
Dubio is a game of tiny puzzle parcours. It offers a challenging mix of puzzle-solving and momentum control. Jump and bounce through 100 levels that test your wits and sense of timing. Or are there 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/day in the week to Aug 13 → 0/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
Dubio brings you a fine-tuned mix of puzzle solving and minimalist platforming. Roll and bounce your way through 100 levels, each a compact obstacle course that requires clever planning and solid execution.
Encounter warps, toggle blocks, gravity switching diamonds and surprising visual trickery. You might even discover hidden moons that bring tougher challenges still.
The music for Dubio is made by Kettel, known for his warm melodic electronic vibes and his popular score for 'ibb & obb'. His soundtrack for Dubio explores a more otherworldly haunting sound.
Play however you like. Dubio features full support for keyboard, controller, mouse and touch.
Not sure if you'd like it? Try the free demo and get a good idea of what Dubio has to offer.
Designed and developed by Richard Boeser (ibb & obb, Chalo Chalo) and AJ Kolenc (Home Improvisation).
Music by Kettel (ibb & obb, Park Beyond).
Genres
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Really dig the style, just a wonderful little experience.
Short and fun game about specific mechanics used in various levels, like inverting gravity, activate and deactivate color coded pillars and such Some levels feel harder to play and read than others, but some others give a pretty satisfying feeling when you finish them, and there's usually not a single way of completing a puzzle, that freedom of solution is rarely found but very much appreciated.
Really enjoyable game with rock solid mechanics that constantly keeps things feeling fresh by adding and combining different twists and mechanics. Kept me hooked all the way to the end. I love the minimalist style and presentation too. Really hope this game gets the attention it deserves
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
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*, Arabic*, Bulgarian*, Czech*, Danish*, Dutch*, Finnish*, Greek* +91 more
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Great to pick up and play for short sessions. Interesting levels, satisfying mechanics.
极其简单的规则却有着丰富的玩法衍生,兼具推演与操作的考量
A series of pleasant little parkour puzzles. Aside from menu-related stuff like resetting a stage or backing out, you really only have 1 input, and it causes your ball to swell in size. Tapping the button while in contact with a surface will cause you to "jump" away from it, and holding the button will keep you in a "bouncy" state. These controls are simple enough, but it's up to you to apply them with the proper timing to navigate each little arena and collect the diamonds before you run out of momentum. There are plenty of standard stages, and there are some unlockable bonus challenges. Some of the stages also incorporate special mechanics, such as the act of collecting a diamond resulting in barriers toggling on/off or gravity reversing. The game has pleasant audio and a nice minimalist visual style. Respawns are quick and they don't waste your time. Moon / 10
I can't in good faith recommend this game if you're like me and enjoy getting all achievements for games that are otherwise great. For about the first 10 hours of the game, this is a fantastic offering, supporting an indie dev at $5 USD. Great visual style, fantastic ambient music care of Kettel (how I know about the game), hundreds of puzzles that build upon one another, asking you to keep it all in mind as you go from world to world. Great! It was only in trying to do the very last level where it fails to cross the finish line for me. The concept is great; use all the techniques you've learned in one final gauntlet. Unfortunately, I would say that concept wasn't executed from the start. Not only are there types of puzzles left out, but if anything goes wrong in collecting 25 diamonds, it's time to start over. Now this can happen for many reasons: On a first pass, you're not prepared to solve a particular puzzle, you panic a little, you start over. Fair. Something in the timing of your execution could be off. Hmm, okay, that's technically on me. Something goes wrong with the physics engine. That really sucks. You go invisible 22 diamonds and 2+ minutes in, and, despite knowing this is coming from previous attempts, something from the above happens. Now this just feels like bad design. The Witness comes to mind with this last challenge level. Essentially the same thing happens. Your knowledge of the entire game is tested, and you need to start from the beginning if something goes wrong. But the key difference from The Witness's challenge is that it's timed, randomized, and fully reliant on the player's knowledge and execution. In Dubio's final level, you can take all the time you need, you know exactly what's coming, and you've known how to solve it all (again and again and again). It simply comes down to it being too precise, or a physics engine problem, or both, and it really doesn't feel good when the game closes your eyes 88% of the way there and then something doesn't work out, or something else you've done hundreds of times before doesn't work out. I believe I've spent about 3 hours trying to finish this last level. There were other levels before this that stumped me for hours as well, but in the end were so fun because they were in fact puzzles. I would try for a while, puzzle it over, go to another world, come back, figure it out, execute, feel really smart. Meanwhile I quite literally have the solution for the last level, I just can't seem to do it for really silly game design reasons. Personally, I don't know how to fix this. A checkpoint system of 5 diamonds at a time, but getting the diamonds is actually difficult? Revising the order of the diamonds, so that the pain point diamonds aren't so devastating when failed? Changing why the pain points are difficult with level layout, diamond position, required knowledge, or some combination of these? I can't say for sure myself, I haven't designed a game, but seeing another review on here saying this took 6 years to develop makes me think this last level was designed in that vacuum, and the only other relevant review (based on time played) also hates this last level. Just saying.
♥♥♥♥♥♥ mobile port with a bunch of "features" actively working against you if youre playing with mouse. other than that fun physics platformer that looks cool. not too short, lots of fun ideas.
极简解密+能量管理=Dubio 好玩
非常好玩
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.5K | 20 | 100% | $9.99 | |
| $6.2K | 77 | 75% | $4.99 | |
| $26.4K | 117 | 80% | $9.99 | |
| $43K | 504 | 91% | $3.99 | |
| $18.2K | 137 | 99% | $5.99 | |
| $10.3K | 109 | 81% | $4.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.6K | 70 | 60% | $4.99 | |
| $5.6K | 70 | 69% | $4.99 | |
| $5.6K | 74 | 73% | $4.99 | |
| $5.6K | 60 | 75% | $4.99 | |
| $5.6K | 75 | 63% | $3.49 | |
| $5.6K | 82 | 79% | $3.99 |