I was going to say my all-time favorite experience with a game, The Talos Principle, but that's sitting at a Metacritic 85 so maybe the general population is warmer on it than I thought. So while I doubt that my transcendental time with the game is the norm, it's at least getting the quality of love it deserves.
So instead, as second runner-up: Surviving Mars. It's a weird (especially at launch before some of the more brutal early-game failure chains were reworked) and novel thing, but at the same time is the best of the post-Banished settlement builders, and one of the few such games where disasters don't just feel like arbitrary punishments, but instead actively drive decision-making. I guess while we're here, shoutout to another Haemimont joint, Victor Vran, a little hack-and-slasher that does more with less and mastered the art of the gamepad ARPG well before the console versions of Diablo 3 dropped.
First runner-up: Vault of the Void. Maybe this is more an issue of exposure than opinion, but it's criminal that this hasn't supplanted Slay the Spire as the rougelike deck-battler of record, though honestly that should have happened already with Griftlands and Roguebook. Even still, Vault of the Void is a step above in how it offers so much more control (both within a battle and in terms of deck building) and allows you to actually plan a bit for your next turn instead of leaving it entirely up to the draw.
My winner: Reus. It's a fun little god game. You play it for a few hours, you get caught in the loop of unlocking new resources for future runs by hitting achievements, and you put it down and move on with your life. OR.... you stick with (because it's really good and each session is a nice fixed length and the progression system encourages experimentation) and get to the last set of challenges, which have very specific conditions. So before you even get going, you map out how many of each ambassador type each giant will need to give you access to the resources you'll need. Then, since ambassadors have to be assigned fairly evenly, you determine the order in which giant will receive each ambassador. Then you determine how many cities from each biome you will need, and order them properly, keeping in mind that you'll want to upgrade 4 cities once before you upgrade any city twice (due to how ambassador unlocks work). All of this info fits onto a sticky note, which sits on your desk on top of a stack of other such notes, blueprints that fit the outline for a 120-minute session into the amount of space usually reserved for something pithy and direct, like "meeting: 3 PM"; the early ones have a 4x4 grid, the later ones streamline the information even further into a simple list of letter-pairs indicating ambassador assignments. You're 26 and unemployed, having just left the only career you've ever known, and one you thought you'd be doing for the rest of your life. The game finishes loading. You look at your notes: we start with a forest city, but careful not to let it get too big -- we need to pack 7 cities into the map on this run.
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