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 (13 reviews) - 92% of the 13 user reviews in the last 30 days are positive.
Overall:
Very Positive (630 reviews) - 85% of the 630 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 (13 reviews)
Overall:
Very Positive (630 reviews)
Recently Posted
Venetas
( 2.0 hrs on record )
Posted: July 26
This game is GORGEOUS!
You/your son/daughter/nephew may find this game in your Library, filled with 500 AAA Titles like Witcher 3, Dark Souls, Final Fantasy XXII VR, and i bet my butt, it will STILL look fing amazing!
This fact alone is worth 20 bucks.

Helpful? Yes No Funny
bar256
( 3.2 hrs on record )
Posted: July 25
Played this game, tried my best and it had spit me in the face.
Helpful? Yes No Funny
Koolvent
( 2.8 hrs on record )
Posted: July 14
I enjoy many different kinds of games and play them to enjoy what makes them fun and different. Cloudbuilt is very unique and I enjoy all that makes it special. If you want a game that takes skill and practice to achieve the quickest time this could be your calling.
Helpful? Yes No Funny
Lady Narnia
( 5.3 hrs on record )
Posted: July 13
One of the best experiences I have had in a game for a very long time. It's like the Sonic the Hedgehog we were waiting for all this time. The speed is super fast and intense. The graphics and scenery are gorgeous. The levels are very well built and streamlined with a small story to help make it a little more interesting. The controls are so fluid and easy to use and the game unleashes its full potential with what it can do on nearly every level. I had compatibility issues but the developer has been actively working with me as a programmer to help get this issue resolved. Great support, fantastic game. I highly recommend this game looking for a hardcore, immersive speed experience!
Helpful? Yes No Funny
jchaosmaster
( 4.1 hrs on record )
Posted: July 12
This is a very good game. One fo those games that is meant to knock you down so you feel the need to get back up. The game follow's the thoughts of a young woman who has gone threw a tramatic event and is left in the hospital. The game play does well at showing the world as if it was a dream. They do this with great visual's and none linier story. As well to the levels should be played as if it was a dream. Take a chances to look around because often the most straight path can be the hardest. Where if you look around you might find a easier route.

Along with intresting game play it come along with your own level builder letting you make your own stages and letting you play stages others have dreamed up. So that provides a extra content for those looking for a game that will last your more then 5 hours just doing the main story line.
Helpful? Yes No Funny
Verum
( 0.8 hrs on record )
Posted: July 9
The game does well in what you really want from a game in the end of the day: it's fun. Looks nice, the controls are simple and flow well, decent amount of challenge, but not too much. A fun casual platformer.
Helpful? Yes No Funny
SockN1nja
( 1.4 hrs on record )
Posted: July 7
I love this game. It looks beautiful, it sounds beautiful, and it plays beautiful. Your character controls very well, and you usually have a lot of options on how to complete each level. The music is a lovely mix between instruments and chip-tune sounds. The art style is very pleasing to look at. The levels aren't long, but the fun comes from trying to find the perfect path to beat the level as fast as possible. Not only does this offer great replay value, but there's tons of clever community-made and dev-made levels on the workshop. The level editor is included so you can even try your hand at making your own. The story isn't much, but it flows with the gameplay in a very clever way. your character is comatose and is trying to escape the world inside her dreams, where all the levels take place. And that's where the genius merging of gameplay and story comes in. This game gets REALLY hard later on. The final levels are ridiculous. The DLC levels are soul-crushingly difficult. You will experience a range of emotions that very few games can produce. The frustration builds and turns into desperation, then rage, then sadness as you let go of the mouse and stop playing. These levels give you a great insight to the emotions of your protagonist as she is desperately fighting her way through the broken fortresses with no clear goal in sight. The satisfaction you get from completing a tricky level is more than worth the frustration it put you through. If you like a challenging and fast paced 3D platformer, pick this up with the Defiance DLC, and the soundtrack if you can afford it. It has a few flaws, but this game is easily a solid 8/10 for the non-casual crowd.
Helpful? Yes No Funny
ZombieFreak2
( 1.2 hrs on record )
Posted: July 5
A really fast-paced third-person parkour game. Its actually really fun because the movement system is so smooth and fun to play with.
Helpful? Yes No Funny
DaBoneMan
( 12.0 hrs on record )
Posted: July 4
Let me begin by saying that I don't recommend this game... unless you fit at least some of the following:

  • You don't suck at video games:

    I'm not saying you need to be mlg 360 no-scoping in your sleep, but this game absolutely requires fast reflexes, spot on timing, and solid mouse control. You will not finish this game without a decent amount of skill.

  • You don't like being limited by the plebs:

    Are you a video game based god? Does it irk you that games are dumbed down for the slow fingered masses? Well CloudBuilt features open level designs that allow you to complete stages in record times -- if you're good enough.

