100 hidden cups
Developer: Anatoliy Loginovskikh, Igor Shalimov | Publisher: Anatoliy Loginovskikh | Release Date: 2021 | Genre: Casual / Hidden Object / Indie | Website: N/A | Purchase: Steam
After hiding cats, birds, mice, mushrooms, aliens, gnomes, rams, and various other creatures inside enormous monochrome illustrations, the 100 Hidden series eventually reached the point where almost anything could become the next target. 100 Hidden Cups takes that idea literally by asking players to locate one hundred drinking vessels concealed among a dense collection of black-and-white scribbles.
The basic formula remains unchanged. Players are given one tall illustration that can be scrolled through vertically, and every hidden cup must be clicked. Each successful discovery unlocks one of the game’s one hundred Steam achievements, making this another brief completion aimed partly at achievement hunters.
Unfortunately, choosing cups as the central objects proves far less entertaining than searching for animals. A cat, ram, bird, or mushroom has a recognizable silhouette and can be incorporated creatively into its surroundings. A cup is little more than a curved container with a handle, and many of the examples here are distorted so heavily that they barely resemble what players are supposed to find.
The result is the hardest entry in the series up to this point, but also the least enjoyable. Difficulty alone is not the problem. Several previous games concealed their targets effectively while still making the search satisfying. 100 Hidden Cups instead feels like looking for particular squiggles inside hundreds of other squiggles.
The illustration begins near a volcano surrounded by dinosaurs and woolly mammoths. Scrolling further down reveals maps, sailing ships, dolphins, guns, tanks, buildings, and many other unrelated objects. There is technically a great deal to look at, but none of it develops into a coherent location or theme.
Earlier entries often created a recognizable environment. 100 Hidden Rams used a village filled with vegetation and masonry, while 100 Hidden Mice placed its targets inside a laboratory. Even the more surreal games generally possessed a consistent visual identity. Here, the artwork resembles a random page of doodles assembled without much concern for how the different sections connect.
The prehistoric creatures near the top have little relationship with the ships and maps below them, which in turn lead into military imagery and urban structures. The game describes its setting as surreal, but surrealism normally suggests deliberate contrast, unusual symbolism, or dreamlike composition. This mostly looks like unrelated drawings placed beside one another until the page was full.
The artwork has an extremely rough, scribbled quality. Lines overlap constantly, proportions shift between objects, and many elements look as though they were drawn quickly in a basic program such as Microsoft Paint. The impression is less like a completed illustration and more like a rough sketchbook page that was never cleaned up.
Some of the designs resemble the kind of questionable tattoo-shop flash that would make a customer quietly beat a hasty retreat shortly after entering. Dinosaurs, weapons, faces, vehicles, animals, and abstract shapes are all crammed together without any consistent visual standard.
This style could still have worked if the cups were clearly distinguishable from the surrounding chaos. Instead, their outlines often use the same thickness and curves as everything else. Handles disappear into loops, cup rims become part of larger objects, and bodies are formed from irregular shapes that may not immediately register as containers at all.
The search therefore becomes less about carefully recognizing hidden objects and more about trying to interpret which of the thousands of marks the developer intended to represent a cup. Sometimes something looks unmistakably like one but cannot be selected. Elsewhere, a vague curve that appears to be meaningless scenery turns out to be a valid target.
This inconsistency damages the fundamental fairness of the hidden-object design. The best examples of the genre conceal objects while still giving players enough information to identify them once noticed. A difficult target should produce an immediate feeling of recognition: it was visible all along, but cleverly integrated into the scene. Too many discoveries here instead prompt the question of how that shape was supposed to be a cup.
We found more than a few targets by simply clicking suspicious areas at random. This is never a good sign in a hidden-object game. Success should come from observation rather than repeatedly testing every cluster of lines until the game happens to register a hit.
Random clicking is not formally penalized, so there is nothing preventing players from sweeping the cursor across dense sections of the image. Doing so can be more effective than carefully studying some of the most abstract areas. It also undermines whatever satisfaction might have come from solving the search legitimately.
The found cups receive visual confirmation after being selected, allowing players to see which ones have already been collected. However, even this does not solve the underlying issue that many unfound examples are barely readable. When only a few remain, the entire illustration has to be searched repeatedly, with no meaningful distinction between overlooked objects and shapes that never looked like cups in the first place.
The game offers no hint system. This was manageable in easier entries because most targets could be found through a couple of careful passes. Here, the lack of assistance becomes considerably more frustrating due to the deliberately cluttered artwork.
Players who become stuck have little choice but to keep scanning the page, click randomly, or consult an external guide. Steam already contains guides showing every cup, and it is easy to understand why players would eventually use one. The final objects can feel less like a test of observation and more like an endurance exercise for the eyes.
The official description calls the game “ultra hard,” so the difficulty is clearly intentional. However, simply making objects indistinct does not automatically create good challenge. Clever camouflage requires visual logic. These cups frequently disappear because everything is equally messy rather than because they have been thoughtfully incorporated into recognizable scenery.
There are also no animated elements to make the illustration feel alive. 100 Hidden Rams at least included drifting clouds and hot-air balloons bobbing in the wind. Other entries have used moving scenery, transformations, or interactive details to give players something beyond a static search.
