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The Gardens Between — the two-input, no-text time-rewind puzzle with a Common Sense 12+ ceiling that surprises

Apple Design Award 2019, finished in two hours. The puzzle-cognition floor is 12+ — Common Sense agrees with the Voxel Agents on that, even if the App Store rates it 4+. $4.99 once, no IAP, every platform plus Meta Quest.

The Voxel Agents (Melbourne, AU)ios · ipados · Android · macos · Windows · linux · playstation-4 · playstation-5 · xbox-one · nintendo-switch · meta-quest
76
The Gardens Between is the two-input, no-fail, no-text time-rewind puzzle that the Voxel Agents s…

The Voxel Agents (Melbourne, AU). 2019 Apple Design Award winner. App Privacy box: "The developer does not collect any data from this app." Steam Very Positive — 93% of 955 English / 2,335 Very Positive across all languages. Apple 4.8/5 of 3.7K ratings, no IAP, no ads. Common Sense Media 12+ (puzzle-cognition gate, not content). Two-input control scheme (push time forward, pull time back). Critic Metascore 79, user 7.1 — a real gap on Metacritic the Apple landing page does not show. The contrarian seam: $4.99 buys ~2 hours of one-shot content with low replay.

Where to buy →
The Gardens Between — the two-input, no-text time-rewind puzzle with a Common Sense 12+ ceiling that surprises app icon
The Score

How we got to 76

Fun
78
Learning
62
Safety
95
Value
70

The Play Score is a weighted average: Fun ×0.25, Learning ×0.3, Safety ×0.25, Value ×0.2. Anything below 60 on Safety caps the total at 70.

The Bottom Line

What's good, what's not

+ Worth It
  • Two-input control scheme is the entire mechanic. Gamecritics 9/10 verbatim: "Players have just the right amount of control over Arina and Frendt, as there are only two inputs to manage."
  • Apple App Privacy box, verbatim: "The developer does not collect any data from this app." Data Linked: none. Data Not Linked: none. Tracking: none. In-App Purchases: none. The rare zero-data row.
  • Apple named it a 2019 Apple Design Award winner — Apple's editorial team's own pick. Verbatim citation: "an artful single-player adventure puzzle game about time, memory and friendship."
  • Steam Very Positive — "93% of 955 English reviews positive; 2,335 Very Positive across all languages." Same shape on Apple: 4.8 / 5 across 3.7K ratings.
  • No dialogue, no text, no read-aloud requirement anywhere — the whole story is told visually. Accessible to pre-readers when co-piloted by a reading-age adult.
  • No failure state. No timer. No score countdown. Common Sense Media: Violence / Sex / Language / Drinking / Consumerism — every axis listed "Not present."
  • Cross-platform footprint. Bought once and shared across iOS, Android, Steam, macOS, Switch, PS4, PS5, Xbox One, Meta Quest — the same game on the platform the household already plays on.
  • Press blurb verbatim from The Voxel Agents press kit. Pocket Gamer: "There are only a handful of games on the App Store that have this level of polish, confidence and clarity of vision."
Watch Out
  • CONTRARIAN: ~2 hours from start to credits, low replay. Screen Rant 7/10 verbatim: "The Gardens Between isn't a long game; an initial playthrough takes around two hours, but it certainly has replay value."
  • Common Sense Media settles on Age 12+ — two age bands above the Apple 4+ store rating. The gap is puzzle cognition: "Game uses simple touch controls but gets complicated and intellectually challenging."
  • Gameplay friction at the second-day mark. Steam Josh (6.0 hrs, recommended): "Interesting take on puzzles, but found movement/gameplay kinda annoying at times."
  • Progression curve is uneven. Steam Naib (2.7 hrs, recommended): "The first few levels feel way too linear/easy, but after that complexity bumps."
  • Critic-vs-player gap on Metacritic the Apple landing does not show. Metascore 79 generally favorable across 23 critic reviews. User score 7.1 mixed across 72 user reviews.
  • Same plateau as Donut County / Hidden Folks / Cocoon on the indie-puzzle shelf: the 2018 build is the definitive build, no design refresh in roughly seven years, by design.
Skills Developed

What your kid is actually practising

Spatial reasoning

The whole loop is a 2D spatial-temporal planning task. The kid steers time itself while two characters walk paths — predicting which object the path needs at which moment so the light balls land in the right slot. The mechanic forces a mental simulation of the path forward and the path backward simultaneously.

Pattern recognition

Each island contains a small set of objects that interact in scripted ways at scripted moments. The kid learns to read the scene as a sequence pattern — which object to interact with at which time-tick. Steam reviewer Naib: progression curve is gentle early, complexity bumps later.

Problem solving

Gamecritics frames the puzzle structure cleanly: the kid is not learning new mechanics, they are tweaking one core mechanic into harder configurations. Common Sense Media settles on Age 12+ for solo solvers; co-piloted, 6 to 8 is the honest floor. Puzzle density is moderate, around 20 levels.

Emotional regulation

The narrative motif is shared memory and the friendship between Arina and Frendt. Engadget verbatim: "a bittersweet exploration of the memories and unforgettable friendships we forge as wide-eyed youngsters." Steam MrAPOD: "good emotions and a reminder to cherish friendships." Story is told in pictures.

Attention

Per-scene attention demand is moderate. The kid must track two characters walking in opposite directions while the parent or kid scrubs the time bar back and forth. Common Sense flags the cognitive load: "shifting it back and forth… you often having to shift time repeatedly."

Screen Time

A healthy way to play it

30
minutes

About 30 minutes per session

Saves anywherePause-friendly
Price Watch

Where to buy — and where it's actually cheapest

StorePlatformPrice
App Store Best price
iOS / iPadOS
iOS / iPadOS$4.99Buy →
Google Play
Android
Android$4.99Buy →
Steam
PC / Mac
PC / Mac$4.99Buy →
Web
Browser
Browser$4.99Buy →

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Community

What other parents are saying

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