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Teslagrad Review: A Wordless Steampunk Puzzle-Platformer That Still Holds Up

Teslagrad review: Rain Games' wordless 2013 magnetism platformer still holds up, with hand-drawn rooms and a conspiracy you assemble yourself. 7.9/10.

By mitch·4 min read
A young boy stands amid the ruins of a vast industrial city lit by neon lights.

Teslagrad arrived in 2013 with no dialogue, no narrator and no map marker telling you where to go. Rain Games built a 2D puzzle platformer around magnetism and electricity, dropped a young boy into a deserted tower, and let the player work out the rest. It holds up. The game’s reputation as a quiet, precise, occasionally stubborn piece of design is earned, and its 7.9 out of 10 is the right number.

Trailer, via Rain Games.

The Tesla Tower and the Kingdom of Elektropia

The setup is political before it is mechanical. In the Kingdom of Elektropia, a king rules with an iron fist and has spent years destroying a sect of technological wizards called the Teslamancers. Their tower, Teslagrad, sits in the middle of the city. The name is a compound: the inventor Tesla, plus the Slavic word Grad, for city. When a city-wide manhunt comes for a young orphaned boy, he flees into the tower.

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What he finds inside is a forgotten vault of ancient technologies and forgotten history. Rain Games tells this story without dialogue. Visual storytelling and atmospheric design carry the narrative, and the game is better for it. The conspiracy the boy uncovers is the same one the player assembles from murals, machinery and the wreckage of the Teslamancers themselves.

Magnetism as the Only Verb That Matters

Teslagrad is a 2.5D puzzle platformer with action elements. Magnetism and other electromagnetic powers are the key to moving through the game and to discovering the tower’s secrets. Combat is minimal. Electric-based puzzle sections and precise platforming do the heavy lifting, and the game offers various upgrades and items as it progresses.

The world is a steampunk-inspired version of old Europe, non-linear, with more than a hundred hand-drawn environments. That count is the game’s real argument. Each room is drawn, not tiled, and the art does the work a script would do elsewhere.

the inventor Tesla and the Slavic word Grad for City

The side-view perspective keeps the puzzles legible. You see the gap, you see the coil, you see the wall you cannot cross yet. What you do not get is a hint. Teslagrad trusts the player to fail a few times and then understand.

Where the Design Pushes Back

The non-linear structure is a strength and a test of patience. With more than a hundred hand-drawn rooms and no dialogue to orient you, the tower can feel like a place that respects your time less than it respects its own atmosphere. The puzzle logic is clean. The navigation is not always.

Minimal combat is the right call. Every fight the game does include is a break in rhythm rather than a climax, and the electric-based puzzle sections are where Teslagrad is at its best. The upgrades and items arrive at a steady clip, which keeps the back half from sagging.

This is a game about a boy with the tools of a dead order and nothing else. Rain Games committed to that premise fully. The result is a platformer that asks you to read a room instead of a subtitle.

What Teslagrad Gets Right

Teslagrad released in 2013 across PlayStation 3, PlayStation 4, Linux, Android, PC (Microsoft Windows), iOS, Mac, Wii U, PlayStation Vita, Xbox One and Nintendo Switch. A sequel, Teslagrad 2, followed in 2023. The game received generally positive reviews, and the 7.9 out of 10 critic aggregate across six outlets tracks with what the design actually delivers.

The wordless approach is the part worth defending. Plenty of indie platformers use silence as a mood. Teslagrad uses it as a constraint, and the constraint sharpens everything: the hand-drawn environments, the magnetism puzzles, the slow reveal of what the king did to the Teslamancers. The conspiracy lands because nobody explains it to you.

The weaker half is traversal. A non-linear tower with no dialogue and no signposting will lose some players in the middle stretch, and that is a real cost, not a matter of taste. The game’s confidence in its own atmosphere occasionally outruns its duty to the person holding the controller.

Still, the magnetism mechanic is the whole game and it holds. Precise platforming plus electric-based puzzles plus a steampunk old Europe rendered in hand-drawn rooms is a specific, coherent thing, and Rain Games built it without a single spoken word. That is harder than it looks.

Teslagrad is not the loudest platformer of its year. It is one of the more disciplined ones. The tower, the boy, the dead wizards and the tyrant king add up to a game that knows exactly what it is and refuses to pad the answer.

7.9 of 10.

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