One of the most remarkable traits of humanity is our ability to adapt and flourish, regardless of where we find ourselves. Take Threshold, for example, an indie game brought to life by a developer with previous credits on Deathloop and Dishonored. Set atop a lofty mountain peak, the game casts you as a character taking on one of the most pressure-filled maintenance jobs imaginable. I find myself observing the trains, ensuring their punctuality. With the air so thin, each shift is a battle as I gasp for breath. A nearby grave marks where my predecessor now rests, and my co-worker seems grateful just to have me around to bear the weight of this demanding responsibility.
The game advertises a unique difficulty system based on countries. I opt for Canada, and the game begins by dramatically showcasing my country alongside its flag. As I enter my modest workspace, I notice a shirt proclaiming “I love Ottawa.” Being from Toronto, I’m not pleased. It’s a true psychological horror for me.
My first thirty minutes in Threshold are spent learning the ropes. I’m given the choice to select a two-letter name, “Bo.” My colleague, Mo, slowly introduces me to the tasks at hand. When the train begins to slow, I blow a large horn to accelerate it. I’m also responsible for exchanging punched tickets for air vials. In moments of breathlessness, these vials are a godsend. The only downside is having to bite into them, leaving me rejuvenated but spitting out blood.
Mo shares a few hacks to make our job slightly less daunting. For instance, heading to the sluice gate to scrape off some stubborn goop scores me an extra ticket. However, the station’s layout is horribly inconvenient. Navigating through buildings and meandering paths eats away at my time. Whoever designed this setup could have easily added a few doors to streamline the tasks, but it seems like an intentional decision—much like the flawed vial design—to add small traps and hurdles at every turn.
Despite the challenges, I put in the effort, and soon enough, I have a small stash of air vials. Perhaps it’s thanks to the country’s difficulty level, but I’m finding it easier to breathe. That’s when Threshold begins to reveal its hidden depths. Scattered across the map are various secrets that propel the story forward. Discovering a corpse prompts me to inform Mo. Elsewhere, a secret door opens when I use a whistle, leading to a breathtaking area filled with limitless air and opportunities to delve into mysteries I’ve encountered. As tempting as it is to linger, the train running on time takes priority.
The simplicity of Threshold’s PSX-style graphics and absence of music transform the act of managing the train and gathering tickets into something almost zen-like. I start syncing with the rhythm of the train, the grind of the gears, and the mechanical hum of a ticket printing. Completing Threshold takes just over an hour, but its elusive secrets and diverse endings make it a game worth revisiting.
Threshold made its debut on November 19 for Windows PC. This review is based on a download code supplied by Critical Reflex. While Vox Media has affiliate partnerships, these do not sway editorial content. Purchases made through affiliate links may earn Vox Media commissions. For more details, check out Polygon’s ethics policy.