Frames work like every other door frame: you go through them and then you are somewhere else. The only difference is that with frames this "somewhere else" can be anywhere,
discontinuities in space included.
![](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1916610/extras/Basic.gif?t=1698094076)
If anywhere should be somewhere else frames can be
moved.
![](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1916610/extras/Move.gif?t=1698094076)
If something is in the right place, but with the wrong size frames can
change the size of objects.
![](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1916610/extras/Size.gif?t=1698094076)
And if something falls in an inconvenient direction frames can
change gravity of objects.
![](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/1916610/extras/Gravity.gif?t=1698094076)
And frames can do even more:
- The ubiquitous cubes and activation buttons.
- A "Paint Gun" allows to dynamically open and close frames.
- A "Light Gun" that changes how objects interact with frames.
- Frames can have any size and appear in high numbers.
- All features of frames are implemented in the most general way possible and cooperate with each other. No scripted events, no restrictive special cases.
All this results in a staggering number of puzzle-possibilities and the carefully crafted levels make sure to use them to the fullest in this logic-based physics-puzzler.Other features are:
- A story almost as complex as the game mechanics.
- All mechanics are explained "intuitively" through level-design without the need of explicit tutorials or text.
- 95 levels (including free DLC). Every single level exploits a different aspect of the mechanics. No filler, no repitition.
- A hint mechanic, so you never get stuck.
- Full support for mouse/keyboard and controller with freely configurable inputs.
Thinking with portals is easy. Now, try thinking with frames.