The fastest platformer around just got even faster – avoid fatal hazards, dodge hostile robots and use the Level Editor tools to create your own amazing Cloudbuilt stages!
User reviews:
Very Positive (628 reviews) - 85% of the 628 user reviews for this game are positive.
Release Date: Mar 20, 2014

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“Cloudbuilt is a gorgeous free-running game with a touching metaphorical dimension.”
8/10 – Eurogamer

“Could easily top game of the year lists… f*ck this brilliant bullsh*t.”
Rock Paper Shotgun

“... primed to be an intensely challenging, beautifully stylised runner/platformer.”
Total Biscuit

About This Game

Too fast, too furious and packed full of action – are you ready for the rocket-powered world of Cloudbuilt?

A game of speed, precision and freedom, use all the abilities of your rocket-powered suit to avoid fatal hazards, dodge hostile robots and reach not just the finish line, but the top of the worldwide leaderboards. Carve your own path through a multitude of mysterious floating ruins high above the clouds and show everyone you're the best!

Now with Steamworks Level Editor tools! Will you create the greatest Cloudbuilt community level ever?

  • Parkour-style platforming combines with action-packed gunplay as you race against the clock to complete each stage
  • Open level design allows you to carve your own route through any stage, then refine it to get the fastest time possible
  • Make your mark on the global leader boards – find new shortcuts and climb as high as you can!
  • Create your own Cloudbuilt stages with the Level Editor and upload them to Steamworks or download levels made by others.

(Please note: Use of level-building assets from Defiance DLC pack requires ownership of Defiance DLC. Minimum specs of Cloudbuilt are slightly higher than shown for those wishing to use the Level Editor tools)

System Requirements

    • OS: Windows 7
    • Processor: 2GHz Intel Dual Core processor
    • Memory: 2 GB RAM
    • Graphics: 512 MB OpenGL 3.2 compatible card
    • Storage: 3 GB available space
    • Sound Card: Any compatible soundcard
    • OS: Windows 7
    • Processor: Intel Core i5 (or better)
    • Memory: 4 GB RAM
    • Graphics: Nvidia Geforce 560 Ti (or ATI equivalent)
    • Network: Broadband Internet connection
    • Storage: 3 GB available space
    • Sound Card: Any compatible soundcard
Customer reviews
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Very Positive (628 reviews)
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506 reviews match the filters above ( Very Positive)
Most Helpful Reviews  Overall
779 of 914 people (85%) found this review helpful
37 people found this review funny
42.1 hrs on record
Posted: March 20, 2014
If Mirrors Edge and Sonic decided that they wanted to have a baby but then megaman x was upset cause he always wanted to have a baby with mirrors edge so he inserted nano machines to make the baby a bit more like him this game is what you would end up with!
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379 of 492 people (77%) found this review helpful
3 people found this review funny
Not Recommended
3.3 hrs on record
Posted: April 3, 2014
Solid core mechanics betray asinine gameplay decisions and "a speedrunner's dream" that ends up relying on memorization more than reflexes.

So, I started out liking Cloudbuilt, minus the plot that adds absolutely nothing to the game. Flashy levels and fast paced gameplay hits you right away as soon as you leave the tutorial, and immediately, you begin to die. You will die a lot in Cloudbuilt, but it takes the Hotline Miami aproach of giving you absolutely no downtime in between lives, a wise decision but one that is ultimitely undone when the game forces you to either restart the level, disregarding any checkpoints you've passed so far. Oh yes, you have lives. Want to know how many lives you currently have? Too bad. While you do have at least 15 or 20, you go through them so quickly, especially when you are first learning the ropes, that getting hit with that menu out of nowhere with those two equally confidence sapping messages can leave you wanting to put the game down for awhile.

Eventually however, you begin to train yourself to fire at mines while wall running, timing the wave cannons, and keeping an eye on the ground for crawlers through any foilage that might be obscurring them. You learn that if there aren't any lateral platforms to jump to, find the nearest vertical wall, because its more than likely you've reached a tower-like segment. That inital building of skill is a wonderful feeling rare in an environment of casualization like the modern Videogame industry.