  • You gotta go fast:

    Oh baby, CloudBuilt doesn't just let you go fast; it demands it.

  • You love topping leaderboards:

    Cloudbuilt isn't a particularly long game if you're at least decently skilled. It probably took me around six hours to complete all the levels, including the more challenging "Battle" and "Remix" bonus levels. However, if you get a kick out of optimizing lines for that extra millisecond, you will pour hours upon hours into this game. That being said, some of those leaderboards stand mighty tall. If you want something a little more bite sized the game's own ranking system will prove to be a fair challenge.

  • You like interpreting the story.

    Cloudbuilt's story is, in many ways, secondary to the gameplay. That's not to say devs didn't show it a little love. Your character's mental musings play nicely into the developing gameplay, and the voice acting, while occasionaly under-emotive, is very solid. The story progresses as you follow different "paths," representing different lines of thought, in the game world. The thoughts and the paths end up meshing into a nice blending of story with gameplay. Dark thoughts, for instance, mean darker, more sinister level design. Moreover, several endings can be discovered at the finale of each path, and it remains up to the player to decide which ending is the true one. (I personally picked "Dreams" for the curious). All told the story remains a somewhat sparse, but very welcome, addition to the game.

  • You like distinctive art directions:

    The devs made the wise choice of aiming for an almost surrealist art direction -- it looks absolutely lovely, ensures that the game almost always plays at a buttery 60, and meshes nicely with the story of the world. One particular overlay effect will likely seem jarring for the first minute or so, but I found it faded quickly in the background before ultimately feeling normal in the game's setting.

  • You like a game made with a little love:

    Cloudbuilt isn't perfect. It's short, its story is sparse, and it suffers from the occasional ledge grabbing gameplay quirk. Yet each level was loveling crafted with multiple obvious paths, several hidden paths, and then a few more paths that take advantage of game mechanics that the player was never even specifically told. Movement has been carefully polished until it actaully gleams -- I could almost always intuitively know the distance I would travel and where I would land. By the end of the game I could regularly make wallrunning, mid-air dashing, gun firing plays that I would have thought impossible before I began, and that made me feel like an unrepentant badass. This was a game made with real care, and it shows.


Sound like you? Then you're going to love CloudBuilt. Heck, I hardly put it down from start to finish. Buy this game, love this game, and help support great devs making great games.

Before I go, a final warning to the faint of heart: On a certain bonus level that I finished with the worst possible in game letter grade. a D, I was ranked 79th in the world. This is a hard game, it will take serious persistance, but victory will be sweet.

This has been Only Play If, with DaBoneMan,

Cheers!
Helpful? Yes No Funny
DAFRANT
( 7.5 hrs on record )
Posted: July 3
High-speed 3D platformer with some combat elements. Both artstyle and soundtrack are incredible (OST available on bandcamp ). The focus of the game is the speed-platforming and pathfinding through semi-open levels, while being highly challenging and pretty punishing. I personally am not able to beat the game.
Combat mainly consists of you dodging enemy turret's fire, your personal weapon is not easy to use while speeding, wallrunning and keeping track of your jetpack energy.
Since the fun of the game comes from the adrenaline of the general speed of the gameplay and the sensation of pulling off a difficult trick for the first time, it can get frustrating when you have to retry one passage for minutes or hours. Gamepad is obviously recommended.

Recommended for people who like: Platformers, Adrenaline, Speedrunning
Not recommended for people who like: Lower speed platforming (e.g. Mirrors Edge, Metroid, ..), Lower challenges
Playtime: N/A, wasn't able to beat. Good replay value for improving map scores
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
5 of 5 people (100%) found this review helpful
Recommended
12.0 hrs on record
Posted: July 4
Let me begin by saying that I don't recommend this game... unless you fit at least some of the following:

  • You don't suck at video games:

    I'm not saying you need to be mlg 360 no-scoping in your sleep, but this game absolutely requires fast reflexes, spot on timing, and solid mouse control. You will not finish this game without a decent amount of skill.

  • You don't like being limited by the plebs:

    Are you a video game based god? Does it irk you that games are dumbed down for the slow fingered masses? Well CloudBuilt features open level designs that allow you to complete stages in record times -- if you're good enough.

  • You gotta go fast:

    Oh baby, CloudBuilt doesn't just let you go fast; it demands it.

  • You love topping leaderboards:

    Cloudbuilt isn't a particularly long game if you're at least decently skilled. It probably took me around six hours to complete all the levels, including the more challenging "Battle" and "Remix" bonus levels. However, if you get a kick out of optimizing lines for that extra millisecond, you will pour hours upon hours into this game. That being said, some of those leaderboards stand mighty tall. If you want something a little more bite sized the game's own ranking system will prove to be a fair challenge.

  • You like interpreting the story.

