Levelhead is a level building platformer with a challenging campaign for 1-4 players. Run, jump, and power-up through tons of levels in the handcrafted campaign, then build and publish levels for the world to play!
All Reviews:
Very Positive (165) - 95% of the 165 user reviews for this game are positive.
Release Date:
Apr 18, 2019

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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?

“Levelhead is a game about building and sharing levels with your friends and the world - it's a community-oriented game at heart. While it's already a robust maker that offers hours of platforming and creative play, we want player feedback to hone and expand our community systems and the suite of content players can build with.

Early Access lets us involve our creative player community in the creation of the game itself, which seems perfectly appropriate for a game about building levels for the community to play!

The big three reasons we're doing Early Access:
  • Develop community features with the community - this game is all about sharing your creations, and while we've got plenty of ideas for how to enrich that experience we know our community will have many, many more.
  • Uncover additional features - Levelhead is pretty modular in nature, so we're really excited about the things we don't even know about that we'll eventually add thanks to community input.
  • Slowly scale our infrastructure - there's going to be a LOT of levels created by players, and a lot of player-to-player sharing. Early access lets us add players at a slower pace than a full launch, which allows us to adapt our technology to the flood of levels that gets generated and provide a better experience overall.

Approximately how long will this game be in Early Access?

“6-12 months”

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

“Levelhead's 1.0 will be complete when we have a more thorough integration of story in the game, many more additional levels in the campaign, more depth to community interaction, refined algorithms for surfacing level content, multiple ways to engage with all the levels on the platform, an even larger suite of level elements, and additional game modes for which players can build levels.”

What is the current state of the Early Access version?

“Levelhead is in a highly polished state with dozens of hours of playtime already available. Players can play through a single-player campaign, create and publish levels to the rest of the community, and build a following based on the success of their levels.”

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

“We plan to gradually increase the price as we ship new content and new features.”

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

“The community can interact with our studio via the in-game feedback tools. These let any player send a bug report or feature suggestion directly to the dev team. We then curate that feedback in our weekly meetings and prioritize ideas, bugs, and new features brought on by the community. The community will be able to see which additional features were the result of their feedback via our patch notes.”
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Recent updates View all (13)

May 24

Community Spotlight #5

Congratulations to our first PARAGONS

Levelhead is a community game at its heart. The thing that makes it special isn't just the game - it's the unique collection of people who play it.

Today we'd like to cast a special spotlight on some select members of the Levelhead community, as we congratulate them for being the first cohort of Levelhead Paragons. You may have seen their names in previous spotlights - and for good reason!

What's a Paragon?

A Paragon is a model of excellence. As Levelhead has grown since the start of Early Access, there have been several community members whose contributions to both the game and the community have gone above and beyond anything we anticipated. And, on top of that, they've been enduring sources of positivity for the community as a whole.

Beginning today, the following community members have been given a special role as Paragons on Discord, displaying their radness for all to see.

  • Quantum Anomaly - for streaming to the Steam store page during our launch weekend and for pushing the boundaries of Levelhead's creative tools such that his creations have inspired others.
  • 9joao6 - for pushing us, as a team, to further embrace the Contraption aspect of Levelhead, and providing us memorable highlight material in the form of Pokemon, an Arcade, and the first Levelhead Calculator
  • RetrophileTV - for creating the Speedrunner's Guild and evolving it over time with deeper systems and a sustainable community-run model. May you ever be fleet of foot.
  • Popdonk Baggycool - for creating the one and only Levelhead level review site and guiding new level creators in making better and better levels. Butterscotchrecommends
  • Cprice - for starting the Levelcup community building competition (first challenge is still accepting levels) and pushing the dev team toward an open API for Levelhead.
  • Trillionaire - for creating video of all campaign levels and keeping them up to date amidst all the changes of Early Access.
Thanks to all of you for making the Levelhead community what it is. We seriously can't wait to grow the game alongside you and see who else joins you in the hallowed halls of the Paragons!

