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| Playtime | Not Played |
| Last Activity | Never |
| Added | 04/05/2025 20:16:23 |
| Modified | 27/03/2026 1:25:56 |
| Completion Status | Not Played |
| Library | Itch.io |
| Source | itch.io |
| Platform | PC (Windows) |
| Release Date | 30/08/2024 |
| Community Score | |
| Critic Score | |
| User Score | |
| Genre | Indie Puzzle |
| Developer | Parachor |
| Publisher | |
| Feature | Single-player |
| Links | Store Page PCGamingWiki Twitter/X Soundtrack |
| Tag | 2D Forest Indie mind-bending Nonlinear Pixel Art Puzzle PuzzleScript secrets Sokoban Top Down Adventure |

Discover strange relics left behind by the previous inhabitants of the forest, and learn how they work through a collection of over 200 puzzles!
Reliquia Park contains:
- Many hours worth of puzzles to solve, with an overall gentle difficulty curve.
- 5 realms that you can explore in any order, each with their own unique set of mechanics.
- Learning and discovering puzzle mechanics yourself through interactive tutorials.
- Secrets and optional high-difficulty puzzles for those looking for an extra challenge.
- An in-game help & hints area.

| Arrow Keys / WASD | Movement / Menu Navigation |
| Z | Undo |
| R | Restart Level |
| X / Space / Enter | Select / Open Menu / Close Text |

This game uses a manual password system to save your progress.
"Gardens" are used as save points, where each Garden provides you with a password. You can then enter this password in the main hub to return to that particular Garden.
The "Continue" path on the start screen (and the "Return To Hub" option in the menu) will simply take you to the main hub, from which you can travel to Gardens via passwords.
Note: If you are returning to the game for another play session, it is possible to use PuzzleScript's in-built continue system to resume from exactly where you last left off: Simply press the ESC key to go to the PuzzleScript main menu, and select the "Continue" option.

(Click on any of the questions below to expand the text.)
See the "A Note on Saving" section above. Save data is handled via the in-game Garden system.
Of course! Just make sure you have the most recent Garden's password written down somewhere. When you feel like coming back to where you got stuck, you can input the password in the main hub to travel back to that Garden.
Do note that you may need to re-solve a puzzle or two to get back to the level you were at before if the most recent Garden is a few levels behind.
If you are in a Pylon level, it's likely that you've created some kind of infinite loop! Luckily you should be able to press the Z key to undo yourself out of the loop.
I've received a few reports of the game lagging on particular internet browsers. If you are having this issue yourself, try play the game in a different browser and see if that improves the performance. Google Chrome appears to work well.
Due to limitations of the PuzzleScript engine, the main hub cannot remember your progress elsewhere in the game.
Thankfully, collecting and placing Monolith Fragments uses the same password system as Gardens. Simply re-input the Monolith Fragment passwords to place them again. Placing all 5 Fragments consecutively will open up the hub's exit.
😉
One actual ending, however there's a mysterious path in the Outro section of the game behind a locked gate. I'll leave it up to you to discover how to unlock it!
No need to worry! Every player is different, and each will find some areas and puzzle mechanics easier or more fun than others.
I encourage you to treat each discovered Monolith Fragment as its own "ending", because it's an impressive feat in itself to finish any one of the areas! There's no shame in declaring that you've completed as much of the game as you are willing to complete, and leaving it there :)
That's ok! The challenge levels are completely optional and not required to finish the game, so only play them if you get enjoyment out of it and want a higher difficulty/complexity than the main areas.
The challenge levels were not designed with the main-game difficulty curve in mind, and are partially comprised of cut content that was deemed too unfriendly for a general audience, but potentially interesting for those wanting to challenge the limits of each ruleset.
Yep! Specifically, Reliquia Park is made entirely using PuzzleScript+, which is a fork of vanilla PuzzleScript that enables a few extra handy features.
In particular, I utilize:
Everything not listed above is achievable with vanilla PuzzleScript.
One of my goals with Reliquia Park was to showcase what can be possible using this engine. If "is this actually a PuzzleScript game?" ever crosses your mind while playing this then I have achieved this goal haha!
For those curious, the source code for this game is just over 19k lines long, has over 370 defined levels, and compiles to ~4300 instructions. Development took over 10 months, including a healthy(?) amount of procrastination, making it my largest project so far by a long shot (EDGE CASE took only a week!).
Sorry to hear that! Feel free to let me know via the comments section below, or Twitter, or Discord, and I'll look into it ASAP :)
Unfortunately I'm unable to add music to a PuzzleScript game. PS used to have the functionality to play a YouTube link in the background as audio, but this broke at some point.
If you want something to listen to while playing, I've curated a Spotify playlist with music that fits the atmosphere I'm going for here: https://open.spotify.com/playlist/5FAO2jo4HjwRVqlhTMO87B?si=666ee87a56394f41

The playtesters: Niv, Zymetic, icnmyx, turretbuddy2, Pydronia.
The kind and helpful folks over at the Thinky Puzzle Games Discord server.
Stephen Lavelle (increpare), creator of PuzzleScript.
Auroriax & the other PuzzleScript Plus contributors.
HiroHi, creator of the Gothic Bit palette used as the basis of this game's colour design.
jeti, creator of Typecast, the font used for all of the epitaph messages.
My partner & friends who have encouraged me throughout the entire development of this game.
Everyone who has supported me by playing and sharing my games!

v1.D - Reworked/replaced tutorialisation levels: TOTEM-42, TOTEM-52, TOTEM-53, TOTEM-54, and SHARD-27. Added a new level SHARD-28. Added New Game author attribution message. Added downloadable zip.
v1.C - Added a new warning epitaph to the abyss level intro screens, and nerfed the difficulty of OUTRO-11.
v1.B - Nerfed the difficulty of PYLON-33 and removed an unintended solution.
v1.A - Added a debug level to catch players that encounter the PS+ "wrong warp" bug, so that they aren't sent to the OUTRO levels by mistake.
v1.9 - Removed a very unintended solution from PYLON-32.
v1.8 - Reworked PYLON-33 to avoid the infinite loop bug that would cause the game to freeze.
v1.7 - Removed an unintended solution from PYLON-25. Fixed 'Previous Level' menu option not working in Pylon Gardens. Fixed some secret symmetry.
v1.6 - Fixed a typo and a duplicate level number.
v1.5 - Made it clearer that the Previous Level menu option doesn't work in the hint area.
v1.4 - Fixed bug where a certain secret Glyph epitaph was showing the wrong text.
v1.3 - Fixed bug where the secret activation message would appear too many times.
v1.2 - Fixed two Totem hints being wrongly switched.
v1.1 - Fixed bug where teleporting to Pylon gardens would not work.
v1.0 - Initial release

Kindly refrain from posting Garden and Fragment names/passwords in the comment section without appropriate spoiler tagging. Thank you :)