A hardcore multiplayer platformer about a lone hero and treacherous monsters controlled by the other players.
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Release Date:
Aug 31, 2016

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Although fundamental features and gameplay mechanics are already implemented, we would like to take community's suggestions into account while filling the game with content. We do also seek feedback, bug reports and balance notes since our goal is to make Ghost Croquet better.”

Approximately how long will this game be in Early Access?

“A month or a little bit longer.”

How is the full version planned to differ from the Early Access version?

“Our plans consist of multiplayer code fixes (including lag compensation), more flexible map editor and, certainly, new content: maps, monsters and, possibly, gameplay mechanics. Porting to Mac and Linux is in the plans as well.”

What is the current state of the Early Access version?

“The current version is fully playable and somewhat close to the final one. It includes singleplayer (supporting Steam Leaderboards), both local and online multiplayer, achievements and map editor which is integrated with Steam Workshop.”

Will the game be priced differently during and after Early Access?

“No, the price won't be changed.”

How are you planning on involving the Community in your development process?

“We plan to actively listen to feedback and suggestions provided by the community. Please, leave your feature requests, bug reports and sceptical notes regarding the balance here, on Steam forums, or on twitter. We're also looking into using some of the maps created by the community (and shared through Steam Workshop) in the final version of the game.”
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Recent updates View all (3)

April 5

1.102: New GUI animations and bugfixes

  • Most in-game tips (e.g. “Possess the hero once ready”) will be now shown only once.

  • Fixed all the Steam Cloud issues.
  • Crystals created by soul gem are now collectable as they should be.
  • Chat will no longer open if the game's paused.
  • Fixed "retry" button not working in arcade mode.
  • Fixed some typos in arcade mode transition screen (e.g. “1 deaths”).

From now on, while Vadim’s busy implementing proper lag compensation, I’m working on a new multiplayer game mode. Something like tennis. You have unlimited push ability and there's a bomb with a random timer (the timer will have a wider range than in a normal game) that you're trying to kill your opponent with. The arena will also spawn random upgrades from time to time.
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March 28

1.1: Linux support, single-player mode overhaul and new editor features

Hey guys! We released an update! Cool, right?.. well, perhaps not the coolest, seeing that we were going to leave Early Access within a month but are releasing this update 8 months later. There were a few reasons to this:
  1. The game didn’t sell as well as expected. Or, to be precise, did not sell well at all.
    This can be written off as our own fault (for not finding a publisher), with the game also failing to receive basically any coverage by any major outlets, despite the efforts.
    Regardless, not a particularly motivating experience.
  2. Partially as result of above, the game’s budget was successfully and fully exhausted.
    Not that we had that much of a budget to begin with, but expecting EA sales to at least partially cover the existing expenses and serve as a base for future expenses (additional art/audio assets) and having them cover neither was… not the most helpful.
    So both of us took on some additional work (Nick doing freelance programming and even a small retail position while Vadim took on more projects in need of online multiplayer functions being added/fixed) while the game waited for a bit.
  3. Vadim (YellowAfterlife) generally always works on too many projects at once, which meant that his parts of workload had seen some delays.
Regardless, despite the mentioned factors (and some other mishaps), the update is now done and released. Changelog follows, but first a few words about the name change.

The game’s name was changed to avoid any possible confusion or anyone getting upset about naming similarities. While developers of Crawl seemed to be the least concerned about this situation (their game launches on April 11 and is bigger and prettier than ever), we felt like the change was needed, and will better reflect the fact of game doing it’s own thing.

Also, we have a new logo and a website!

  • Added Linux support!
  • Added proper tutorial.
  • Added proper title screen, along with menu music theme.
  • New maps: forest, metalworks, and cavern.
  • Maps are now “locked” from the very beginning. You can unlock them by beating the previous map from both single-player and multi-player (local and online).
  • There now are additional challenges (i.e. stars) for each official map in single-player mode that include:
    - collecting all gems;
    - beating the map under par time;
    - not using any upgrades.
  • Added vertical fans.
  • Added two new achievements (plus, achievements’ names and icons overhaul).
  • You now can reroll shop's items for 1 crystal.
New editor features:
  • Added undo.
  • You can now select areas to either move them around or delete.
  • You can now “ban” certain items which prevents them from appearing in shops.
  • Maps are now automatically converted to match current editor’s version.
  • Shift+F5 now runs the map in split-screen mode.
  • Better help file.
  • It's no longer possible to interact with invisible layers.
  • Maps are no longer expected to have a shopkeeper.
  • Arcade mode maps order is no longer random.
  • Various balance and design changes to all the maps.
  • Better and more intuitive controls sub-menu.
  • The game will no longer play the same track twice in a row.
  • Menu switching acceleration - you can now hold <up> or <down> to scroll through the items way faster.
  • You can now use gamepad shoulder buttons and <space> to navigate menus.
  • Slime will now dash even if will cause him to fall from a ledge.
  • Sime will now dash more aggressively trying to predict hero’s movements.
  • Best times are now displayed on the map selection screen.
  • You can no longer bump into invisible wall on the right edge of the map.
  • Placing a crate under the start location no longer causes it to fall on hero spawn.
  • Fixed workshop thumbnails not being assigned correctly.
  • Blocking mortars with elevators will no longer result in countdown freeze.
  • Birds will no longer kill each other with eggs while flying on the same height.
  • If an afk player leaves the game, it will no longer cause desync.
  • Fixed a bug with crystals counter sometimes not drawing in multiplayer.
  • Fixed menu drawing and responding to input outside the allowed area.
  • Fixed thumb' flash on map selection screen.
  • Fixed some power-saving mode issues.
Future plans:
  • 60fps. Or, more precisely, arbitrary framerate.
    While we have already experimented with this, maintaining consistent platformer physics (most importantly, jump height and distance) with non-fixed framerate requires some additional calculations.
  • Lag compensation
    We are still researching optimal approaches to making the game play nice even on poor internet connection. After multiple tests, we have settled on an approach slightly akin to what is used in high-end fighting games (“rollback”), but this does require substantial changes to the game and thus is not ready just yet.
  • Mac OS support
    OSX is another platform that we want to add support for before the full launch, but, much like Linux, it has it’s own challenges that we are yet to fully resolve.
If you have suggestions or ideas, do tell!
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About This Game

In Ghost Croquet one player controls the hero and tries to beat the level. Meanwhile, the other players take control of the monsters and possess the traps, trying to stop him. As the hero dies, his most successful adversary takes his role - trying to get to the end of the level.


  • Local (split-screen) and online multiplayer.
  • Exploding drones and lasers, with some screenshake.
  • You can pretend you're just a dumb AI, then perform a surprising attack!
  • Hero upgrades - ranging from a dazzlingly stylish top hat to the iconic double jump.
  • Level editor integrated with Steam Workshop.

System Requirements

SteamOS + Linux
    • OS: Windows XP
    • Processor: 1.8 GHz
    • Memory: 1 GB RAM
    • DirectX: Version 9.0
    • Storage: 50 MB available space
    • OS: Ubuntu 14
    • Processor: 1.8 GHz
    • Memory: 1 GB RAM
    • Graphics: OpenGL-capable
    • Storage: 50 MB available space
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