Then the midgame begins and you realize the game you're playing has changed.

Tracks with clear paths and obsticles give way to tight corridors filled to the brim with mines, moving laser gates, undodgable sniper turrets, homing, shielded laser cannons that will follow you around, and other enemies that make sure you will take damage on your first run throughs, if you can get past them at all. And boy, do they do damage. You have no invincibility period between hits, so your life can be drained in under a second if you hit the right obsticles. And you will because, while the game up until then has valued a fast pace with a look-while-you-leap mentality, obsticles begin to be placed right around corners, on the walls of verticle wall-jumping sections where visibility, manuverability, and aiming is limited, all of this with that invisible life counter ticking away. You quickly begin to relearn the core tenants of what got you this far, at least until you've memorized most of the enemy placements, but thats the problem: Throwing yourself against this brick wall until you learn all of its nooks and crannies sucks any tension, real skill building, and fun out of the whole experience, especially when that ♥♥♥♥♥♥♥ menu forces its way onto the screen.

Its not that Cloudbuilt is a bad game. It just feels extremely unfocused very quickly. Take the jetpack for example: Its your main way of navagating terrain and obsticles, but its charge is limited, requiring you to be on a solid, horizontal surface to charge. This would be fine, except there's no real way to know how much you'll need for the obsticle ahead, so you might use half your bar traversing a wallrunning segment, only to need more than half to climb vertically to continue. This leads to moments where you're standing completely still after a failed verticle climb, waiting for your jetpack to recharge, surely taking damage if any enemies are around.

And speaking of damage, your gun is next to useless. That's usually not a problem because a skilled player can manuver around enemies and their bullets with relative ease, but sometimes the game will force you along a linear path filled with enemies and your gun, which can't even take out most dangerous enemies like the wave canon with a charged shot -if you have enough time to charge it at all, is simply not up to the task of defending you. You might suggest rapid firing the weakest shot ala Megaman, except your gun also has ammunition that must recharge after five shots, as much as it takes to kill the first enemy introduced. God help you if there are two of them. Shooting at targets while moving and dodging obsticles is hard enough, but when the reward for successfully doing so is minimal, it shifts focus to attacking the most dangerous enemy in the area first, which would be fine, but again, before long the level designs become such that you cant see what's coming, leading to more reliance on memory.

It all ends up feeling like its pulling in two different directions. On the one hand, you have the need to traverse the level, kill enemies, beat your best time, and look cool doing so, but on the other you have this whole resource management aspect that, frankly, takes more from the game then adds to it. Balancing these two might be possible if you could see what's ahead and plan your moves accordingly, but again and finally, you can't unless you've played the levels enough to have memorized a good deal of them, and I just don't find that fun.

But you might! Its definitely worth a try, but don't spend your money unless you're absolutely sure.
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216 of 301 people (72%) found this review helpful
2 people found this review funny
6.5 hrs on record
Posted: March 2, 2014

Here is my full review of Cloudbuilt. It is certainly an absolutely outstanding game and may very well be one of my personal GOTY's. My full thoughts can be found in the video above, but I would have no hesitation in recommending this game to anyone!

"Cloudbuilt is a third person platformer which revolves around speed running, in which you have to navigate each level in the quickest time possible, but what makes it intriguing is the fact that there is multiple routes for each level giving you different options on how to complete it."
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199 of 279 people (71%) found this review helpful
Not Recommended
1.5 hrs on record
Posted: June 22, 2014
This is a game clearly made by a team of people that love precision platforming games--that much is obvious, and I will always applaud any team that makes a game out of love. Unfortunately, in trying to make a unique contribution to the genre, they've added a lot of needless complication and frustration that serve only to make the game inaccessible to new players and frustrating for all the wrong reasons. The overall premise is great, and the visual style is very fresh, but being that this is a precision platformer, the devil's always in the details.

