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Crushed In Time — Draw Me A Pixel’s Elastic Sherlock Adventure is Funny, Inventive, and Almost Great

Crushed In Time

Crushed In Time

Game: Crushed In Time Developer / Publisher: Draw Me A Pixel Platform: PC (Steam) — Steam Deck Verified Price: $24.99 (Intro Offer: $19.99 until June 24) Release Date: June 10, 2026 Reviewed On: PC (Steam) Runtime: ~5.7 hrs (Main Story) Steam User Score: Very Positive (507 reviews) OpenCritic: 80 — Strong Related To: There Is No Game: Wrong Dimension

If you played There Is No Game: Wrong Dimension and walked away charmed, Crushed In Time is the follow-up Draw Me A Pixel has been quietly building toward — and for the most part, it delivers exactly the kind of gleefully strange meta-adventure the studio made its name on. Sherlock Holmes and Dr. Watson find themselves investigating a missing character at the very game studio bringing them to life, which means travelling through the stages of the game’s own development in a story that plays with the boundaries between creator, creation, and player with the same mischievous energy that made Wrong Dimension such a distinctive experience.

The mechanical hook is the entire game’s interface: every interaction is performed by grabbing and pulling with the mouse — stretching, releasing, tugging, rotating. There are no secondary buttons. This constraint, which sounds limiting on paper, turns out to be the source of the game’s most creative puzzle design. Draw Me A Pixel has found an enormous amount of variety in a single input, and the solutions consistently reward observation and lateral thinking rather than memorising genre conventions.

The Writing and Characters

The writing is where Crushed In Time is most clearly operating at Draw Me A Pixel’s best. Sherlock and Watson are played as cheerfully incompetent bystanders in an investigation they don’t fully understand — the joke being that the detectives famous for solving everything are, here, largely getting in the way while the player does the actual work. The cast of new characters is equally well-drawn, with Emmet in particular receiving the most emotionally satisfying arc in the game. The humour lands consistently throughout the first two-thirds, built on the same flavour of absurdist self-awareness and dad-joke warmth that made Wrong Dimension so rewatchable.

The meta-layer — travelling through stages of the game’s own development, interacting with the act of creation itself — gives the comedy sharper edges than a conventional adventure game could. There’s something genuinely clever about a mystery set inside the process of making the thing you’re currently playing, and the game finds real entertainment in that premise without exhausting it.

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The Puzzle Design — Mostly Strong, Then Inconsistent

For the majority of the game, the puzzles are exactly the right level of challenge — approachable enough that most players won’t need hints, but requiring genuine observation and creative thinking that makes the solutions satisfying when they click. The hint system is present and unobtrusive; the game doesn’t punish players for using it, and for most of the runtime the hints are genuinely useful rather than cryptic.

The late-game chapters are where this consistency breaks down. Several players independently identify the same pattern: puzzles in the final third become either underclued — leaving the interaction space unclear rather than the puzzle itself — or dependent on timing-sensitive input that the rubber-band mechanic doesn’t always handle cleanly. The distinction matters: a hard puzzle is one where the solution is difficult to find. A frustrating puzzle is one where you have the solution but aren’t sure what the game is asking you to do. Crushed In Time has more of the second kind in its closing stretch than it should.

How It Compares to Wrong Dimension

The elephant in the room for anyone who came here from There Is No Game: Wrong Dimension is whether Crushed In Time reaches the same heights. The honest answer is that it doesn’t — and the most substantive reviews are clear-eyed about this without it diminishing what the game achieves. Wrong Dimension’s emotional resonance was higher, its ending more cathartic, its story stakes felt more directly. Crushed In Time’s ending, specifically, resolves more quickly than the preceding investment earns, and Sherlock — who functions as comic relief throughout — never gets the meaningful engagement with the story’s events that a character this central probably deserves.

But “not quite as good as one of the best indie adventures of the last decade” is a ceiling complaint, not a condemnation. Taken on its own terms, Crushed In Time is a confident, inventive, genuinely funny point-and-click adventure that demonstrates the studio hasn’t lost what made them distinctive. At the introductory price of $19.99, it’s an easy recommendation for fans of the genre.

The Good, The Bad, & The Ugly

The Good The Bad The Ugly
The Elastic Mouse MechanicA single-input design that sounds restrictive but generates enormous puzzle variety. Grabbing, stretching, and releasing is the only verb — and Draw Me A Pixel finds a genuinely impressive range of ideas within it. Late-Game Puzzle FrustrationThe final chapters have several puzzles where the problem isn’t finding the solution — it’s understanding what the game is asking you to do. Underclued interactions and timing-sensitive moments that the mechanic doesn’t always support cleanly. Launch Bugs (Largely Patched)Chapter 7’s blank screen bug and occasional softlocks affected a number of players at launch. Most have been fixed quickly, but it’s worth noting for anyone who plays immediately after release.
The Writing and CastConsistently funny, warmly characterised, and smart about its meta-premise without being smug about it. Emmet is the emotional standout — the only character whose arc reaches a fully satisfying conclusion. The Ending Rushes Its StakesBy the time the story reveals its full weight, the resolution arrives quickly. The payoff feels proportionally smaller than the journey, and Sherlock — despite being the game’s most famous character — never really engages with the events around him.
The Meta-LayerA mystery set inside the process of making the game you’re playing. It’s a premise that could easily be exhausting and Draw Me A Pixel makes it feel inventive throughout.

The Verdict

This elastic point-and-click adventure with Sherlock and Watson is a delightful surprise. The creative time-travel mechanics and clever humor make it absolutely worth your money. Crushed In Time doesn’t reach the emotional heights of There Is No Game: Wrong Dimension, and its final chapters strain under puzzle design that can’t quite maintain the earlier consistency — but the studio’s voice is as distinctive as ever, the mechanic is genuinely inventive, and the writing carries the experience even when the puzzles test your patience. For fans of Draw Me A Pixel or the genre at large, it’s an easy yes.

For more game reviews, check out our full reviews section.

Score Breakdown

Core Mechanic & Puzzle Creativity8.5/10
Writing, Humour & Characters8.5/10
Meta-Storytelling & Premise8.0/10
Late-Game Puzzle Consistency6.0/10
Ending & Narrative Payoff6.5/10
Visual & Audio Design8.0/10
Value for Money (~6hrs / $19.99)8.5/10
Final Score
7.5
Crushed In Time — Draw Me A Pixel
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