Helix: Descent N Ascent immediately caught my attention with its striking monochrome presentation. The black and white art style feels intentional rather than nostalgic, drawing from indie comics and classic manga to create a world that looks barren yet expressive. There’s something quietly magnetic about its atmosphere, the kind of visual tone that makes you want to slow down and take in every detail. The hand‑drawn scenery and moody soundtrack promise an experience that’s as much about feeling as it is about solving.
Developed by Belgian studio Badass Mongoose, a small team of two, Helix was built specifically for the original Nintendo Switch hardware. While there’s no dedicated Switch 2 version, it runs flawlessly through backward compatibility, and this review was played entirely on Switch 2 in both handheld and docked modes.
As a fan of puzzle games, I’m always drawn to titles that use their mechanics to tell a story, and Helix seems to do exactly that. You awaken in a dim, isolated space with no clear direction, only to meet a figure who mirrors you almost perfectly. That encounter sets the stage for a journey built around discovery and reflection, where each new ability opens the world a little further. Helix blends its minimalist storytelling with its bold visual identity to create something that feels mysterious, personal, and quietly thought‑provoking.
ℹ️ Reviewed on Nintendo Switch 2 | Review code provided by PR/publisher, this review is the personal opinion of the writer.
| Developer | Badass Mongoose |
| Publisher | Badass Mongoose |
Things I liked!
- Visual Design | Helix makes an immediate impression with its monochrome style. The black and white palette gives every environment a sharp, deliberate look, turning simple shapes and shadows into something atmospheric. Every element is hand‑drawn, not just the backgrounds, which gives the world a textured, sketchbook quality that feels both minimal and expressive.
I especially enjoyed the animation flourishes that appear when you activate a portal or trigger an interaction. These bursts of movement give the world a sense of responsiveness, and they stand out beautifully against the minimalist backdrop. I often wondered whether Helix would feel the same if it were presented in colour, but I suspect it wouldn’t. The monochrome approach makes these moments more striking, and it’s a big part of what gives Helix its unique charm.
The overall presentation feels cohesive and intentional, with every frame reinforcing the calm and reflective tone of the experience. The simplicity of the art style never limits the game; instead, it highlights the small details and clever visual cues that guide you through each puzzle and environment.
- Gameplay | Helix keeps its mechanics simple and easy to understand. You explore a series of isometric rooms, each one acting as its own contained space. The camera never moves, and stepping off the edge of a room places you into the next one. It creates a steady, almost board‑game style flow from one area to another.
Your goal in each room is to look around, interact with what you find, and figure out how to open the path forward. The early puzzles are gentle, but later ones ask for more thought. A few had me stumped for a while, the kind where you wander back through earlier rooms, explore a little more, and eventually spot the detail you missed. It never becomes frustrating, but it does reward patience and curiosity.
As you progress, Helix introduces new abilities that keep the puzzle solving fresh. Sometimes you gain the power to create cubes and place them on pressure plates. Later, you might trade that ability for a hook that lets you pull distant switches or jump across gaps. One of my favourites is a small bird‑like creature that you throw out like a tiny drone. You can guide it around the room, but it runs on a timer that ticks down as it moves, and when the timer reaches zero it explodes. It is a clever tool that encourages quick thinking and careful planning. Eventually, the game starts combining these abilities, asking you to use cubes, hooks, drones and timing together to solve more layered challenges. - Exploration and Rewards | Along the way, you will often come across computer terminals that contain small minigames. These are a fun change of pace from the main puzzle solving. Some of them reminded me of classic side‑scrolling platformers where you move through a short stage while avoiding obstacles and trying to reach the end. Completing these minigames rewards you with useful items such as power‑ups, and sometimes you receive codes or pieces of more complex puzzles that appear later in the level.
Each area also contains its own set of collectables. Glyphs are the main progression collectables, earned by completing puzzle dungeons, and they contribute to the markings that appear in the starting area. Relics are hidden collectables found while exploring, and some of them can be difficult to spot. I found a few simply by walking everywhere possible and checking every corner. There are also scraps of paper to find, and collecting them reveals complete artworks that share more about Helix: Descent N Ascent’s story. All of this encourages you to explore each level thoroughly and adds more depth to the overall flow of the game. - Music and Sound Design | Helix uses a calm and atmospheric soundscape that supports its puzzle‑focused design. Most rooms are quiet, with soft ambient tones that help you concentrate on the layout and the objects around you. When you interact with switches, cubes, hooks or other tools, the game uses clear audio cues to confirm your actions. These small sounds make it easier to understand how each mechanism responds and help guide you through more complex puzzles.
The musical score is atmospheric, and while it fits the game well, it is mostly forgettable. It leans heavily on soft ambient sounds that blend into the background, helping you stay focused while solving puzzles and exploring. The unobtrusive nature of the soundtrack suits the game’s slow and thoughtful pace, keeping your attention on the environment and the puzzles rather than the music itself.
The computer terminals introduce a different tone. The music that plays during the minigames is much catchier and stood out for me. It gives those sections a more energetic feel compared to the calm atmosphere of the main puzzle rooms, making them feel distinct without breaking the overall mood of the game.
Mixed & disliked!
- Unclear Combinations | The ability combination mechanics are an interesting idea, but they could be clearer. It was often difficult to understand which combinations were possible or expected, and the game doesn’t always communicate how different abilities interact. I did enjoy the fact that there are no tutorials and you’re left to figure out puzzles and progression on your own, but the combinations themselves could have been a little easier to understand. The concept adds potential depth to the puzzles, yet clearer visual or tutorial guidance would make experimenting with combinations feel more intuitive.
- How long did I play the review before publishing? 11 Hours
- How long to beat the story? 8 Hours
- How long to get 100%? | 12+ Hours
- You’ll love this game if you like these | The Last Campfire and Tori Tori 2+
Score: 81/100
Where silence and puzzles speak louder than words.
I enjoyed my time with Helix: Descent N Ascent. Its atmosphere, puzzles, and visual style made each session engaging, and playing for a few hours at a time helped me keep track of my surroundings and progress. I played in both handheld mode and docked and never had any issues, with the experience feeling smooth and consistent throughout. It’s a style of game that won’t be for everyone, but if you enjoy slow, thoughtful exploration and puzzle solving, Helix offers a memorable journey that is easy to sink into.
Want to see Helix: Descent N Ascent in action? Check the video below:
Avid gamer for over 30 years who lives and breathes Xbox, I enjoy talking video games and can often be found on X.