
The ultimate version of the 3D Platformer with attitude! Join Beebz on three seperate adventures to ultimately claim the Demon Queen title! Jump, spin and punch your way across the turfs with this Expressive Platformer!
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 Aug 29 → 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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Reviews
Themes across 59 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Средненький 3D-платформер с солидными возможностями передвижения и уникальным визуальным стилем. А средненький, потому что дизайн уровней очень скучный, а боевая система вызывает раздражение. В игре четыре мира, которые имеют еще более сложную версию каждый, а также финальный босс. Так вот, если первые три мира еще более менее интересны для прохождения, то четвертый мир это просто квинтэссенция всех плохих решений в лвл-дизайне платформинга от разработчика. Таких затянутый, нудных уровней еще нужно поискать... Также есть два дополнения к игре: первое лучшее не играть, а вот второе , на мой взгляд, ТО КАКАЯ ДОЛЖНА БЫЛА БЫТЬ ОСНОВНАЯ ИГРА! Очень раздражало еще неотзывчивое управление (не сразу срабатывает нажатие кнопок суперспособностей) и застревание в некоторых текстурах. Мне понравились одна доп.активность: фотохантинг, но, к сожалению, мой уровень английского не настолько хорош, чтобы найти все места для фото. Да и перепроходить четвертый мир ради фоток мне было очень лень. Игру наверное рекомендовать не буду, а жаль..
Yep, that’s a fine 3D platformer, and boy is it chunky. Lookit all that content. The design most reminds me of Sly Cooper, with the traps and pitfalls, Beebz’s nimble jumping, and the progression of mobster-like setpiece bosses, though it doesn’t contain the same stealth elements. Also, the kappa sidekick is sort of Bentley-coded, I guess. The look is more Paper Mario-like with its mix of cutouts and models, along with a bit of PaRappa-like puppetry, though I wouldn’t say the visuals are this game’s strong suit. The movement has a good variety of tools, with a new ability unlocking on each world. The platforming’s pretty tight, giving you a good feel for the environment so that you can chain your moves to move freely throughout the level. There is a bit of stiffness, but it’s mostly for the sake of challenge. You have to commit to jumps and use your abilities when you’re in a pinch, rather than just yank the joystick. The custom checkpoints prevent the levels from being too grueling, while the time trials balance it out to give the main game some challenge. That said, it took me longer than I would have liked to remember not to use the spin if I wanted to use one of the unlockable abilities mid-jump. It’s fair because there have to be some limitations on your agility, but it’s slightly irritating that the spin jump is the best option for clearing distance, but you can’t save yourself with the glide once you commit. The hitboxes are a little difficult to eyeball, with red death objects rubbing up against you when you think you can barely slip past. The enemies feel interchangeable as obstacles when most of what you do is push them with your charge attack. Finally, the characters and story are pretty limp. Beebz’s vocabulary is a little juvenile, and the arc of the story is the most basic self-actualization. It’s not interesting, but it’s also unobtrusive. Kids might like it. These issues are pretty much nitpicks, anyways. Now back to all of that delicious content. It too, is not all sunshine and rainbows. Literally. The mirror levels hold up well from a gameplay perspective, so I didn’t mind too much that you have to complete a majority of them to unlock the final boss, but why did they all have to be so dark and dreary? Some stuff I didn’t engage with much, but seem like nice additions. I didn’t pursue the collectathon for very long, but there were a few cake-related challenges I enjoyed. I didn’t attempt the photo hunt because it looked like a lot of work. I bought a couple of power-ups to further enhance Beebz’s agility, but didn’t really experiment. Neon Splash and The Tower are whole other game modes that look like they’d be exciting to try. Demon soccer, though? Oof, that does not handle well at all. Using the grapple on the balls is excruciating. Still, positive on the whole, and I didn’t even mention the community-designed levels. I’d like to try a couple of those. In summary, it’s a game with a solid base packed loads of optional diversions and challenges. Not the most beautiful or intricate game from this genre, but high value and fun to play.
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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 59 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
It's a competently made 3D platformer with solid movement options and a unique visual style, but the level design is very boring and the combat system is a nuisance. I wanted to like it but progressing starts feeling like a chore early on and I don't want to continue.
Sadly, I can't recommend the game. The combat feels so bad, unnecessary, out of place and is genuinely just frustrating to deal with. In most levels, it completely ruins the flow of the game. One moment you do your jump and run platformer, and suddenly you are forced to get into an "arena" and fight a few enemies by pushing them into spikes, and in other levels where it's not a small confined space, you have to search for small enemies, which you have to push down into lava/abyss. IDK who thought this was fun or good game design, but let's just say this guy needs his hardcore Minecraft world taken from him. I feel like they tried way too hard to overcompensate on the combat when they just had to copy other games like Spongebob, Spyro, Crash, Mario, etc. Simplicity works! The boss fights are equally frustrating, and no fun allowed. I get that all of them have a gimmick, but that doesn't make them fun, which wouldn't be bad by themselves, but combined with the rest, it just feels frustrating to play, especially when you want to collect all the time trophies. I also know that there are a few upgrades, but you can realistically only equip 2 useful ones, and why would you not pick movement ones in a 3D platformer? The overall level design is also hit and miss, where some feel really good and have a nice pace (3-5 min) and are fun to go through once for the collectibles and then again for the time trophy, while others again are either bottlenecked by the forced fights or are too open or rather unnecessarily prolonged by having you swim/jump through water or have you wait for platforms in a platformer... All in all, it's not the worst 3D platformer I've played, and the art style of 2D Sprites in 3D Space is not as bad as I thought it would be, but the points mentioned above, at least for me personally, ruined the enjoyment I tried to have. But apparently one of the DLCs of the game fixed a lot of the issues I mentioned, so I'm going to give that one a try and hope it's better! Update: After Playing the Neon Splash DLC, I have to say that this is what the game should have been in the first place. Most of my criticism was completely solved in it. I still have some, like not being able to reset immediately when dying so you have to watch the animation and respawn before being able to reset a run, or how some remix levels feel too much of a gimmick, like Splash City, or last but not least how the candy in some levels is going up into the air outside your jump distance for no reason at all other than to make you wait for it... But all in all, after completing it to 105%, it was overall really fun and enjoyable. Would I recommend the game now? Yes and No. If you get it on steep discount, sure, since this is the edition with the DLC, otherwise, I would highly recommend just buying the standalone version, which is currently on sale for 2.99€ as I'm writing this, but even the 5€ would still be worth it, especially since it has achievements for the DLC which for some reason this version does not have (sad). Because of this, I'm keeping it at not recommended since, for me, the DLC was the only enjoyable part.
