
First-Person Adventure that focuses on Source-Engine inspired movement physics. Explore an impossibly huge research facility using physics-breaking abilities granted by a mysterious fossil monolith. Evolve to reach new areas and fight strange machines roaming the laboratories.
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): 0.29/day in the week to Aug 8 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
About
BAIONLENJA: First-Person Adventure that focuses on Source-Engine Inspired Movement Physics.
B-HOP and rocket BLADE JUMP
The oldest movement exploits in FPS history are refined and polished to become your weapons.
Let's see an enemy survive a blade hit while you're going at MACH 1.
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Movement so powerful it looks like cheating, but it takes skill to master
New to Source-Engine movement?
No problem, the game will guide you to become a movement pro.
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Deepest Lore
You are SPIRIT: a being awakened by the god-like fossil creature GEHIRN who grants you physics-defying abilities and guides you towards an unknown purpose.
Enter the BAIONLENJA Corporation research facility where the fossil is being studied, and learn the truth of your origin.
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Dripping with early 2000's style, runs on a potato
Jam-packed with PS2 era music, graphics and sound design. Passion project of a Finnish solo dev.
Optimized for 144 FPS with crisp visuals and low file size.
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Welcome to the BAIONLENJA Corporation.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 120 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Натрапила на цю гру абсолютно випадково, і найбільше мене зачепив саме дизайн. З перших секунд я зрозуміла, що зависну тут надовго. Хоч упродовж гри додаються нові механіки, основа все ж побудована на бхопі. Усе це супроводжується неймовірно крутою музикою, а в деякі моменти ще й відчуваєш шалене напруження через моторошні звуки та те, що ховається в темряві. Єдине, що я б віднесла до мінусів, іноді можна трохи загубитися на локації. Загалом усе інтуїтивно зрозуміло, але кілька разів все ж намотувала кола. Коротше кажучи, гра - м'ясо. А це ж ще дочасний доступ, тож думаю, до релізу розробник підправить недоліки.
I love this game. I also kind of hate it. Which, to be fair, is about what I'd expect from something inspired by Source surf maps. There's a certain amount of sadism inherent to the concept, and I don't want to deter anyone who might be intrigued; there's a lot to like here, and what it does right, it does [i]amazingly[/i] right. It cribs from Source b-hopping but does its own thing, the presentation knocks it out of the park, the surreal, vaguely brutalist aesthetic and otherworldly sound design are all chef's kiss. That said, for as locked-in as some of the moment-to-moment level design is and for how gritty it looks now with all the fancy added graphical effects, the overworld feels, to me, even more meandering in post-0.6 than what I remember of the most recent pre-0.6 demo. (RIP by the way, we gotta stop making these things time-limited, guys.) 0.6 in general is a little bit polarizing. The new "echolocation" ability serves somewhat as a crutch for the new overworld, if you can even intuit the alien symbols it shows you, but I think I generally preferred how the old one felt to navigate. It was more experimental, arguably about as intuitive, and much more concise. The new overworld feels like it's got much more empty space just to look more like an impressive upscale facility. The Hole is cool, though. I mean, obviously it is. I love whatever goobers are leaving these bizarre audio logs. They're amazing. Guns, health upgrades, and a lot of enemies were removed to focus more on movement, which I broadly think was well-chosen. This ain't Echo Point Nova, and trying to pinpoint lobbing grenade shots with projectile travel time while also b-hopping around at 80 MPH was just too much. An air dash was added at some point that caps your speed but works well as a recovery tool or quick close-quarters redirect. I like the air dash as a fallback, but the speed-sapping sand section that's been chosen to tutorialize it is kind of miserable to get through. Although, at one point that section existed WITHOUT the air dash as an assist, so it's an improvement on that, at least. Then, for as much as I appreciate the mood conveyed by the bleak and gritty graphical filters on everything, they kind of objectively make certain parts of certain levels harder to navigate. There are times you'll be rubbing your face up against a wall and you can't even tell, and at one point the inky-black floor tiles I was on gave way to a bottomless pit that was signified by nothing more than a white line and an absence of the very subtle glossy floor sheen that isn't even visible from most angles. I miss when I could actually see stuff better. I'm now prompted in many, MANY places by the game to, quote, "Avoid making noise and hide if necessary." This was not originally a prompt and it has seemingly only on a single occasion accompanied an acutal threat that isn't an immobile turret, and even then, didn't seem particularly applicable. I also laughed out loud when the "Avoid making noise" prompt was interrupted by the [spoiler]"Press F to Scream"[/spoiler] prompt. Make up your freaking mind, game. Better yet, stop telling me to be quiet and hide. Neither does anything. Finally, the update notes state, "Added ending." And if that [i]is[/i] the ending, it caps things off in the most nebulous possible way by making the whole game feel like a prologue to something, followed by a "that's all for now, folks" popup stating the game still isn't finished. I... have no idea how to feel about this game as a whole. There are amazingly satisfying moments and it does a tremendous job of being nebulous, alien, and artsy, but in its insistence to lean into those trappings it ends up sacrificing