
Bad Pad is a metal pumped metroidvania platfomer about a gamepad's buttons who came to life. Oozing with original music and storytelling songs, all in the spirit of metal. Precision platforming, boss fighting, puzzle solving, mini games and more...
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.14/day in the week to Sep 8 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a tight platformer metroidvania with a touch of awesome puzzle.
First of all, I want to thank devs for updating the game in an hour after I presented a minor problem Bad pad is one the metroidvanias ever made, but as game (MV+Precision platformer), it's one of the best I have played. Mastering the controls early is rewarding, and makes last map segment easier as there it's mandatory.
Bad Pad, developed by Headbang Games in collaboration with Oray Studios, is a platformer that immediately separates itself from the crowd through sheer personality. While it sits within the familiar framework of a 2D precision platformer, it layers that foundation with a loud, unapologetic heavy metal identity that influences everything from its visuals to its pacing. What emerges is not just a game about jumping and avoiding hazards, but an experience that feels closer to an interactive musical performance, constantly pushing energy and style to the forefront. At its core, the gameplay revolves around tight, skill-based platforming. You control a small, square character navigating a series of obstacle-filled levels, each designed to test timing, reflexes, and pattern recognition. The controls are responsive and reliable, which is essential given the level of precision required. Mistakes are frequent, especially in later stages, but they rarely feel unfair. Instead, the game leans heavily into a trial-and-error approach, encouraging players to learn through repetition. Each failed attempt becomes part of the process, gradually building familiarity with the level until success feels earned. What elevates the experience beyond a standard platformer is how deeply music is woven into its design. The soundtrack is not just background noise—it drives the tone and rhythm of the game. Guitar-heavy tracks accompany each stage, giving the gameplay a sense of momentum that carries you forward even during repeated failures. Certain sequences feel almost synchronized with the music, creating moments where movement and sound align in a way that feels deliberate and engaging. This integration gives the game a unique identity, making it stand out in a genre that often relies on more conventional presentation. Level design plays a key role in maintaining that momentum. As you progress, new mechanics are introduced to keep the experience from becoming too predictable. Environmental hazards evolve, puzzles become more layered, and occasional gameplay variations—such as shifts in movement style or perspective—add brief changes of pace. These elements help prevent the game from feeling completely static, though the core challenge of precise jumping and timing remains consistent throughout. The game’s tone is another defining feature. Despite its difficulty, it maintains a sense of humor and absurdity that softens the frustration of repeated failure. Visual gags, exaggerated animations, and the overall concept of navigating a chaotic world as a sentient gamepad button add a playful edge to the experience. This lighthearted approach helps balance the intensity of the gameplay, making it easier to stay engaged even when progress slows. However, the game is not without its drawbacks. The reliance on precision platforming means that the experience can feel repetitive over longer sessions, especially for players who are not fully invested in the genre. While new elements are introduced, they often build on existing mechanics rather than fundamentally changing the gameplay. Additionally, the difficulty curve can be uneven, with certain sections presenting sharp spikes that may disrupt the overall pacing. Another consideration is the game’s niche appeal. Its heavy emphasis on both challenging platforming and a strong musical identity means it may not resonate with all players. Those who prefer more relaxed or narrative-driven experiences may find it demanding, while others may not connect with its stylistic choices. It is a game that knows exactly what it wants to be, but that clarity also limits its broader accessibility. Despite these limitations, Bad Pad succeeds in delivering a memorable and energetic experience. It combines responsive gameplay with a bold presentation that gives it a distinct voice within the platforming genre. While it may not offer the depth or variety of more expansive titles, it compensates with consistency and character, creating a journey that feels both challenging and expressive. In the end, Bad Pad is best appreciated by players who enjoy mastering difficult platformers and are willing to embrace repetition as part of the experience. Its blend of tight mechanics and musical flair creates something that feels unique, even if it occasionally leans too heavily on its core loop. For the right audience, it offers a rewarding and entertaining challenge that stands out through its personality alone. Rating: 7/10
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil, Hebrew, Indonesian*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Super Meat Boy meets Metroidvania[/h1] Bad Pad is an interesting take on the Metroidvania genre, focused on putting the player through gauntlets of platforming challenges with a clear Super Meat Boy influence, combined with elements of Metroidvania like an open-interconnected world, unlocking new abilities, and permanent upgrades. If you are not familiar with Super Meat Boy it is a pretty tough game so if you are not good at 2D platformers or do not welcome significant challenge in your games, Bad Pad is one you should probably avoid. However, for platforming veterans and those who embrace a challenge, you may find this one fun and rewarding as I did. Also note, the game does include difficulty settings of Easy/Normal/Hard. I only played on Normal, which to be fair, is probably not quite as tough as Super Meat Boy, but definitely puts your platforming skills to the test. With the availability of an Easy mode, this would be a good option for those who don't want as steep a challenge. Overall, positives in my opinion: + Tight controls (and