Demon turf 5.5/10 Neon splash 6,5/10
Really fun 3d platformer. The movement feels amazing, it's very satisfying traversing levels.
Хороший платформер с хорошей стилистикой БЫЛ БЫ, если бы не ущербное месиво из рандомных тайтлов, платформ и прочих пропсов, не связанных никакой логикой, из-за чего тебе приходится "тыкать пальцем в небо" ради нахождения "точки G" в последних двух главах. Первые две главы - круто, оставшиеся две - мегакал. Как по мне, длс даже интереснее основной игры.
Four words to describe Demon Turf: [b]Boring[/b], [b]Ugly[/b], and [b]Not Fun[/b]. I found myself struggling to keep playing because it was just too boring, because of this I couldn't finish it. [h1]Gameplay[/h1] Difficulty comes first, fun is optional.[list] [*]Momentum is a big gameplay element, the faster you're moving the harder it is to stop. [*]Your base move set is; Jump, Double jump, Hover, Projectile attack that can be charged, and Wall jump. [*]If you double jump or hover, you are transformed and cannot do anything else until you touch the ground. [*]You unlock more moves by reaching a boss. First move you unlock is a hookshot, grabbing a hookshot point pulls you to it, you can also hook enemies but it doesn't do much unless you wait a bit for it to charge up. Second is a wheel form that moves from [u]Quick[/u] to [u]Way Too Fast to Control[/u] and will easily throw you across the stage if you come out of it at the wrong time. [*]One hit point, even one touch and you're back to a checkpoint. [*]Place your own checkpoints, you get 3 to start and can choose to have a 4th with a "badge" that takes up most of your badge slots. Many times I had to redo frustrating sections because I either forgot to place a new checkpoint or ran out of them. [*]Enemies cannot be killed outright, you either have to bump them into damage or off a ledge. To do either requires you to fully charge your attack or hookshot, if they didn't move far enough and lived, you'll have to wait for another fully charged move, and they may move away while you're charging, making it take even longer.[/list] [h1]Content[/h1][list] [*]Each level has three collectable cakes you need for buying badges and a battery at the end you need for progressing. [*]When you beat the boss of the hub, you unlock different versions of each level, which contain lollipops you need for buying cosmetics. [*]Each hub has a minigame with multiple levels where you try to maneuver a ball to the end of the course within a strict time limit. [*]There are platforming challenge courses the main hub you can access in the main hub for more lollipops. [*]You have a camera for taking screenshots from a first person perspective and for a scavenger hunt that rewards you with more cake.[/list] [h1]Graphics[/h1][list] [*]First hub of levels massively abuses the color red, I had to look away every now and then because it was hurting my eyes. [*]Every NPC is a flat image with a front, two sides, and a back. [*]All level geometry is made up of simple shapes with flat textures on them.[/list]
extremely underrated platformer and one of the first games in a hot minute i focused hard on 100%ing, give it a shot and i still need to play the sequel but i look forward to it if i find the time
This is a very neat platformer! The juxtaposition of 3D environments with 2D character models is a stylish mix that actually fits very well! Demon Turf is a very polished platformer that I'm surprised I only recently discovered it after playing through its new 3D sequel, Demon Tides. This game has a good deal of things to do between its side quests, challenges, and even the two additional game features of Neon Turf and The Tower that make it well worth the price if you want more. For the most part, the game has some fun stages and platforming that typically don't take more than 10-15 minutes to complete if you go for collecting everything, however; the combat and the bosses bring the game down a bit since they're not particularly fun, especially the dual-dragon boss' stage which was incredibly frustrating. Thankfully, the bosses have a checkpoint between phases. Additionally, the game does start to overstay its welcome when you're required to play through most of the more challenging version of the previous stages in order to unlock the boss of the game, because some of the obstacles just become annoying and much less fun at that point, particularly when you need to get a ball into a goal which is very janky. And while the game has a novel checkpoint system, you're limited in the amount that you can use in a stage and need to plan accordingly to try and avoid having to re-do a challenging set of obstacles. Fortunately enemies do not respawn and parts of a stage that open up will remain if you die. Of all the challenges in the game, what amused me was the only stage that I achieved an in-game trophy for completing quickly was the final boss on my first try. It was probably the easiest boss in the game, or maybe I just got lucky?
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