First off, while the controls themselves are serviceable, and I feel like I could learn them just fine given the practice, the "rules" for how I interact with the world feel a little loose. Hands down the number one cause of failure I experienced was accidentally performing wall climbs when I meant to perform wall runs, and vice-versa. This interaction is controlled entirely by the angle your mouse is at as you approach it--point mostly straight-on to run up the wall and at an angle to run along it. Unfortunately, being a little too far one way or the other can mean you do the entirely wrong thing, wasting a substantial amount of boost bar at best or dying at worst. This was particularly frustrating when almost every wall in the game is blatantly placed for either climbing or running but not both--I knew what I wanted to do, the game knew what it wanted me to do, but the difference of a few degrees wrecked everything. Again, I know these aren't problems a pro would ever deal with, but as a scrub I'd appreciate some fudge room--maybe let walls that I'm "supposed" to run across fudge the angle a bit so I only run across them unless I come at them really straight. I know I'm a scrub, I won't ever get an anywhere near "good" time on a level without busting my ♥♥♥, but I'd rather fail because I made a bad decision or reacted poorly, rather than because the controls are merciless.

Speaking of merciless, I'm having a hard time seeing how it helps the game more than it hurts to have a limited boost bar. I mean, I can only assume it's limited because so many other games with similar mechanics have limited boost bars, but did the team ever stop to ask whether it was really necessary for THIS game? Any wall that's longer than one bar's-worth of boost has a full-boost-refill powerup halfway across it anyway, and I can still only jump once more in the air regardless of how much boost I have, so what does it hurt? The only thing that would be lost is limiting my ability to run straight up walls, but that's already taken care of in the level design--there aren't any walls that I could "cheat" by having unlimited boost, and if there were, putting a limit on specifically running up walls seems like a better solution. At the end of the day, the only thing the limited boost bar does is send rookies and experimenters plummeting to their deaths when they run out of meter mid-jump because they were a little inefficient--would it be so bad to let them finish the level anyway and just give them a D, rather than let them make ZERO progress?

The inclusion of enemies and shooting mechanics was an interesting one, but there were a number of details to it that were just baffling. First, I still have zero understanding of when enemies shield and when they don't. The fact that they seem to put up a shield when I KILL them rather than when I'm fighting them makes zero sense, as does the rules for when they revive. Is it on a timer? Is it when I get more than a certain distance away? I even encountered an enemy that chases me constantly with a shield up that never goes down until I get hit by it--that simply felt like a glitch, because I couldn't figure out any other way to deal with that enemy, which was a jarring break in the flow of the game. Perhaps the most needlessly frustrating enemies were the invincible missile-launchers that constantly fire persistent but destructible homing missiles. Why, of all enemies, would THIS be the one that I cannot destroy--the one enemy that I don't have the option of outmaneuvering and escaping? The enemy that, uniquely, can attack me from behind if I try to outrun it? In a game all about speed and agility, having an enemy that would EVER force me to stop, turn around, and shoot down an incoming missile seems like a mismatch. Really, the enemies are mostly fine, there were a few that made me question how much thought went into their design.

Perhaps the biggest frustration: why are there limited retries? I understand that If I were actually good at this game, I wouldn't need any retries at all, but I'm not, so I'm perfectly happy just trying to finish the level AT ALL and collect my D-rating. They were smart to include both static and custom checkpoints, AND a one-button instantaneous reset (which is great, and I think it should be standard to the genre) but a limited retry system on top of that serves no purpose but to frustrate the players that need retries the most. And then, paradoxically, the reward you get for getting high ratings on levels is... more retries! Does it make much sense that I only get more retries by proving I DON'T need them?

Lastly--and this is a minor quibble--while I found the little story wrapper that they came up with compelling, the monologues between levels had a little TOO much navel-gazing for my tastes. I always appreciate having a bit of narrative to chew on, but they might have been better served by going for something a little more understated.