100 Hidden Cups is completely still. The only movement comes from scrolling through the page and clicking targets. This makes the lack of a coherent setting even more noticeable, as there is nothing to distract from the crude composition.
Several rendered assets are placed over the artwork, including pencils and rulers. These objects initially create the impression that the image is supposed to represent a physical drawing lying on a desk. However, the effect is not developed beyond a few decorative items.
The cleaner rendered assets also clash with the rough illustration beneath them. Instead of making the presentation feel layered or artistic, they emphasize how unfinished the central doodles look. They cannot be moved or interacted with and serve no gameplay purpose.
Controls are handled almost entirely with the mouse. There is no need for a controller, keyboard navigation, inventory system, or complicated interface. The simplicity works as expected, and targets register reliably when clicked directly. The difficulty comes from identifying them rather than operating the game. At only 25 MB and with extremely modest hardware requirements, it should also run on practically any PC capable of launching Steam.
Pressing “N” activates night mode. This changes the contrast and offers an alternative to staring at a bright white page for an extended period. Considering how exhausting the artwork can become, the darker presentation may be more comfortable for some players.
Progress and achievements can be reset by pressing “Del” followed by “Esc.” Doing this removes the red circles around any found cups and makes it possible to complete the game again from scratch. Since all targets remain in fixed positions, however, there is almost no reason to go through the torture a second time.
Each cup unlocks its own Steam achievement. This remains one of the series’ main attractions, particularly for players who enjoy adding another perfect game to their profiles. Completing the set does provide a steady stream of achievement notifications, although that reward is external to the actual puzzle design.
The achievement structure can also make the game feel busier than it is. One hundred unlocks suggest a large amount of content, but every achievement represents a single click within the same short level. Players interested only in achievement quantity will receive exactly what they expect, while anyone seeking a substantial hidden-object experience will find very little here.
Visually, 100 Hidden Cups is a major step backward for the series. Previous games were not always beautiful, but many possessed clear themes, distinctive compositions, or memorable absurdity. Even when their illustrations were chaotic, there was usually pleasure in examining the strange details.
This image is mostly exhausting to look at. The dense black lines compete constantly for attention, the transitions between subjects feel arbitrary, and the rough scribbled style lacks the charm found in stronger entries. The cups do not stand out as clever components of the picture; they simply vanish into visual noise.
The monochrome presentation at least keeps everything consistent in terms of color, and selected targets are easier to identify once marked. However, black-and-white artwork requires particularly strong line control and composition. Without those qualities, the absence of color makes the clutter even harder to parse.
The soundtrack is equally weak. A very short musical track plays, stops, and then starts repeating again. The constant interruption becomes noticeable almost immediately and grows increasingly irritating while searching for the later cups.
A hidden-object game benefits from calm, unobtrusive audio that can loop naturally in the background. Here, the obvious ending and restart continually draw attention to how little music was included. The repetition is especially damaging because players may spend a long time studying the same difficult sections.
Compared with 100 Hidden Rams, this entry is significantly harder but far less satisfying. The rams blended with trees, bricks, bushes, and stones in ways that suited their woolly silhouettes. Cups have no natural relationship with most of the scenery here, so they are disguised primarily through messy linework.
Difficulty can be valuable in this kind of series because many earlier instalments were over almost immediately. A more demanding search should have been a welcome change. Unfortunately, 100 Hidden Cups increases the challenge in the least satisfying way possible.
Instead of creating a detailed café, kitchen, antique shop, tea party, or other coherent location filled with cleverly disguised vessels, it scatters warped cup-like shapes through unrelated doodles. There was enormous potential for a themed scene built around the object, but almost none of it is used.
The game is inexpensive and extremely short, so the financial risk is minimal. Achievement hunters using a guide can probably finish it quickly and move on. Judged purely as a cheap source of one hundred achievements, it performs its intended function.
Judged as a hidden-object game, however, it is difficult to recommend. The artwork is unpleasant to search, the soundtrack loops badly, the targets are inconsistently drawn, and the absence of animation or interaction makes the experience feel lifeless.
For us, the experience crossed the line from challenging into tedious. The final cups did not produce the usual satisfaction of uncovering something cleverly hidden. They mostly brought relief that we no longer had to stare at the illustration.
Overall, 100 Hidden Cups is the weakest entry in the series so far. Its central search is certainly difficult, but the challenge comes from unclear drawings, visual clutter, and inconsistent silhouettes rather than clever placement. The random collection of dinosaurs, mammoths, maps, ships, dolphins, weapons, tanks, and buildings never develops into a coherent scene, while the lack of movement leaves the page feeling especially lifeless.
The crude scribbled artwork makes the game resemble a collection of unfinished doodles, and searching for cups often amounts to locating one squiggle inside another. Random clicking proved surprisingly effective, which undermines the observational appeal of the genre. Combined with the constantly restarting music and nonexistent replay value, this feels like a major step backward after the more coherent and animated 100 Hidden Rams.
System Requirements
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- OS *: Windows 7, 8, 10
- Processor: 2.3 GHz Dual Core
- Memory: 1024 MB RAM
- Graphics: Intel HD 4000
- Storage: 10 MB available space
- Sound Card: Any
- Additional Notes: 1080p, 16:9 recommended. Mouse.
* Starting January 1st, 2024, the Steam Client will only support Windows 10 and later versions. -














