
Test your reflexes and awareness as you simultaneously guide two lovable balls through over 100 brightly-coloured challenges in a controller-smashingly tough BAFTA nominated platformer.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 9 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 30 → 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.
About
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $1.19−90% | 56reviews | 88% | — | $1.4K |
| $9.99 | 40ratings | 74% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Binaries is a deceptively simple-looking platformer that reveals a fiercely demanding and original design the moment you take control. Developed and published by Ant Workshop Ltd, the game revolves around a single, bold idea: you control two characters at the same time using identical inputs. What initially appears to be a colorful, minimalist action game quickly transforms into a rigorous test of coordination, spatial awareness, and mental multitasking, setting Binaries apart from more conventional platformers. The core mechanic is both elegant and brutal. Each movement—rolling forward, jumping, stopping—affects both characters simultaneously, even when they occupy entirely different spaces on the screen. Early levels gently introduce this concept with mirrored layouts that allow players to build muscle memory and confidence. However, as the game progresses, stages begin to diverge in structure, forcing players to process two distinct obstacle courses at once. The challenge is no longer about reacting quickly, but about anticipating outcomes, syncing timing, and maintaining awareness of the full screen at all times. Level design is where Binaries truly shines. The game features over a hundred levels arranged in a non-linear structure, giving players the freedom to tackle different challenges depending on their comfort level. Some stages emphasize precise timing, others focus on rhythm, and later levels demand near-perfect execution across both characters. The non-linear progression is a smart choice, as it prevents frustration from bottlenecking progress and allows players to sharpen their skills in varied ways before returning to more punishing stages. Despite its difficulty, the game is remarkably fair. Controls are tight and responsive, and failures are almost always attributable to player error rather than unclear design. Deaths are frequent, but restarts are instant, encouraging experimentation and repetition rather than discouragement. Over time, players begin to internalize the dual-control logic, reaching a point where awareness of both characters feels instinctive rather than overwhelming. That learning curve is steep, but the sense of mastery that comes from overcoming it is one of the game’s greatest rewards. Visually, Binaries adopts a clean, abstract aesthetic that prioritizes clarity above all else. Characters and hazards are represented with bold colors and simple shapes, making it easy to read complex scenarios at a glance. This visual restraint is essential given the cognitive load already placed on the player, and it ensures that difficulty arises from gameplay rather than visual confusion. Subtle animations and effects provide feedback without cluttering the screen, reinforcing the game’s focus on precision. Audio design plays a surprisingly important role in shaping the experience. The soundtrack dynamically responds to player performance, subtly adjusting tempo and intensity depending on how well you’re doing. When you’re struggling, the music calms, helping to reduce stress; when you’re succeeding, it ramps up, amplifying tension and momentum. This adaptive approach adds emotional texture to repeated attempts and helps mitigate frustration during especially challenging sections. Replayability is baked deeply into the structure. Each level features time targets and performance ranks that encourage optimization beyond simple completion. Leaderboards and achievements provide additional motivation for players who enjoy refining their runs and pushing their limits. Even after finishing the main content, there’s strong incentive to revisit levels with a sharper eye and quicker reflexes, turning Binaries into a game that rewards long-term engagement rather than one-and-done play. That said, Binaries is unapologetically niche. Its difficulty and reliance on multitasking can be mentally exhausting, and players who prefer relaxed or narrative-driven platformers may find the experience frustrating rather than fun. Some later levels demand an intensity of focus that can feel punishing, especially for players not accustomed to high-precision games. However, for those who enjoy mechanical mastery and unique challenges, this intensity is exactly what makes the game memorable. In the end, Binaries stands as a striking example of how a single innovative idea can redefine an entire genre experience. It doesn’t rely on elaborate systems, complex stories, or visual spectacle; instead, it challenges players to rethink how they interact with space, movement, and control. For players willing to embrace its difficulty and invest in its learning curve, Binaries delivers a deeply satisfying and genuinely original platforming experience that lingers long after the final level is cleared. Rating: 7/10
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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, French, Italian, German, Spanish - Spain, Russian
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
BU OYUNU SATIN ALIP KOLEKSİYON KARTLARINI SATARAK KAR ELDE EDEBİLİRSİNİZ.BU VE BUNUN GİBİ 250 ADET OYUNU GÖRMEK İÇİN PROFİLİMİ ZİYARET EDİN! ARKADAŞ EKLEMEKTEN ÇEKİNMEYİNİZ
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
■どんなゲーム? 赤と青のボールは、左右にキーを入力すれば一緒に左右に、スペースキーを押せば一緒にジャンプする。 ゴールは模様のついたところに同時に対応した色のところに入らなければならない 即死トラップのトゲは、自分と同じ色なら発動し、 違う色ならトゲの上に乗れるし、ボール同士で足場となってジャンプすることもできる。 ■ゲーム難易度 ・クリア自体難しい面もあるが、多めのルートが用意されたマップにより後回しにもできる ・クリアへのルートは1つ1つのボールの高低差、ゴールの位置などを考慮し 時に壁にひっかけたりしながら調整する必要もでてくる ・B,A、Sのタイムによってランクが決まり、死亡数も記録される ・こういうアクションゲームによくあるコース上のコインのような、ものは 獲得するとタイムが縮まるので、獲得必須ではなく、高ランク向けになっている ・マップ上で互いのボールの会話が英語で表示されるがなかなか見ている暇がないのが残念
Jeu plaisant de puzzle platformer. On peut y revenir de temps à autre, pas besoin d'enchainer. C'est même trop fatiguant nerveusement et intellectuellement avec certains tableaux. Durée de vie longue de ce fait. Et pour les plus habiles, un bon challenge pour aller jusqu'à la fin et en faisant des bons temps. On pourrait lui reprocher que le déblocage de niveau est assez linéaire, donc il faut avancer pour tous les voir. Mais comme un tableau peu en débloquer plusieurs, peu de chance d'être réellement bloqué sur un qui vous résiste
nice
Очередная задротская кнопкодрочильня, но с невероятно наглым ценником.
A seamless merge between a good rage platformer (of the super meat boy type) and a good puzzle game. And I do mean seamless. If you look at the trailer and think there's any chance that this game might be fun and interesting, I assure you it lives up to its full potential.
Es entretenido, pone a prueba tu habilidad y concentracion y los desafios tienen dificultad pero son pasables, me gusta, 100% recomendable
After the complete playthrough: It's fun. It's hard but fun.....in fact, after certain point almost every level can be frustrating and annoying, but after you succeeded, you feel, "I beat you motherf****r!", and this is real satisfying!
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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