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The Talos Principle: Reawakened News

The Last Prisoner | Community Puzzle Spotlight

[p]Hey everyone. In today's featured mod article, we're highlighting the first Joint Talos project to be showcased here: The Last Prisoner . This campaign comes from two familiar faces in the community — RFC and Phoenix, who previously worked on puzzles for the "In The Beginning" episode of The Talos Principle: Reawakened.[/p][p]The Last Prisoner features 10 puzzles, carefully balanced to match the difficulty of the main Talos campaign, making them accessible to most players.

The mod also weaves in a compelling narrative: the simulation has ended, but you remain — a soul trapped in a fragment of reality that’s slowly disintegrating. Your only chance is to solve all the puzzles before the final piece of the simulation disappears… along with your very existence. Don't forget to subscribe to the campaign and also read the basement chat! [dynamiclink][/dynamiclink][/p]
BASEMENT CHATS WITH YASEN
[p]Hey there, folks![/p][p]Great to have you both down here in the basement. You’re both long-time veterans of the Croteam modding community, having worked on projects for Serious Sam as well as The Talos Principle.[/p][p]
To kick things off: when did you each join the community, and what inspired the shift from creating action-packed Serious Sam mods to contributing to this excellent Puzzle Pack for Talos Reawakened?[/p][p]RFC: We've been following Croteam's games since 2014, but only became active in the community around 2020, during the pandemic. That’s when we joined Croteam’s Discord server to get more info about the launch of Serious Sam 4. At the time, we had no plans to make mods for the game, until we discovered the Serious Editor. From there, we started "messing around" with it and ended up creating a custom campaign for Serious Sam 4.[/p][p]
Phoenix: Even though it was a lot of fun, that campaign was made purely out of dedication and a desire to learn, since we had zero technical knowledge about game development back then. It was only after releasing the campaign that we really started to study the tools more seriously. I took a 3D modeling course, and RFC kept diving deeper into the Serious Editor.[/p][p]
RFC: A few years later, we began working on a sequel to that campaign, this time set in Egypt, and much bigger and ambitious. But due to the busyness of everyday life (and the fact that we're moving because we're getting married, Yay!), we had to put the development on hold for now. During that time, we got the chance to test The Talos Principle 2, and let’s just say we “got the hang” of puzzle design. Not long after, we were able to put that experience to good use by creating 6 puzzles for the new DLC “In the Beginning”. We still used the Serious Editor to prototype them, since the Talos editor wasn’t available yet.[/p][p]
Phoenix: Not long after, once we got our hands on the new editor, we realized it was way simpler and more user-friendly than the Serious Editor. So we decided to make a mini campaign for the game, since it wouldn’t take nearly as much time as our other project, mostly thanks to how much easier the new tools are to work with. And here we are![/p][p]
Working as a team on a puzzle-focused project like this — would you say it made the process easier or more challenging? How did you divide the work between the two of you, and would you recommend that other modders consider teaming up for similar projects?[/p][p][/p][p]Phoenix: I prefer working as a team, since we can split tasks and playtest each other’s puzzles. That really helps us get a better sense of the difficulty and pick out the best ones.[/p][p]in “The Last Prisoner”, I designed a few puzzles and focused on the level design, while RFC handled other puzzles and did the prototyping.[/p][p]For anyone looking to create a bigger campaign, teamwork really makes a difference, not just for the internal feedback, but also for the support during development. And of course, community testers are still a key part of the final polish.[/p][p]
RFC: In the end, you start to notice that everyone has their own “puzzle style”, and mixing those styles in a campaign makes it feel much richer, with a wider variety of challenges, since each person has their own way of thinking. So yeah, in my opinion, working as a team is definitely the way to go.[/p][p][/p][p]⚪Did you use any community testers for your map? If so, how did their feedback help shape or improve your puzzles?[/p][p][/p][p]Phoenix: Yeah, and it really helped. Even though we did a lot of internal testing, there was always something that slipped through, either a puzzle was too boring (or totally broken). With proper feedback, we were able to improve the overall experience for the community, cutting down bugs and making the campaign a lot more fun.[/p][p][/p][p]⚪What advice would you give to someone just starting out with puzzle design in Talos Reawakened?[/p][p]Phoenix: I’d say the most important thing is to focus on how fun your puzzles are. Just try to make puzzles that are genuinely enjoyable. And maybe throw in a creative or out-of-the-box idea, that kind of thing can really stand out.[/p][p]RFC: My advice is to think about your “target audience” and try to keep things simple and fun. We tend to design our puzzles with more casual players in mind, so we usually avoid mechanics that punish players for making the wrong move. Some people might prefer the opposite, and that’s totally fine, it’s hard to please everyone. But having a clear audience in mind is a good starting point to figure out what kind of puzzles you want to make.[/p][p][/p][p]⚪Thanks again for taking the time to join me here in the basement. To wrap things up — feel free to give a shoutout to anyone you'd like! [/p][p]
Phoenix: I want to thank all the testers who helped out and gave us great feedback, and everyone who’s been enjoying our mini campaign for Talos Reawakened. Thank you so much![/p][p]RFC: Thanks for having us here in the basement! And about that Siberian Mayhem mod we’ve had on the shelf.. we still hope to finish it one day, so hopefully we’ll have news on that in the future![/p][p]
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Arpeggiator | Community Puzzle Spotlight

[p]Hey folks, welcome to this week's puzzle spotlight!

