Culture

Why Monument Valley 3 Proves Mobile Games Can Be Art

JB

Jordan Blake

2026-05-17 · 5 min read

Why Monument Valley 3 Proves Mobile Games Can Be Art

When ustwo Games released the original Monument Valley in 2014, it reframed what a phone game could be. Not a time-waster built around addiction loops, but a contemplative puzzle experience inspired by M.C. Escher's impossible architecture. Monument Valley 3 continues that legacy with a visual ambition that makes most console games look creatively bankrupt by comparison.

The game introduces a new protagonist navigating environments that feel like walking through a Zaha Hadid blueprint crossed with a watercolor painting. Each level is a self-contained visual poem, demanding you rotate and manipulate structures to find paths that should not logically exist. The impossible geometry is not just aesthetic. It is the core mechanic, and it works beautifully on a touchscreen.

The impossible geometry has a name and a paper trail. The Penrose stairs, a staircase that climbs forever and arrives nowhere, came from the mathematician Roger Penrose and his father Lionel, who published it in 1958. Escher turned it into Ascending and Descending two years later, and ustwo turned it into a control scheme. Look at Relativity, Escher's 1953 lithograph of staircases running at three different gravities, and you are looking at a Monument Valley level a decade before touchscreens existed.

Sound design deserves special mention. Every interaction produces a musical note, turning the act of puzzle-solving into an improvisational composition. The soundtrack, built from ambient textures and delicate piano figures, adjusts dynamically as you progress. It is the kind of audio work that headphones were invented for.

Monument Valley 3 also represents an increasingly rare business model: a premium mobile game with no ads, no microtransactions, and no battle pass. You pay once and get a complete, polished experience. In an App Store dominated by free-to-play manipulation, that feels almost radical. It proves that quality-first mobile games can still find massive audiences.

The first game runs about ninety minutes, which produced the only real complaint against it: people who had paid a few pounds expected a weekend. ustwo's answer was Forgotten Shores, eight extra levels sold in late 2014 as a paid add-on for under two pounds, and the App Store promptly filled with one-star reviews from players who felt charged twice. It is the clearest illustration going of what free-to-play has done to what people think software costs.

The original Monument Valley has been downloaded over 160 million times. This third installment suggests the appetite for beautiful, thoughtful mobile experiences has only grown. While the industry obsesses over live-service models and engagement metrics, ustwo quietly keeps making the case that a game can be short, beautiful, and worth every penny.

If you finish it and want the same thing from the same hands, look up Ken Wong. He was lead designer on the original, left ustwo, founded Mountains in Melbourne and made Florence in 2018, a wordless half-hour about a relationship told through interactive comic panels, which won an Apple Design Award. It costs about three pounds and is over in one sitting. Both games work on one principle: touch is a language, and most phone games never bother to learn it.

https://www.monumentvalleygame.com

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