Ultimately, I do respect this game for the love that went into making it, but because of its unusually unforgiving systems and somewhat scatterbrained design, I can't recommend it to anyone but diehard precision-platforming fans.
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51 of 62 people (82%) found this review helpful
1 person found this review funny
13.2 hrs on record
Posted: March 22, 2014
This game is absolutely my jam. Most people will liken it to either Mirror's Edge or a Sonic game, which are both appropriate, but for some reason this game to me feels exactly like a 3D Megaman X game should. The atmosphere, soundtrack, and moveset all work well (for the most part) and make a very compelling product.

Ordinarily, I strongly prefer using a gamepad to play action games like this. However, at the time of this review, Cloudbuilt doesn't have full controller support. The team says they're working on it, but honestly I think it may be for the better that it doesn't support gamepads yet. The level design is heavily dependent on the user's ability to control the camera quickly and precisely while jumping, and I could see a bad gamepad interface design making the already brutal difficulty level of the game even worse. Better that they take their time to make the feature perfect.

Speaking of the level design, as I say above, the levels are extremely difficult. This is definitely a speedrunner's game, with the goal of each stage being to get from the start of the level to the end as fast as possible. However, the levels provide many ways around obstacles, and clever players should be able to find still more ways to get through. In the fairly rare instances where there is only one path forward, the game unfortunately makes that path unnecessarily punishing with enemy/obstacle placement that usually means instant death if you make any mistake.

The game also makes some weird design choices. You have a limited number of lives for doing stages (if you run out you have to restart the stage from the beginning instead of checkpoint), which is unusual in modern games of this ilk. But what's weirder to me is that you increase this limit by completing stages with good rankings. Basically, the way to get more lives is to not need them. Enemies take a lot of effort to kill in this game (some are indestructible, and others have shields), but can often be disabled fairly easily once you know the trick. The point here seems to encourage the user to find other ways past the enemies, but when the game throws several of them at you it can be very difficult to figure out how to proceed, especially after a checkpoint where losing a life may mean having to redo the first part of the stage.
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31 of 31 people (100%) found this review helpful
1 person found this review funny
314.5 hrs on record
Posted: November 28, 2015
I feel the need to preface this by saying that, while I do enjoy fast paced games, I’m really not a speedrunner. That being said, I’m completely in love with Cloudbuilt. This game is gorgeous, has fantastic level design and the soundtrack is one of my absolute favorites. On the surface, it may be a niche game for speedrunners, but there’s more to it – if you’re up for the challenge.

Cloudbuilt gives you all the tools you need from the start, and promptly kicks you out the door letting you figure out how you’re going to use them. It has a steep learning curve you will certainly smash into face first pretty early on – it can be frustrating, but is still manageable. There are countless paths to take, there’s no time limit, and you don’t need to do anything more than to complete a level to progress. After completing a level for the first time, various game modes are also unlocked that make some fun, or in some cases more challenging, alterations to the gameplay. I think they also encourage players to learn more of the mechanics, like conserving energy (rather than recording your time, it tracks your energy consumption – as someone who enjoys puzzles, this is probably my favorite mode), and finding other routes or ways to deal with enemies. Or, if you’d rather just zoom through the level with nearly unlimited energy, there’s a mode for that too. A story develops along each branch that seems to be pretty hit or miss with most people, but I thought it was a really great way to tie everything together.

Outside the game, there’s a level editor, and small, but absolutely fantastic community. A number of players (including many of the top players and some of the developers) still frequent the forums and subreddit who are more than happy to chat about the game and provide tips, tricks, or even just some encouragement.

This game is fast paced, but has elements that may appeal to those with an interest in puzzles and exploring as well. I’d recommend it to anyone looking for a 3D action platformer who’s ready to test their mettle.
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35 of 40 people (88%) found this review helpful
2 people found this review funny
588.5 hrs on record
Posted: June 12, 2015
Some people might say that Cloudbuilt is created for a very specific audience, but i don't believe this.