This time, we’re turning the spotlight on Arpeggiator, a puzzle pack by community creator Rocket. Originally put together during the Talos Principle demo days, If you haven’t played it yet, now’s the perfect time to dive in.

Arpeggiator comes with 8 unique puzzles and 2 stars to collect, all set in some really beautiful and thoughtfully built environments. The puzzles range from chill and approachable to ones that’ll definitely make you stop and think. But when it clicks? That satisfaction hits hard.

Rocket put a lot of care into this one, and it shows. From clever mechanics to smooth pacing. It’s a solid mix of fun and challenge for puzzle fans of all kinds.

Also, don’t miss our little basement chat with Rocket, where we talked about how this pack came together and what it was like designing puzzles all the way back during the demo era.

[dynamiclink][/dynamiclink]

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BASEMENT CHATS WITH YASEN
[p]
Hey Rocket, welcome to the basement! Your Arpeggiator pack is really fascinating, having puzzles for everyone from casual to more hardcore players. Have you had any prior experience with puzzle creation, from classic The Talos Principle or perhaps other puzzle games?

I haven't had much puzzle creation experience. I've made a few puzzles for Portal 2, but they weren't good as I was young and wasn't considering puzzle design when creating them. That said, I enjoy puzzle games and will sometimes analyze a puzzle that stood out to identify what elements made it enjoyable.

That's quite interesting. How did you decide to pick up and make puzzles for The Talos Principle: Reawakened?

The Talos Principle has been one of my favorite puzzle games since I first played it in 2019, and I've been following the series since. While I never touched it, I knew about the Serious Editor, which allowed for the creation of custom Talos puzzles, as I had played many of the Workshop releases. When the Talos Principle: Reawakened demo was released, I tried out the editor. The puzzle jam gave me enough motivation to make a few puzzles that I was happy with, using some puzzle ideas I hadn't seen elsewhere.

So you started pretty recently with The Talos Principle. We're happy to hear the puzzle jams have been motivating for you. Any advice you can give to players who still haven't tried the editor, maybe because they feel it's too hard or they're not confident in their skills?

Give the editor a try—you'll never get better at using it if you don't. Recreating some of the puzzles from the official game can be a good way to learn the tools. Designing interesting puzzles is the hard part, but you only get better at that by actually creating puzzles.

Good advice! And for yourself, do you have any future plans for creating more puzzles for The Talos Principle?

I have a few puzzle ideas that I will turn into complete puzzles at some point, and I’ll contribute to any future puzzle jams. A long-term idea I have is to create a full DLC-length episode by combining smaller puzzle worlds and connecting each of them together with a hub—something to give a sense of exploration and discovery as new levels are unlocked.

Sounds ambitious! Good luck with this—we’ll be keeping an eye on your work with anticipation! For the finale, feel free to shout out anyone or share anything you’d like with the audience!

Shout-out to T3rm1n4l for names—the hardest thing in puzzle design. I appreciate all the work Croteam has done in creating The Talos Principle and hosting the puzzle jams. I'm looking forward to the next Talos-related content they release.[/p]

The Talos Principle - Cerebral Puzzle Showcase

[h2]The Talos Principle franchise is part of the Cerebral Puzzle Showcase, and all titles are currently on sale![/h2]
[previewyoutube][/previewyoutube]

Experience the classic that started it all — The Talos Principle (2014) — a groundbreaking philosophical first-person puzzle game that blends deep storytelling with mind bending challenges. A true modern classic of the genre.

Or jump into The Talos Principle: Reawakened — the definitive remastered edition with updated visuals, an all-new chapter, a powerful level editor, and a host of quality-of-life improvements. It’s the perfect way to experience the game in a fresh new light, whether you're a returning fan or a first time player.

Then expand your journey with The Talos Principle 2 — a bold sequel that takes the series to new heights with larger environments, deeper puzzles, new gameplay mechanics, and a rich, thought-provoking narrative that challenges the nature of consciousness and humanity itself.

Whether you're revisiting the classics or diving in for the first time, there's never been a better time to explore the Talos Principle universe — all part of the Cerebral Puzzle Showcase!

https://store.steampowered.com/bundle/35240/The_Talos_Principle_Collection/

Connectorless Puzzle Jam – Winners

Greetings, puzzle architects!

We’ve officially wrapped up the Connectorless Puzzle Jam, and after carefully reviewing over 50 submissions, we’re thrilled to finally announce the winners.