    Cloudbuilt's story is, in many ways, secondary to the gameplay. That's not to say devs didn't show it a little love. Your character's mental musings play nicely into the developing gameplay, and the voice acting, while occasionaly under-emotive, is very solid. The story progresses as you follow different "paths," representing different lines of thought, in the game world. The thoughts and the paths end up meshing into a nice blending of story with gameplay. Dark thoughts, for instance, mean darker, more sinister level design. Moreover, several endings can be discovered at the finale of each path, and it remains up to the player to decide which ending is the true one. (I personally picked "Dreams" for the curious). All told the story remains a somewhat sparse, but very welcome, addition to the game.

  • You like distinctive art directions:

    The devs made the wise choice of aiming for an almost surrealist art direction -- it looks absolutely lovely, ensures that the game almost always plays at a buttery 60, and meshes nicely with the story of the world. One particular overlay effect will likely seem jarring for the first minute or so, but I found it faded quickly in the background before ultimately feeling normal in the game's setting.

  • You like a game made with a little love:

    Cloudbuilt isn't perfect. It's short, its story is sparse, and it suffers from the occasional ledge grabbing gameplay quirk. Yet each level was loveling crafted with multiple obvious paths, several hidden paths, and then a few more paths that take advantage of game mechanics that the player was never even specifically told. Movement has been carefully polished until it actaully gleams -- I could almost always intuitively know the distance I would travel and where I would land. By the end of the game I could regularly make wallrunning, mid-air dashing, gun firing plays that I would have thought impossible before I began, and that made me feel like an unrepentant badass. This was a game made with real care, and it shows.


Sound like you? Then you're going to love CloudBuilt. Heck, I hardly put it down from start to finish. Buy this game, love this game, and help support great devs making great games.

Before I go, a final warning to the faint of heart: On a certain bonus level that I finished with the worst possible in game letter grade. a D, I was ranked 79th in the world. This is a hard game, it will take serious persistance, but victory will be sweet.

This has been Only Play If, with DaBoneMan,

Cheers!
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
Recommended
3.2 hrs on record
Posted: June 28
This game is a fast paced free running game, with very good music and level design. It may take some time to get used to the controls, but it is very satisfying to beat each level.
Was this review helpful? Yes No Funny
2 of 2 people (100%) found this review helpful
1 person found this review funny
Recommended
7.5 hrs on record
Posted: July 3
High-speed 3D platformer with some combat elements. Both artstyle and soundtrack are incredible (OST available on bandcamp ). The focus of the game is the speed-platforming and pathfinding through semi-open levels, while being highly challenging and pretty punishing. I personally am not able to beat the game.
Combat mainly consists of you dodging enemy turret's fire, your personal weapon is not easy to use while speeding, wallrunning and keeping track of your jetpack energy.
Since the fun of the game comes from the adrenaline of the general speed of the gameplay and the sensation of pulling off a difficult trick for the first time, it can get frustrating when you have to retry one passage for minutes or hours. Gamepad is obviously recommended.

Recommended for people who like: Platformers, Adrenaline, Speedrunning
Not recommended for people who like: Lower speed platforming (e.g. Mirrors Edge, Metroid, ..), Lower challenges
Playtime: N/A, wasn't able to beat. Good replay value for improving map scores
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
1.4 hrs on record
Posted: July 7
I love this game. It looks beautiful, it sounds beautiful, and it plays beautiful. Your character controls very well, and you usually have a lot of options on how to complete each level. The music is a lovely mix between instruments and chip-tune sounds. The art style is very pleasing to look at. The levels aren't long, but the fun comes from trying to find the perfect path to beat the level as fast as possible. Not only does this offer great replay value, but there's tons of clever community-made and dev-made levels on the workshop. The level editor is included so you can even try your hand at making your own. The story isn't much, but it flows with the gameplay in a very clever way. your character is comatose and is trying to escape the world inside her dreams, where all the levels take place. And that's where the genius merging of gameplay and story comes in. This game gets REALLY hard later on. The final levels are ridiculous. The DLC levels are soul-crushingly difficult. You will experience a range of emotions that very few games can produce. The frustration builds and turns into desperation, then rage, then sadness as you let go of the mouse and stop playing. These levels give you a great insight to the emotions of your protagonist as she is desperately fighting her way through the broken fortresses with no clear goal in sight. The satisfaction you get from completing a tricky level is more than worth the frustration it put you through. If you like a challenging and fast paced 3D platformer, pick this up with the Defiance DLC, and the soundtrack if you can afford it. It has a few flaws, but this game is easily a solid 8/10 for the non-casual crowd.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
777 of 910 people (85%) found this review helpful
15 people found this review funny
Recommended
41.9 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
368 of 475 people (77%) found this review helpful
1 person 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.
Was this review helpful? Yes No Funny
214 of 298 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."
Was this review helpful? Yes No Funny
194 of 271 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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48 of 59 people (81%) 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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29 of 29 people (100%) found this review helpful
Recommended
275.3 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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