
Screenshots

Watch trailer on Steam ↗You're Alive, Phil
John Bullock · Published by b3agz · Official site ↗
Last updated 28 Sept 2026
Help Phil work out what it means to be alive. Guide our rocky friend through 100 levels of relaxing, grid-based puzzle platforming, accompanied by atmospheric music and narration.
About this game
Phil had a thought.
Which was unusual, because rocks don't typically do a lot of thinking. But here he was. Thinking. He was doing quite a lot of it, in fact.
You're Alive, Phil, is an indie minimalist 3D puzzle game about coming to terms with your place in an indifferent universe. Help Phil navigate his sudden and unexpected existence through oodles of levels and distinct puzzle mechanics, all while listening to his story unfold.
Featuring a minimalist aesthetic, an atmospheric soundtrack, and a casual-friendly control scheme, You're Alive, Phil allows players to stretch their minds without stressing their minds.
Key Features
No-Stress: No quick-time events or skill-based platforming, take your time to solve the puzzles.
Work through 8 different puzzle mechanics across 80 levels.
Experience the story Phil, the unexpectedly sentient cube, narrated by the developer.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS: Windows 10 version 21H1
- Memory: 4 GB RAM
- DirectX: Version 11
- Storage: 300 MB available space
Recommended
- Requires a 64-bit processor and operating system
- OS: Windows 10 version 21H1
- Memory: 8 GB RAM
- DirectX: Version 12
- Storage: 300 MB available space
Supported Languages
*languages with full audio support
Latest news
Community & EventsOfficial
Phil Is Coming to Next Fest!
You're Alive, Phil is registered for Steam's October Next Fest, with release to follow shortly after the conclusion of the event!Work on the game has been chugging along. Some dev contract work and a big submission in my ongoing Games Programming degree slowed things down a little (but nothing that wasn't planned for).The game is now fully written, and there are around 15 more levels to make (I'd also like to tighten a few of the existing ones up a bit). This will hopefully leave enough time to do a big ol' polish pass before the start of Next Fest!For those of you who have played the demo already (thank you), there will be an updated/final demo published in time for the start of Next Fest, featuring any content changes I make and all the QoL and other changes based on your invaluable feedback (thanks again).The current release date plan is within a week of the end of Next Fest; the exact date will be posted when the new demo goes live.And that's it, for now. Probably the next big update will be in October, but if there's anything interesting to share before then, I will definitely share it.Read full article on Community Announcements (b3agz)Patch NotesOfficial
0.6.0!
Let me just say up top, there are no changes to the live demo build yet! This post is mostly just to keep you updated with the current progress of the game. Some of these changes will probably find their way into the pre-release demo at some point, just not quite yet.So, what's been up?Bugs and FixesFixed issue with tail block hint animating to an out-of-date imageMade the hint box stand out more, gave it a sound effect to catch the player's attention a bit moreAdded playtesters to the credits screenCamera now refocuses the level on window size/resolution changeLevel resets are now instant; no destroy/rebuild animationTiles now pop in and out rather than slide, so the destroy/rebuild sequence is much fasterResetting the level while Phil is mid-move no longer breaks the gameFeaturesImplemented several new tile types;"Ice" Tile - forces the player to keep sliding in the direction they were going"Immune" Tile - unaffected by the "tail" mechanic and does not count towards tail length"Vulnerable" Tile - opposite of immune, once used, permanently part of the tail and can never be crossed again"Gate" Tile - Can only be crossed if the tile is a specific lengthAdded another 14 levelsAs of this moment, all of the bugs that either I have discovered or the playtesters/demo-players have discovered are addressed (remember, this build isn't live, so there may still be some in the demo). I have just over half of the target level count of 80, and am well on course to get a round of polishing and frilling up done before my goal release date!Thank you again to those of you who have played the demo, and especially those of you who have sent me feedback. The content of the demo is unlikely to change now (as in the levels you can play), but I will update the demo at some point to reflect the minor tweaks and changes to the game itself.Read full article on Community Announcements (b3agz)Patch NotesOfficial
0.5.3 Fixes and Features
First of all, thank you SO MUCH to all the people who have not only played the demo, but have been kind enough to spend some of their time sending me feedback about bugs and potential improvements! I appreciate you all.Now, about those bugs and quality of life changes. The demo has been updated to 0.5.3; no additional content yet, just the aforementioned fixes. And those are;Bug FixesFixed issue where some UI elements were partially offscreen on "taller" aspect ratios (eg, 16:10)Game no longer freezes/cuts all music when tabbed awayPlayer can no longer exit to the main menu during the narrationFixed some typos in narration captionsQoL and Other ChangesChanged level reset keyboard map from C to RNarration screen now shows the name of the level about to be loadedHints will reappear if the player gets stuckThe "Back" button on the credits screen is now clickablePlayer can now skip the narration if they wishPhil now turns to face the direction he's goingSwitched the impassable tile indicator from the row of icons to a plain numberThis is not ALL of the feedback you were all kind enough to send, but I will be getting to the rest very soon. And, once again, thank you!Read full article on Community Announcements (b3agz)