We were really impressed by the creativity and originality on display. Designing puzzles without one of the core mechanics of The Talos Principle, the connector, posed a tough challenge, but so many of you rose to the occasion with amazing creativity!

There were many standout entries, and narrowing it down to just three was no easy task. But here are the puzzles that left the biggest impression on us.

🥇 1st Place – Walking on Glass by Wheat
🥈 2nd Place – Recycle by Joost
🥉 3rd Place – Aeolian Citadel by SpielmitStil

Congratulations to the winners and a heartfelt thank you to everyone who participated. Your contributions made this jam a success, and we loved seeing the different ways you explored puzzle design without the usual tools.

We’re eager to keep the momentum going, so if you have ideas for future jam themes, feel free to share them with us. There’s clearly no shortage of creativity in this community, and we can’t wait to see what you’ll come up with next.

Thanks again, and see you in the next challenge!

The Co-op Principle | Community Puzzle Spotlight

[h2]Hello everyone, and welcome to the latest episode of our Community Puzzle Spotlights!
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While exploring the incredible creations in the workshop last week, we were thrilled to discover "The Co-op Principle." This puzzle pack quickly stood out to us. We downloaded it, launched it, and found ourselves genuinely enjoying its unique asymmetric puzzle experience.

"The Co-op Principle" draws inspiration from beloved co-op puzzle games like "We Were Here" and "Keep Talking and Nobody Explodes." It requires two players to communicate and collaborate, solving puzzles on their respective screens. Our playthrough was filled with laughter, and we were delighted to see how well this concept worked within the Talos universe.

We highly recommend subscribing to this puzzle pack and trying it with a friend. Once you've experienced it, don't forget to share your thoughts on the puzzles in the comments or directly on the workshop page.

https://steamcommunity.com/sharedfiles/filedetails/?id=3470874980

Now, let's dive into a conversation with the talented creator behind "The Co-op Principle." Qoqqi!

BASEMENT CHATS WITH YASEN


Hello Qoqqi, it’s great to have you with us! Could you please introduce yourself to our readers? Since when have you been creating puzzles for The Talos Principle, and how long have you been part of our community? What initially inspired you to start designing puzzles for the game?

I love playing puzzle games, and I also enjoy creating maps for various titles, including The Talos Principle. I’ve always been curious about creating things, I'm into modding and programming in general — although I haven't published most of my work.

I first played Talos about three or four years ago. I was impressed with what the game offers: the story, the music (I love Virgo Serena and The Fall of Gehenna; Damjan Mravunac makes really good soundtracks—tell him I said hello), the addictive puzzles, and most importantly, the stars, that was the most interesting part. And yes, the easter eggs. :)

The first map I ever created and published was "Elohim’s Creation" for TTP. I made it about a year ago after spending a month and a half diving into the Serious Editor. When I began working on it, I didn’t expect to build something truly substantial I was simply "testing out" the editor (which, by the way, is also why the puzzle "Intervention" turned out so small, it was the first puzzle I made).

Your release of The Co-op Principle is one of the most unique takes on The Talos Principle. You’ve essentially created an asymmetric co-op experience, somewhat reminiscent of We Were Here. I had a fantastic time playing it with my friend. Could you share how the idea for such a puzzle concept came to you? Was it challenging to design puzzles that fit this cooperative format?

I'm really happy you enjoyed it!

I've always wanted the chance to play The Talos Principle with a friend (much like in Portal 2). Since there wasn’t an official way to do that, I decided to try building it myself.

Originally, this map was just an experiment inspired by We Were Here, where players also play offline and solve puzzles by sharing information. I was curious whether I could pull off a cooperative format using the editor's built-in tools, which to be honest are still quite limited. For some parts, I used third-party tools to add certain objects to the level.

Now that your co-op project is complete, do you have any plans to add more puzzle sets to it? Are there any other new projects you’re currently working on that you could share some details about with us?

At the moment, I don't have concrete plans to continue or expand The Co-op Principle; however, there's still a chance I might revisit it someday.

Right now, I'm focused on creating a "Reawakened" version of my original Elohim's Creation map. I'm trying to reconstruct as many details as possible, but I'm once again facing the editor's limited functionality. I would love to recreate the final cutscene from Elohim’s Creation, though. On the plus side, the new editor offers many fresh features that make development much easier, so this new version will look significantly better.

Beyond that, I occasionally publish small, standalone ideas as mini-maps ("Little Island, Little Star," "Lost Connection," "Ra, the Sun God"), and I also dive into the game files to build tools for the community, like the Talos .level editor.

Thank you for joining us for this interview, Qoqqi! We’re definitely looking forward to highlighting your future projects. For the grand finale, feel free to give a shout-out to anyone out there!

I would also like to thank everyone who helped me create this map.

Special thanks for the story and dialogues to NataliJey.

Thanks for the playtesting to chamdresser, SamX, and Kirena-kaya from the NOEMA Archives Initiative.