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SiNKR 2, a sequel to the multi-award winning minimalist puzzle game SiNKR is on the way! Releasing on May 9th, with Linux support. Fantastic to see continued Linux support, especially for such an interesting looking puzzler.

SiNKR 2 is a minimalist puzzle game evolved from the award winning SiNKR. There is just you, hooks, pucks, and various contraptions. SiNKR 2 employs familiar contraptions (square and round holes, kickers, and portals) in new layouts, e.g. spirals; linear and rotational symmetry.

Subtle differences within level themes drive different solutions to superficially similar scenarios.

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A little extra about it:

Carried over from SiNKR

  • Tutorial levels (no SiNKR experience needed)
  • Advanced levels allow for multiple solutions
  • Responsive ambient soundscape
Improved flow through the game
  • Mini map level selector with challenge ratings from * to ***
  • Multiple paths to complete the game
  • Skippable levels

You can wishlist and follow SiNKR 2 on Steam, it will also release on but no store page up there for it yet.

The developer, Robert Wahler, has already provided GamingOnLinux with a review key so we will be taking a look at release. I can at least confirm already, that it does work fine on Ubuntu 19.04. Our contributor, BTRE, actually took a look at the original game and you can read their thoughts here if you're interested in trying out the first entry.

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I am the owner of GamingOnLinux. After discovering Linux back in the days of Mandrake in 2003, I constantly came back to check on the progress of Linux until Ubuntu appeared on the scene and it helped me to really love it. You can reach me easily by emailing GamingOnLinux directly.
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1 comment

Maath 29 Apr, 2019
SiNKR is one of the few games here that I actually have. It was interesting at first, but as with many puzzle games, the way they increase the difficulty is simply by adding more elements. So, it's the same basic puzzle, but you have to hold more information in your head at once in order to come up with a solution, or just do trial-and-error.

As a software developer, I have to hold a lot in my head in order to follow the code and get to the root of a bug. I become less interested in it in my puzzle games. I start to think of ways I could write a program to manage the game's complexity for me instead of trying to solve the puzzle itself.
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