similar feel to Super Meat Boy) that give the player the expected results when you press a button. This is important for a demanding platformer, so that you always have the tools to overcome the obstacles. It's just a matter of getting it right and precision play. Another comparison in the MV genre would be that if feels similarly smooth to Ori but not quite as floaty and with fewer movement mechanics. + Well-tuned difficulty progression. The challenge gradually escalates in a way that feels tough but ultimately fair IMO. Though it is certainly demanding, the more I played, the better I did, and each challenge was surmountable with a reasonable rate of escalation. (Note: I would describe myself as a veteran at platformers though--the game expects this of the player, so if you are not in this category, you will likely find this game more frustrating than it's worth, at least on Normal mode). + Big game world. You cover a lot of ground, moving quickly through the game's big areas, but there are a lot of them. It took me about 12 hours to complete it, but that's 12 hours of intense white-knuckle platforming, so it's a dense experience. This game time was also with essentially no backtracking, unlike a lot of other MVs (for better or worse). + Variety, mini-games, and unique boss battles. Maybe some won't like this, but I thought it was generally pretty cool. There are a bunch of mini-games that mix up the gameplay, including throw-back arcade games and boss-battles that change core mechanics. Some bosses can be a bit tough but others are more on the easy side. The toughest parts of the game however, focus more on the core platforming. Some negatives: - Voice acting and music are rather questionable. The devs were going for humor with exaggerated slap-stick voice acting, and some may appreciate it, but I found it more on the grating and annoying side. The dev is also clearly a fan of head-banger music which is incorporated throughout, also with a comedic aim, but I wasn't really a fan. Thankfully the music tracks only play during cutscenes or (oddly) when looking at the map. - Limited reason to explore and back-track. There are some optional/missable upgrades to find and collectible coins, which you can go back to find them all and unlock a bonus upgrade (I did not do this personally), but in general there is not a good reason to revisit old areas. Some MV's handle this well, others can miss the mark, but usually it's a more pronounced element than in Bad Pad. With a lack of a comprehensive fast travel system and a game world packed with challenging platforming, the rewards of going back just aren't a strong enough incentive to want to go back and explore more. [b]Final thoughts:[/b] As a veteran player of platformers, I really enjoyed Bad Pad. It offers a big world full of tough-but-fair platforming challenge that for me at least, was occasionally frustrating but ultimately rewarding. The Metroidvania elements are somewhat light, but enough is there to put an interesting spin on Super Meat Boy-style platforming. UPDATE: It appears there is a new update that has added a true fast travel system which becomes available after beating the game. I will also note that the developer is very responsive to feedback!
سيئة للغاية
SUPER mix entre "SUPER MEAT BOY" et un METROIDVANIA !!! certains pacages sont corsés mais ce jeu est une petite pépite ! 23h de jeu pour ma part !!!
Great gaming fun
Awesome cool little game, just cleared the first chapter and still have plenty to do. Also loved the soundtrack!
metroidvania at it's best!!! Metal + metroidvania = Bad Pad!!!
UPDATE #2 -- After playing this game for many hours, I wanted to add a pro and a con. First the con -- the level designs become enormous further along in the game, which can be a little bit irritating considering you have to explore all the area of the level in order to get all the coins. But the pro might outweigh everything -- this is the first game I have ever played in which the character animations of people playing instruments (guitar and drums) match up EXACTLY with the music that is being played. You can literally pull out your guitar and play along with the song by watching the guitarist while the music is playing. That is absolutely amazing!! UPDATE -- I now have an Xbox X/S controller. Noticed there was some updates to the game. Updated it and the options now allow me to map the controls. LOVE IT. Now I can play the game and I am very happy!! I don't know if it works with PS DualSense controller still, but I have had so many problems with that controller I decided to just use the Xbox X/S. Everything looks great and I have updated my rating. Noticed the update from the devs on my previous comment... glad they are still putting work into this game. My previous comment is null at this point... can't expect every controller to work perfectly with every game... my apologies! Thanks for such a great game!! PROS -- dope game with a lot of heart and soul, graphics are perfect, so much exploration, straight forward and easy to play out of the box CONS -- sometimes the music can be a little repetitive (especially if you are not a metal fan, though I am). Also it will take some getting used to the character movement with the controls in regards to gliding, sliding, and running. But that is part of the point of the game. Also the background sometimes blends in with the foreground, but if you die you can just get it right the next time. PLAY! This is a great game and I am extremely excited that I can now play it. Been looking forward to this for so long. Thanks yall! ----- Using PS5 DualShock through Steam with the generic drivers and no external controller mapping... controller doesn't work. Attempted to map the buttons in the options menu of the game and the controller is not recognized. I know it isn't my controller or system, so it must be an issue with the game itself. So... yeah, can't play the game. Kinda sucks as I bought this and Bad Run together as a package for Xmas and was excited to play both. Controller works with Bad Run, but not Bad Pad. I know this game is a few years old, but either it works directly out of the box with current tech or it doesn't. I doubt this issue will be addressed by the devs since its now 2021/2022, but this could cause a new generation of players to refrain from buying/playing the game.
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