Over and over people, who bought the game, writing post in discussion board saying "Game too hard, make it easy". In less than a week ALL of them confess they actualy made it through. And if you ask them about specific problem that stoped their progress, they say "I already made it. It turned out to be easy." Read the [url]comunity discussion board[/url] if you don't believe me.

So if you expect yourself to complete tihs game within 8 hours (because you usualy do in other games) - you won't. You will complete it after 8.5 hours the next day.

I believe Cloudbuilt is for everyone. The only way to fail in this game is to stop playing.
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30 of 32 people (94%) found this review helpful
1 person found this review funny
11.1 hrs on record
Posted: March 31, 2015
Attempting to learn Cloudbuilt is like scaling the face of a cliff with your bare hands. It offers no assistance, no guidance, and relentlessly beats you down to where the game can begin to feel almost hostile. There’s so much going on within a given level moving so fast and incomprehensibly, that getting your bearings can seem an impossible task in a game designed for a higher class of player. But Cloudbuilt’s most apparent problem is also one that’s almost entirely frontloaded, and once I made it over that wall and could peer over the whole of the game, Cloudbuilt evolved into one of the most endlessly satisfying and expanding games I’ve played in a very long time.

The controls that felt initially clunky began to showcase their ingenuity, inputs feeling natural and smooth as I chained moves together in a blur of animation. I stopped having to even consider which buttons I’d press and when, merging with my character to where her actions became an extension of myself. That’s not to say I no longer slip up, but those mistakes are now fully my own carelessness rather than the fumbling of button presses. And when I do land that perfect run, the feeling is incredible.

Cloudbuilt gives you such a control over your character that the act of pulling an insane jump or sequence of wall runs is that much more of a personal accomplishment. I was never coddled or helped along, which caused the first few hours to be a gauntlet of painful ineptitude, but once I grew past that point every success was entirely the result of my own skills versus the game giving me a helping hand. It’s a distinction that makes even just a basic series of jumps gratifying, each movement feeling intensely connected to my own input. Cloudbuilt is addictive not because of a daily grind or manipulative elements of its design, but purely how amazing it feels to do well at it. I’m not sure I could name another game that has given me such an intoxicating sense of satisfaction, calling me back even after I’ve played through every level because I just can’t get enough.

A lot of that is definitely owed to the wondrously and intentionally exploitable level designs. Though there have been games designed around freerunning before, Cloudbuilt is the first I’ve played that embodies its focus on experimentation and versatility. Levels are designed for the express purpose of speedrunning with a speedrunner’s mindset. Branching paths extend in every direction, directly incorporating the sort of impossible shortcuts and unorthodox approach to levels speedrunning is built upon. I wanted to replay levels because I knew there was always some way through I hadn’t tried; some faster run yet to be discovered, providing with it a glimpse at how enjoyable speedrunning can be without requiring I break the game or even be very good at it.

Everything in Cloudbuilt has such a sense of purpose, of perfect connectedness and intelligence. Your moveset and the levels you use it within compliment and expand upon each other. Small aesthetical touches like the colors of objects and enemies lend a great amount of readability to level designs, converging for the point of ensuring you’re forced to slow down as little as possible. The only thing Cloudbuilt does poorly is teaching you how to read a level and use the tools it gives you. It’s a challenging game to begin with, and requiring players largely figure it out on their own means many will likely give up early on before they arrive at the point of clarity several hours in.

That moment of comprehension never does arrive for the narrative unfortunately, regardless of how long you spend analysing it. Its method of delivery, that being narration after completing a level, is bland and exists in a space that almost begs to be skipped over, written in a style that’s verbose and crudely philosophical. There are themes worth discussing here, like the military’s abuse of its soldiers and the moral implications of experimenting on an comatose patient even if for the purpose of saving them, but they’re overwhelmed by wordy introspection that always seems to circle around and arrive at no conclusion. Perhaps it’s accurate for a character effectively trapped within their own head, but it’s no less difficult to digest and seemingly unconcerned with whether you pay any attention to it or not as it rambles on.

