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Forbidden buttons header art

Forbidden buttons

Press the forbidden button to rewrite each room. Freeze gravity, make everything bounce, and teleport to objects you throw in a bright first-person puzzle game built around fast, clever aha moments.

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Search Google: Who developed Forbidden buttons?Developer scaleThe operating scale of the game's developer.
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Search Google: Is Forbidden buttons self-published or published by Kevin Bjorvand?Publisher statusHow the game's publishing relationship is classified.
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5 items

About the Game

Every room has a forbidden button. Every exit is on the other side of pressing it.

Set inside the Museum of forbidden buttons, this bright first-person puzzle game drops you into a minimalist chain of self-contained puzzle rooms where one bad decision becomes the entire puzzle. A single press rewrites the rules of the room: freeze gravity, make everything bounce, or throw an object and teleport to it.

Use each rule change to cross gaps, redirect objects, outsmart hazards, and reach the exit through a sequence of compact puzzle chambers built for fast experimentation, instant restarts, and clean, satisfying aha moments.

Beneath the museum's polished facade sits a corporate testing program that feels increasingly wrong, but the focus stays where it should: inventive rule changes, readable puzzle design, and the fun of breaking a room wide open.

FEATURES

• One forbidden button, one room-wide rule change

Every chamber is built around a single dramatic shift that instantly changes how the puzzle works.

• Three standout ways to break the rules

Freeze gravity, make everything bounce, and throwport by teleporting to objects you throw.

• Fast, self-contained puzzle rooms

Short chambers and instant restarts keep experimentation sharp and failures frictionless.

• Six handcrafted chapters of escalating rule-bending ideas

Each new effect is introduced clearly, then pushed into smarter, harder twists.

• Bright, minimalist presentation

Clean visuals and strong feedback keep the focus on clarity, discovery, and satisfying problem-solving.

• Light lore, strong atmosphere

The museum looks calm and clinical. Something underneath it clearly is not.