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:
Recent:
Very Positive (17 reviews) - 88% of the 17 user reviews in the last 30 days are positive.
Overall:
Very Positive (644 reviews) - 85% of the 644 user reviews for this game are positive.
Release Date: Mar 20, 2014

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Reviews

“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

    Minimum:
    • 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
    Recommended:
    • 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
Customer Review system updated! Learn more
Recent:
Very Positive (17 reviews)
Overall:
Very Positive (644 reviews)
Recently Posted
Edgy 13 year old Kid
0.2 hrs
Posted: August 21
the game looks cool so thats why i bought it.
Helpful? Yes No Funny
True Saikyo
17.3 hrs
Posted: August 19
It's like a 3D sonic game minus the terrible controls and music. I found its actually easier to use the keyboard and mouse than a gamepad cos u really need quick reflects. A lot of the levels r vetical. So it's like mountain climbing parkour at super speed. The down side is there is a slight learning curve. Moving that fast, wall jumping, and running on walls without killing yourself takes a little practice.
Helpful? Yes No Funny
Fonzii
0.2 hrs
Posted: August 19
Guys look I have the cheats.
-Step 1: go to main menu
-Step 2: Tab out of game
-Step 3 End Game
-Step 4: Unistall


#Bestcheatcodeseverbaby
Helpful? Yes No Funny
™IDN™ Zax²
22.3 hrs
Posted: August 18
How To Be Speedrunner , Thanks.
I Give You One Nuke
Helpful? Yes No Funny
Khronikos
1.3 hrs
Posted: August 17
This is a marvelous 3D take on the Megaman style platformer, similar to Deadcore with a few elements of Mirror's Edge thrown in. Where the Blue Bomber never really transitioned to 3D with much success, these games take the helm and basically open it up for another generation. Yeah, completely different aesthetics and artstyle, but the core remains very similar, just in a wild imaginative artstyle in three dimensions. Deadcore is definitely the closest comparison. Both are excellent games deserving of your cash.

The crazy thing is both games slipped under my radar for a year or more. Hard to believe with how many games I own. The marketing for these smaller titles I hope gets a slight boost on Steam sales now and then. There is no question about it, if you like platformers and are not afraid of the 3D transition, this game is excellence incarnate.

The soundtrack is decent ambient, the voiceovers are okay to good, and the storyline is fairly vague but passable and interesting at times. 4K on ultra looks gorgeous with the cell-styled art here. Controllers are fully supported. I'm using a DS4 with Input Mapper and there are plenty of options to tune your aim and sensitivities.

All in all a solid success. Wish more people knew about it.
Helpful? Yes No Funny
mrs bonez
7.0 hrs
Posted: August 14
A good game. Has a nice peaceful soundtrack- maybe just to provide contrast with the gameplay itself, which is composed of 90% tension and 10% fun, so hopefully you enjoy that sort of thing.
Helpful? Yes No Funny
Xephos
1.5 hrs
Posted: August 14
I love the look of the game but I just can't bring myself to torture my way into this genre. if i could customize the control inputs i wouldn't have to relearn my controler just to play this game. haveing my boost and jump on the same finger just messes me up. on top of that the wall run vs wall climb mechanic is very screwy sometimes.
Helpful? Yes No Funny
Purple_Leaf
0.7 hrs
Posted: August 7
what a beautiful game,
great soundtrack, graphics, game mechanics, and story ( alltough i only played it for about 20 minutes)
10/10
Helpful? Yes No Funny
Anax of Rhodes
1.8 hrs
Posted: August 4
Before I played: "I hate walljumping."
After I played: "I REALLY hate walljumping!!"

Seriousness:

I don't enjoy walljump platforming. It's never jived for me. Nothing against it, just loathed it since my days playing Metroid and Mega Man. The questionable movement physics, dubious walls and floors, nonsensical model placements: all of that conspires against me.

Cloudbuilt is the least frustrating, most satisfying title of this genre I'll ever find.

If this game can get a hater like myself to appreciate it, bias notwithstanding, you know for sure you'll like it.

All the Pros: runs smoothly, looks pretty, momentum functions right, speed is perfect, challenge is present, learning curve exceptional, deaths feel (mostly) very fair, respawn is instant (desperately important in a game geared around speed), genuine freedom of choice in tackling each course, and finally, Steam Workshop compatability.

Genre fanatics require this title. Everyone else needs to buy and try just to say they've given it a go. Cloudbuilt is what games SHOULD strive for.
Helpful? Yes No Funny
Winterpyre
14.1 hrs
Posted: August 4
Definitely worth a try if you at all like fast paced games that reward skill.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
7 of 8 people (88%) found this review helpful
1 person found this review funny
Recommended
1.8 hrs on record
Posted: August 4
Before I played: "I hate walljumping."
After I played: "I REALLY hate walljumping!!"

Seriousness:

I don't enjoy walljump platforming. It's never jived for me. Nothing against it, just loathed it since my days playing Metroid and Mega Man. The questionable movement physics, dubious walls and floors, nonsensical model placements: all of that conspires against me.

Cloudbuilt is the least frustrating, most satisfying title of this genre I'll ever find.

If this game can get a hater like myself to appreciate it, bias notwithstanding, you know for sure you'll like it.

All the Pros: runs smoothly, looks pretty, momentum functions right, speed is perfect, challenge is present, learning curve exceptional, deaths feel (mostly) very fair, respawn is instant (desperately important in a game geared around speed), genuine freedom of choice in tackling each course, and finally, Steam Workshop compatability.

Genre fanatics require this title. Everyone else needs to buy and try just to say they've given it a go. Cloudbuilt is what games SHOULD strive for.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
7.0 hrs on record
Posted: August 14
A good game. Has a nice peaceful soundtrack- maybe just to provide contrast with the gameplay itself, which is composed of 90% tension and 10% fun, so hopefully you enjoy that sort of thing.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
1.3 hrs on record
Posted: August 17
This is a marvelous 3D take on the Megaman style platformer, similar to Deadcore with a few elements of Mirror's Edge thrown in. Where the Blue Bomber never really transitioned to 3D with much success, these games take the helm and basically open it up for another generation. Yeah, completely different aesthetics and artstyle, but the core remains very similar, just in a wild imaginative artstyle in three dimensions. Deadcore is definitely the closest comparison. Both are excellent games deserving of your cash.

The crazy thing is both games slipped under my radar for a year or more. Hard to believe with how many games I own. The marketing for these smaller titles I hope gets a slight boost on Steam sales now and then. There is no question about it, if you like platformers and are not afraid of the 3D transition, this game is excellence incarnate.

The soundtrack is decent ambient, the voiceovers are okay to good, and the storyline is fairly vague but passable and interesting at times. 4K on ultra looks gorgeous with the cell-styled art here. Controllers are fully supported. I'm using a DS4 with Input Mapper and there are plenty of options to tune your aim and sensitivities.

All in all a solid success. Wish more people knew about it.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
791 of 927 people (85%) found this review helpful
29 people found this review funny
Recommended
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!
Was this review helpful? Yes No Funny
374 of 484 people (77%) found this review helpful
2 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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215 of 300 people (72%) found this review helpful
Recommended
6.5 hrs on record
Posted: March 2, 2014
https://www.youtube.com/watch?v=O3qORqS03iM

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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197 of 275 people (72%) 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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50 of 61 people (82%) found this review helpful
Recommended
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
Recommended
291.2 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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34 of 39 people (87%) found this review helpful
1 person found this review funny
Recommended
538.6 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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