with. The highlight is easier to read. The cell tint has been turned up, so the cell you are about to act on is obvious rather than something you squint at. Annotation lines leave a mark. Drawing an annotation line across a nonogram now tints the cells it crosses, so you can lay a move out and look at it before committing to it. The tint clears on your next move, the same way hint colouring does. The tutorial follows the correct hand. It could read the wrong hand's position and refuse to accept a step you had just done correctly. Along with a round of stability fixes, and more of the quiet groundwork for the headsets in the list above.
    Read full article on Community Announcements (Kimau)
  • Patch NotesOfficial

    Summer Patch Update

    UPDATE A patch that size shakes a few things loose. This is the follow-up that screws them back down, plus a couple of small reworks that did not want to wait for the next big one. Feedback. We keep asking you to use it, so it deserved better: a fresh layout and a set of emotes, for when one poke says it faster than a paragraph. We also realised many players did not see our feedback options so we have put it front and centre on the menu so you can let us know what you think of the new changes as we go on this early access journey.Nonograms board Visual Changes. To help with rendering performance and solve some nasty render bugs on other platforms we have put a backplate on Nonogram puzzles. We put in a lot of work to make them look better and improve animations. Let us know what you thinkMarking cells got cheaper. More of the renderer work paying off: filling or marking a cell now sends the headset only the cells that changed, rather than the whole board's worth of state every time. Nonograms and Sudoku both. Big boards feel it most, standalone headsets doubly so. Board animations fire when they should. The new cell animations were being timed against the wrong clock, which could stop some of them playing at all. They now share a clock with the renderer.Scratch pad ink minds its manners. Ink no longer cuts visual holes in whatever sits behind the pad, and the grab and draw areas now line up with the pad's actual edges.Vector text touch-ups. Blank lines in text lay out correctly, fallback glyphs draw better, and a rare bug that could draw a glyph wrong is gone. Help pages reflowed for controls, nonograms and Sudoku. Same words, less squinting.Along with various small fixes
    Read full article on Community Announcements (Kimau)
  • Patch NotesOfficial

    The Summer Super Patch is Here!

    Summer Super Patch This one is mostly under the bonnet, and it is the biggest technical patch we have shipped. We took the engine up two versions, tore out the way puzzle boards were drawn and rebuilt it, and swapped our text rendering for something that never goes fuzzy. The headline is performance, and there is a new pack of 98 puzzles at the bottom for people who scroll straight past the plumbing. Godot 4.5 to 4.7 The whole game moved from Godot 4.5 to Godot 4.7, two engine versions in one jump. A newer renderer, better OpenXR support, and a long list of engine fixes we no longer have to work around ourselves. Along the way we hit 19 crash and correctness fixes in the engine itself, and we are sending them back upstream to the Godot project so everyone else gets them too. Gameboards Rebuilt from Scratch Board rendering has been fully replaced. The old approach built each board out of individual pieces and asked your headset to draw every one of them; the new one puts a whole board on screen for a fraction of the work. It is the biggest performance change we have ever shipped. Big boards stopped being expensive. 16x16 Sudoku and the larger nonograms were the worst case for the old renderer. They are now comfortably inside budget. Quest is faster too. Frame times are steadier, headroom is up, and the headset runs cooler over a long sitting. More animation. With the render cost down we spent some of the budget back on motion. Cells, clues and board furniture now react as you place, clear and complete. Ready for Steam Frame We ship a native arm64 build, so nothing is emulated and nothing is translated. On Steam Frame the game runs at the headset's native resolution and holds a stable 120 FPS. No upscaling, no reprojection crutches, no small print. The build has gone in for submission, so we are ready for launch day, and we think that is a big deal. Fonts with Infinite Resolution Every number, clue and label is now drawn as a true vector shape directly on the GPU. Pre...
    Read full article on Community Announcements

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