Online multiplayer with Parsec

Y'all have been suggesting we try out Parsec with Levelhead to see if it works well for online play. WELL, I'm pumped to say that we gave it a whirl from our homes last night and found it worked beautifully. For those who want to play Levelhead co-op but don't have someone nearby, grab Parsec and hop in the discord to fish up a friend to play with! (This has also been added to the Steam FAQ)


This week the community closed in on over 3 months of playtime on user-created levels, and more than 1500 levels published! We've got a handful of level highlights that made us go WOAAAAAAH, including our first Co-Op level highlight!

MarioBoo makes a co-op cave

Using Parsec, Seth and I dove into this cave (bookmark)as a pair of rascals and emerged as a pint-sized Seal Team 6. It requires teamwork, precision, and very few mistakes. Kudos to MarioBoo for making such a solid co-op level. Grab a friendo and go for it!

BrambleGaming does a 1,000 Jem Marathon
BG's level playthrough is straight-up exhilarating to watch. You can bookmark it here: https://lvlhd.co/+jh5fcxd

Sephy goes full troll

In the spirit of Trap Adventure, Sephy created Unfortunate Adventure (bookmark). This one had me busting up in stitches as every single move I made was instantly rebuffed by a surprising, painful death. It's a troll level, but one that is remarkably sticky and fun to stumble through.

Stratonian makes us feel like a secret agent

Recreating the Mission Impossible (bookmark) theme using boomboxes is impressive enough, but designing an entire level to feel like you're pulling off a heist - complete with slow descent package-grab - put this level by Stratonian over the top.

TalkGibberish creates Simon Says

Contraptions are one of our favorite parts of Levelhead. Using the randomness generated by portals, TalkGibberish managed to recreate the classic memory game Simon Says as Vacrat See, Vacrat Do (bookmark)! Each run presents a different memory challenge, and the finale lets you do a fly-by of the off-screen logic required to make the contraption go.

It's been a whirlwind of a week over here, with more levels, more players, and more updates in the works. Thanks for playing and have a great weekend!
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May 22

Levelhead Patch 0.6 In the Mood

Patch Highlights

It's been a BOMBASTIC week here at Bscotch HQ! We have some big features cooking, but we still managed to squeeze in one or two teeny tiny changes into the game this week. Nothing major. You know... no big deal. Our focus for this patch was to give players more control over the general mood of their levels, and to take care of some higher-leverage things that we've been wanting to take care of for a long time. Let's dive in!

Introducing The Jukebox!

Have you ever thought, "Oh dang, it'd be great if I could make the music in my level get really intense during a boss fight!" Or, "I wish I could make this part of my level more relaxed"? Well, now you can, with the power of the JUKEBOX! Just drop this little buddy in your level, and activate it at any time using a switch for a dramatic mood shift!

You can have as many Jukeboxes in your level as you want. We've also made two new songs available through the Jukebox: "Disaster Manager" and "Death Executive". These songs are pretty intense, so... use them sparingly. Or just go crazy. It's your level, you can do what you want!

Weather the Storm!

Along with the ability to control the music in your level, we wanted to give you more control over the visuals of your level as well. So this week, we are releasing the weather options for the Tree of Maarla biome (Rain) and the Aquadunes biome (Snow).

Between this and the Jukebox, we're pumped to see a FLOOD of new levels with cool and interesting vibes!

Unpublish Your Levels!

YEP. You didn't misread that. It's a thing.

ALL RIGHT. This one will take some explaining. Our number one player request since the Early Access launch has been the ability to unpublish or delete levels that you have published. We pushed back against this, because we are planning out some features that will essentially cease to function if we can't count on levels... you know... existing.

For example, one feature we're hoping to implement down the road is something called "Playlists." The idea is to allow players to compile levels together into playlists, and share those playlists with each other. However, if you made a playlist, and then half the levels in your playlist just vanished (because their creators unpublished them), then the Playlist feature is essentially broken.

However, we realized that we could solve this problem by taking advantage of the fact that levels spend the first part of their lives in the Marketing Department. If we allow you to unpublish a level only if it's in the Marketing Department, then we can integrate all of these future features -- features that rely on your level being permanent -- into the Tower. So, another way to think of it is, the Marketing Department is a pretty volatile place, where levels are popping in and out, while the Tower is a permanent archive.

A fair warning, though: If you Revert a level back to the Workshop and then republish it, it is effectively a brand-new level.

Celebrate Your Graduates!