Cloudbuilt is one of the most remarkable games I’ve played in years. It’s also one of the most difficult to appreciate without committing yourself to a great deal of hardships. I wouldn’t be the least surprised if they proved too much for some players, but they’re troubles that exist all but entirely within the first few hours of play, standing as a barrier to an otherwise astoundingly intelligent and enjoyable game. I’ve yet to have a session of Cloudbuilt where I didn’t come away having discovered a new layer to its design or be even more interested in coming back again. Arriving at that point was unquestionably brutal, but having gotten to the other side of Cloudbuilt hurdle of comprehensibility, I’m extremely glad I stuck around to see it.

You can read more of my writing on Kritiqal.
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28 of 31 people (90%) found this review helpful
810.3 hrs on record
Posted: April 21, 2014
This game is a perfect blend of speedrunning, platforming, and combat. The amount of ways you can take on any one level is astounding and the soundtrack, oh god the soundtrack is one of the best I have ever heard in any game. I would totally recommend this game to anyone who enjoyes platformers or speedrunning.
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62 of 94 people (66%) found this review helpful
6 people found this review funny
Not Recommended
5.4 hrs on record
Posted: March 1, 2015
Let me preface this review by saying I don't think Cloudbuilt is a bad game. Unfortunately Valve only allows "Recommended" or "Not Recommended" on their review ratings. Admittedly it's better than when they only allowed thumbs up at least. But unfortunately on games I have mixed feelings on I cannot recommend them to my friends or otherwise.

Anyway, Cloudbuilt is an extremely niche game clearly built for an audience and one audience alone; speedrunners. While that focus helped make it carve out a unique character to its gameplay, its sole emphasis on that has harmed it overall for other players of the game. A lot of the levels feel like they absolutely require memorization in order to do fluidly. The controls are kind of poor as well; with more attention they would have been much, much better. Again, despite the paragraphs below complaining about flaws, I don't feel that this is a bad game. When you're not dealing with issues the game is fast-paced, challenging and extremely fun, playing much like you see in the trailer.

Since the controls are my main problem with the game I'll go over these first. The controls do work, but they FEEL clunky. At least part of this is the length of the game to learning curve ratio. The game is only about 2 hours long to the end, and you can beat most of the side missions in 3 hours. Much of that time the player will likely getting used to little nuances with the controls that are not immediately obvious from the tutorial though, like figuring out that you can air control like in a 2004 game where back instantly stops you. Mixed in is some legitimate clunk too. An example: One of the gifs on the community page right now is the triple slide section from one of the more difficult levels. There is a similar section on another level that ends with you hitting a vertical wall, boosting up the top, wallrunning along the side, then up and around again all the way to the exit. The player only gets a limited amount of boost to do maneuvers like that so losing as little momentum and using the minimal amount of energy is the key to success. Unfortunately the input from the jump off the last slide to the wall is extremely unforgiving. Why? There is no slack at all in the controls. If you hit the boost button even a split second before you've made firm contact with the wall, you will instead boost into it, which will result in you smacking into it, flipping around, then sliding off to your death. In the end what you have to do is rely on visual confirmation that you're in the correct pose before you can boost up which is inefficient and waste momentum/energy. This is really the number one issue with the controls. They already have a pretty decent learning curve in proportion to the length of the game, but this one mostly likely everyone will struggle with on and on because it feels very unnatural and unconventional compared to most games. It's funny because the game has 4 or 5 checkboxes under gameplay options for changing the behavior of how wallruns work, but none to deal with this issue. The fact that those options they put in are even needed should be a red flag right there that wallruns should either be fixed or redesigned.