things like basic communication and readability in certain instances (and, arguably, an ending that's something more than a nothingburger). Then, when the overworld gets overhauled to look more like an actual facility and less like an experimental hodgepodge of rooms and corridors, I don't like it as much. This isn't even getting into the matter of secret levels like The Hallway and what comes beyond, wherein I literally can't figure out what the game wants of me, and it's apparently [i]such[/i] a niche production that no footage exists online of other people completing those segments. It's like being back in the pre-GameFAQs days again. Again, I'd probably recommend it, it's unique and deserves to be seen and experienced, but it's also a fascinating example of the whiplash of game dev. I'd probably pay a couple bucks extra just for a collection of previous major iterations to peruse without having to reference SteamDB and use the Depot Downloader. But for now it gets a downvote just to highlight that there are some mixed feelings about the current state of things. I'd say truly extraordinary things could be created if a level editor were ever released for this, but the community is so niche that I feel like about 3 people would ever make anything with it.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 120 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Whichever year this game comes out in 1.0- Every OTHER game that year is gonna have a one hell of a competitor. Because to me this little game is a prime GOTY material, and this is coming from someone who never cared for movement based games - Baionlenja is just THAT good. It is dripping with style, from its monolithic structures, to its eye-catching colors and Bionicle-inspired designs that invite curiosity, intrigue and a desire for exploration. It feels vast, desolate, yet full of mystery, serving an as-of-yet unknown set of functions that the scant recordings only allude to. The voice of the Fossil, Gehirn, is executed beautifully, and it goes hand in hand with that absolute banger of an OST. I just cannot get enough of it. The gameplay itself was something I would have never expected to fall in love with. Yet, here we are. You've a small set of abilities that allow you to whiz through the air like a bullet at the speed of sound, and reckless abandon. It is easy to learn, but incredibly hard to master. While the game does not throw impossible challenges at you, there are multiple side-challenge levels that will ABSOLUTELY test your patience, nerves and skill, and are a blast to slowly dissect, decipher and - eventually, overcome. I also love the bits of absurdist humor, peppered throughout the logs. My biggest criticism as of yet, is the lack of levels - I'd say it could use 3 or 4 additional challenges to go through. Would also be fun to have a level select option, as it takes a while to reach some levels. I also think some areas just get a bit too dark, to the point of being pitch black. A bestiary would have been nice too, as the logs reference a lot of machines, but connecting the text descriptions with the actual designs of mechanoids is a bit difficult. All in all, the package is small, incredibly stylish, and it just oozes atmosphere. There is very little for me to criticize. Hands down, one of the best games I have played in years - I absolutely recommend it.
If Aphex Twin and Bionicle had a baby and raised it in a CS:GO surf map
[h1]The year is 2003[/h1] You're going over to your friend's house across the street with a couple of Bionicle canisters and some MOCs you just got done putting together. In your pockets: your dad's CD Walkman, your GameCube controller and your memory card. Your friend ends up introducing you to Counter-Strike 1.6 and all the cool servers people are hosting. Zombie Escape, KZ, Surf, Bhop. You're hunched over on an uncomfortable chair your friend pulled out for you. You spend countless hours perfecting the movement tech, paying no mind to the default game modes CS has to offer. You're called over for supper, alas, time flies. This game is nostalgia perfected
SEEK STRENGHT SEEK EVOLUTION ᴛʜᴇʀᴇ ɪꜱ ᴍᴜᴄʜ ᴛᴏ ʙᴇ ᴅᴏɴᴇ ᴡᴇʟᴄᴏᴍᴇ ᴛᴏ ᴛʜᴇ ʙᴀɪᴏɴʟᴇɴᴊᴀ ᴄᴏʀᴘᴏʀᴀᴛɪᴏɴ
Never had a game put text on-screen that said "Cinematic Footage - Not Actual Gameplay" while I was actively playing the game, until now. Same with the "Game Footage Captured In-Engine" text. Press F to release a horrid primordial screech, because you were minorly inconvenienced by a platforming challenge. Must play for movement junkies, in my eyes. Eagerly waiting for more updates. Also I can't get photo-mode to work. The button just doesn't do anything?
This game is awesome, not even gonna lie. It took 3 of my favorite things, Metroidvanias, Megastructures, and First Person view, and blended it all into one Bhopping masterpiece. I always wanted to bhop, now I can do that and MORE in this game. I could also run this on a toaster if I wanted to. Absolutely worth every penny.
Amazing indie game with sick art style and insane movement system. It can be hard at the beginning if you're not familiar with Source-Engine based movements but the game will teach you how to improve and progress. The level design is pretty good with lot of verticality, many interconnected paths and the maps are really huge with a lot of secrets to find. Just for the crazy good atmosphere, fantastic visual style and unique soundtrack this game deserves your attention. [h1]Early access rating: 8/10.[/h1]
A monolithic structure you are thrust into source engine movement; a sword in lieu of bunnyhopping, you approach with curiosity, tailored with impeccable audiovisual design ♥♥♥♥♥♥♥ ridiculous game, as someone with hundreds if not thousands of hours in source movement, combining that with such a spectacular atmosphere was tailor made to me and I am incredibly excited to see what the full release brings
Players by region
Where this game's players are, estimated from review languages.
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