It's graduation week! And you know what that means. It means it's time to do a BETTER JOB of celebrating your levels when they graduate to the tower! Or at least, saying something about it.

Now, in the "My Levels" tab of the Marketing Department, you can see a list of your five most recent levels that have graduated to the Tower. You can even copy their share codes from there, in case you want to pass them around to your buddies!


We've got a whole bunch of other great improvements this week, all in the patch notes below! Oh, and be sure to read the part about Cromblers. That's going to be... something.

v0.6.2 In The Mood Patchnotes (since 0.5.4)

See the full patchnotes.

New Features


  • You can now revert your Marketing Department levels back to the Workshop, by visiting the "My Levels" tab. Any level reverted to the Workshop will be unpublished. All of its Exposure Bucks will lost, its stats and records will be lost, and its Lookup Code will cease to function. Effectively, the next time you publish it, it is a new level. Alternatively, you can just delete the level once it has been reverted into your Workshop, using the normal Workshop level deletion method. Once a level graduates to the Tower, it can no longer be reverted.
New Item

  • Introducing the JUKEBOX! You can use it to change the music in the middle of a level. Jukeboxes are invisible during gameplay (like camera anchors), and they require being activated by a switch.


  • Campaign levels with Bumpers have been updated to fit with the new Bumper physics a little better.
  • New Badge "Hyper Reactive" in the forest region. This badge contains the Jukebox, the song "Disaster Manager" (for the Jukebox), and the Proximity Switch, which has been moved up from later in the campaign.
  • New Badge "Downpour" in the forest region. This badge contains rain.
  • New badge "Leadership Training" is now available after achieving 100% on Nope Cart. This badge contains the song "Death Executive" for the Jukebox.
  • The badge "True Grit" has been renamed "Wind Chill," which gives the Snowstorm weather effect for Aquadunes levels.
  • "Sandstorm" weather is now available after beating Dune Doom Dream.
  • Firefall is now an Aquadunes-biome level.
  • The Jukebox system for changing music mid-level has been integrated into more campaign levels, including Mad Vacrat Nest, Be Sneaky, Swoopadoop Gulch, The Way is Through, A Quick Delivery, Pow Pow Magic, and That's an Incredible Gr-18.

  • Updated physics of wall jumping and bumpers to be more responsive to your control inputs, so you don't "drift" in midair when you don't want to.
  • Bumpers now knock targets away in 8 directions (45 degree increments) instead of down to the single degree. This should make Bumpers more predictable and easier to play with.
  • Cromblers now trigger pressure plates. (thanks to QuantumAnomaly)
  • Pressure plates have had their detection width increased slightly, so they should detect blocks and objects toward their edges more easily.

  • Added new words to the Name Combobulator: Sky, Space, Star, Hear, Arcade, Game, Listen, Deep, Change, Spend, Buy, Sell, Win, Lose, Forget, Trigger, Boom, Plateau, Island, Cavern, Cliff, Rain, Storm, Thunder, Blizzard, Blues, Play, Little, Bail
  • Added the verb "Stop" to the name combobulator.
  • Sproings can now be placed inside Brittle Rock, Prize Blocks, Enemies, and Hard Clay. (thanks to QuantumAnomaly)
  • Cromblers can now be given a Receiving Channel, so they can listen to switches. (thanks to QuantumAnomaly)
  • Cromblers can now have their cooldown customized in their properties.
  • The minimum cooldown on Cannons and Lookannons has been reduced to 0.5 seconds, down from 1 second.

  • Logging in to Rumpus clears all previous timestamps for web operations, so you should be able to sync data more reliably after a login.
  • Your Stolen Crowns now come in more reliably from the web, so you will be notified in-game fairly quickly after someone steals one of your crowns. Under the previous system, many stolen crowns were falling through the cracks. This change is not reverse-compatible, so you may end up seeing some different levels in your stolen crowns list than were there before, while others may be missing. Don't be alarmed! We're just cinching things up.
  • Created a notifications checker system that will be able to more reliably pull down stolen crowns, and will know when levels you have made have graduated to the tower.

  • The Daily Build level list now shows all of the most recently-published Daily Build levels, instead of only the levels published that match today's build.
  • There is no longer a limit on how many levels you can have in your workshop.