The other big problem with this game is level design. Memorization is required in several places, period. You are not getting past certain parts on your first try. Stuff like running through a bunch of explosions only to find a force field you need to charge shot, going through a long wallrunning section only to find a force field in your face are quite common later on. The number of times I did a wallclimb only to be smacked by an obstacle was rather enormous. Reflexes can't deal with these things and a lot of the times you have to already know what you're going to do before you do it. There's also a particular chaser enemy that has a force field and will blow up in your face, usually knocking you to your death. Just to give you more time pressure when you already don't know where to go, of course. Things like this are okay on paper but when it comes to playing through a level the first time it is incredibly obnoxious and frustrating. Part of the issue is the pink forcefield things can at times be extremely difficult to see in the air.

On the subject of enemies, I'm not really sure they really add much value to the game at all. In my opinion a lot of the fun vanished as more and more enemies were added to the levels. Only the new/bad players will be affected by the homing missile guys, the regular turrets are worthless, the melee shocker guys on the paths and the wide shooting turrets are the only real threats. Those two have a point in being in the others notsomuch. Eventually the stages start to get chock full of them and they get a bit tedious to avoid. And you have to avoid them because you have a lifebar, which is another thing that puzzles me. You have a lifebar and limited lives. You'd think the main purpose of the enemies would be just to knock you off but apparently not. And lives... fail enough and restart the level... I'd generally only get stuck on one spot on most levels so this just makes it if you get stuck too long there you have to redo the whole thing. I don't see why there are lives other than the simply fact that video games have lives and thus this game needs them too. I mean, Super Meat Boy didn't have lives...

Even with these issues the game generally works and is overall quite a fun experience if you're good enough to play it. I'm not usually a terrible fan of celshading but the game does it well enough and the music fits. Again though, it's clearly targeted at speedrunning and speedrunning alone; it took about two hours for a pleb like me to beat the game and a bunch of the side stages if that's all you're interested in. But in the process of beating it I got maybe one B and the rest were Cs or Ds. If you're the kind of person that likes to get S ranks on everything, this game is probably for you. Of course it ain't easy; said Cs were also around rank 500 on the scoreboard for many of my runs. Game is interesting, but it just needed better execution. Looks like the developers aren't going to be making any sweeping changes at this point, so I'm hoping if they make a sequel it addresses the issues I had with the game.
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Recently Posted
0.7 hrs
Posted: October 13
its alright but controls are weird
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2.2 hrs
Posted: October 8
I loved this game to bits! I haven't got much hours on this account because I played it a lot on a seperate one but it takes some time to get used to. The gameplay itself is really fast paced but is also really smooth so it weighs out but if you love parkour, I would highly reccommend this game
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2.3 hrs
Posted: October 6
It's aight
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4.5 hrs
Posted: October 5
I do not like the game, because the concept of running through mazes like this is not really fun for, lacks purpose or an element that would keep me interested. Perhaps some years ago I would have been interested but nowadays I prefer, H&S, RPG, puzzle games etc.

Anyways, it gets a positive from me because it executes well as far as it's systems are concerned and their part in making this a good parkour platformer:
- sounds - strong and encouraging
- good tutorial
- easy to learn
- super crisp controls
- fairly clean and clear visuals
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1.5 hrs
Posted: October 2
Probably good if you never use a controller
Bought this for controller play but it might as well not have controller support. All the main buttons are on the left which is awkward on its own and if you do some levels before rebinding it's a nightmare relearning. You dash of walls 50% of the time instead of climbing like you want. Controller aiming your gun means getting a rank above B is a miracle because it's all time and shortcut based.
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14.1 hrs
Posted: September 28
Helpful? Yes No Funny
5.8 hrs
Posted: September 20
Borderlands-esque artstyle and super fast smooth parkour gamplay. Plus it's so cheap. 100% recommend.
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1.8 hrs
Posted: September 18
90 minutes and still not able to wall-run :(
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1.1 hrs
Posted: September 13
I'm just the Practice Level

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Beer Me
0.3 hrs
Posted: September 1
its like sonic... but not
gotta go fast!
Helpful? Yes No Funny