  • When you hover over a Rumpus lookup code on a player's profile page, it now changes color to indicate that you can click on it.
  • Added a section to the "My Levels" part of the Marketing Department, to list your most recently-graduated levels that have been moved the tower.
  • The number of coins in a level is now displayed in the top-right corner of the screen, even on player-made levels. (thanks to OneOfThreeNames)


  • Fixed an issue where if you pressed jump right after coming off of a wall slide, your wall jump would send you straight up instead of off the wall.
  • When you are hanging on a ceiling but going super fast (like after being shot out of a Blaster), it should now be much easier to get your speed under control. (thanks to Cammymoop Mowvary)
  • You can now acquire coins and other pickups while inside a Blaster. (thanks to Egietje)
  • Gently placing an object down on the ground will now put that object at your center, instead of weirdly off to the side.
  • If a guided missile cannon was attached to a switch and was active right at the start of a level, the first missile would always shoot to the right. This has been fixed.
  • Fixed some issues with collision detection of invisible Prize Blocks.
  • The package will now trigger invisible prize blocks when it hits them from the correct angle.
  • If you grab a Flingo after being fired out of a Blaster, you will regain control of your character.
  • When Cromblers attached to switches start in an "On" state at the beginning of a level, they should no longer have a weird smear frame on their eyeball while the level is starting.

  • Fixed an issue where the marketing department would continue to flash to notify you that you have a new graduated level, even if you've already seen the level.
  • Choosing tags no longer resets your sorting and filtering dropdown menu selections in the Tower.
  • Fixed the display of the Joystick Deadzone setting to always show percentages.
  • Fixed an issue where the name of a recent level graduate could overlap with the plays counter.
  • Fixed an issue where the marketing department would keep telling you that you had a recently-graduated level, even though you've already seen it.
  • You can now skip the Made with Game Maker splash screen with a controller by pressing Start.

  • Updated cooldown for notifications checking to 3 minutes.
  • Made level reversion more robust and less prone to errors.
  • Made the level publisher system more robust, to avoid problems with uploading stages and catch more failure cases.
  • When you go to change your name, the game will load in your Levelhead alias instead of your Rumpus alias as the default.
  • Made the save syncer more reliable in the event that you have to log back in after your credentials expire.

  • Fixed some issues with entering numbers outside of bounds on the item properties Numpad. You can now enter whatever you want, but in the properties window it will be bounded by the min and the max.

  • You now have to move the mouse 2 pixels or more to switch from Gamepad mode to Mouse mode, instead of 1 pixel. Some users have misbehaving mice that wiggle by a pixel every now and then, and this was pulling them out of Controller mode.

  • Fixed an issue with loading of files containing non-ASCII characters, that would result in odd results being shown in search results from time to time.
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About This Game

LISTEN UP, NEW EMPLOYEE! The Bureau of Shipping has a bunch of newly formed delivery robots runnin' around, and someone's gotta teach them the ropes. That someone is YOU. You've got your very own GR-18 and you'll need to work that little robo through training, then build and share obstacle courses with the other Levelheads so we can start dispatching these A.I. across the galaxy!

Welcome to the Levelhead division!


  • Master the challenging platforming campaign - Take control of GR-18, a delivery robot in-training, as you run, jump, and blast your way across a challenging campaign, unlocking new technology for your Workshop all the while.
  • Build your own levels - Hop into the Workshop to create your own levels with dozens of elements including enemies, hazards, paths, switches, secrets, weather fx, and power-ups.
  • Share your creations with the world - Publish your Workshop levels for the world to enjoy and see your Play Time and Attempts stats rack up! With robust search and subscription, Levelhead makes amassing a following and playing nearly infinite content from around the world a breeze.
  • Couch Co-op Creativity - Levelhead lets you play with up to 4 friends on the same couch for some downright hilarious entertainment. And if you want to really reach for those relationship goals, hop into the Workshop with friends and build levels with everyone at once.

For more game details follow the links to our official site and subreddit.

System Requirements

    • OS: Windows 8/8.1, 10
    • Processor: 2.0 Ghz
    • Memory: 2.5 GB RAM
    • Graphics: 128mb Video Memory
    • DirectX: Version 9.0
    • Storage: 500 MB available space

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