
Frogun ENCORE is a dashing standalone expansion/sequel to indie hit FROGUN! Join now older Renata and Jake in a trek around the whole world to prevent the return of Beelzebub. ENCORE builds on FROGUN's retro PS1/N64 formula. Plus, enjoy the whole adventure in true couch co-op.
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 Sep 1 → 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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Sums Steam only; PlayStation, Xbox, GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $12.99 | 106reviews | 90% | — | $38.1K |
| $12.99 | 429ratings | 71% | — | not modelled | |
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Actually enjoyed it more than the first. The camera can be annoying in the fixed perspective, but I actually had less trouble with it since its overhead so gives you a better sense of distance. The auto aiming can be finnicky when you want to change direction and shoot your grab again. Also you can't change controls which is dumb. Theres other dumb rules like you cant double jump then use your grab for no apparent reason. Also the girl still does the low jump and falls SUPER fast in a janky way, especially if trying to run off a platforming and jump, as instead you'll just fall before you jump. The added double jump fixes a lot of the issues of last game platforming. Overall the game was decent, boss fights are somewhat tough but fair if you learn the patterns. It's also a good deal shorter than the first one. I had some fun with it and consider it an upgrade from the first, but still not great or anything. 7/10.
I'll start with the issues I had: The camera and perspective suck. In coop player 2 dies when too far from player 1 and often hinders visibility. For some reason there is collision between players and we constantly kept inadvertendly jumping on each others head. This can also be exploited to skip sections, really unsure why it was implemented like that. When speedrunning levels, the camera has a speed-cap and usually gets left behind, lowering visibility. There is a lot of jank, you sometimes grapple onto ennemie instead of grabbing them, you grab onto the other player's grapple, grapple onto thrown items, I ended up inside a wall somehow at one point, reviving in coop is annoying, most of decoritve flourishes have collision which sometimes harms platforming. The final boss consitently bugged out and did his attack off center, sometimes off the arena. Boss fights are kind of a slog especially when speedrunning. A quick restart for speedrunning would be appreciated, if i were to dodge checkpoints and respawn at the start it is quite fast, but as I was going for the timegoal + deathless i had to restart the level which would load it again. This would make the graphics bug out when done fast, particularly when I did it as I died. I found the music in the second area grating. P2 always despawns between levels. As much as i have quite a few issues it was still a net positive experience. The game has a lot of charm. The movement is quite satisfying except for the double jump. Ultimately i like the design of it. It felt more like a way to correct for the bad perspective with the trade-off of killing a bit of your momentum. Once you accept you'll sometimes die unfairly to the bad perspective it isn't soo bad, coop helps for checkpoints. It works decently as a casual and coop game in spite of its issues. The game's fairly short, I beat all levels in coop in ~3 hours. The time goals on levels almost make them a second set of stages where all of the jank can be exploited (at least some exploiting is expected). It took around 2 hours to redo levels for missing goals. It didn't overstay its welcome. I got all achievements but there are still stricter time goals. This makes the 100% more accessible while also adding a bit of content still in there. Since the game is built for speed, i imagine it is quite good for actual speedrunning. I give the game a 8.5. Although I thoroughly enjoyed my time with the game and approve of the design choices, the execution wasn't quite there. At full price the game is lacking a bit in content especially if you don't plan on engaging with the speed aspects. But hey i didn't plan on doing it either and I'd say you're missing out if you don't.
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Languages: English, Spanish - Spain, Simplified Chinese
| $12.99 |
| 9ratings |
| 86% |
| — |
| not modelled |
| $6.49−50% | 8ratings | 96% | — | not modelled |
| $12.99 | — | — | — | 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.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
truly better than the first, but honestly they both are great games
There's not much to say about this that I didn't already say about the previous game, so I'll only really talk about the positives and negatives compared to the previous, Good Stuff 1. The movement is sooo much better. The double jump, proxy jump, dismount and momentum conservation. This is a proper speed platformer now. It's sick as hell, and probably my 3rd favourite movement system ever. My only complaint about the previous game was the gallery and hat achievements being too expensive, that's fixed now. I'd like to think they personally read my previous review and changed it because of that. Bad: The camera can be _really annoying_ at times. The previous game had a free camera, but this one is top down the whole time. There were several situations where fixed transitions could bug out when doing speedrun skips, or you'd just miss some areas because coins were hidden slightly off camera. The bosses are now RNG in their attack patterns. This is both good and bad, good for actually interesting fights, but bad because now you have to rely on good rng for the speedruns of the boss levels. Not the end of the world though, most only took a handful of attempts. There isn't that much post-game and there's less levels than the previous game. Not worth taking a point over, but just feel I should mention it's a shorter game. Occasionally levels wouldn't reset appropriately when dying, bottles and enemies would spawn slightly off which would require to reset the level manually for speedruns where precision is required. Previous Game Score 8.5 +2 for new momentum +.5 for fixed fashionista achievement -1 for Camera -.5 for speedrun woes 9.5/12
Really good, much better than the original. I love the movement changes they've done. Speedrunning levels with the new tech in this game feels really fun. You no longer have to grind coins for hours to buy cosmetics. The bosses are still pretty ehhhh. But overall I had a good time with it.
I'd say it's still good, but prefer the original. Pros: Better movement, higher quality, camera (?), don't have to do the painful grind of coins for 100% Cons: WAY less content for the same price, camera (?) For the camera, its a fixed camera compared to frogun's original adjustable one. It worked fine for me, and whether you consider that a con or not is up to you.
Forced camera feels weird after the first game, but there were only a couple spots where it was a problem. Overall I liked it. Maybe not quite as good as the first one, but certainly good enough. Definitely easier and shorter, but I didn't really mind. The new abilities are nice.
Frogun Encore, developed by Molegato and published by Top Hat Studios, Inc., is a vibrant and confident continuation of the retro-inspired 3D platforming formula established in the original Frogun. Rather than functioning as a simple add-on, Encore feels like a fully realized sequel that expands the scope, refines the mechanics, and deepens the charm of its predecessor. It embraces the aesthetics of early polygonal platformers while incorporating smoother controls, broader level design, and modern cooperative features that make it both nostalgic and fresh. Set several years after the events of the first game, the adventure once again follows Renata as she embarks on a globe-spanning mission to stop the return of an ominous threat. The narrative remains lighthearted and playful, serving primarily as a framework for exploration rather than a heavily scripted storyline. Dialogue is sparse and often humorous, and much of the worldbuilding is conveyed through environmental details and collectible journal entries. The story’s simplicity works in the game’s favor, keeping the focus on movement, discovery, and mechanical mastery rather than lengthy exposition. The heart of Frogun Encore lies in its movement system. The titular Frogun—a frog-shaped grappling device—remains the defining tool, allowing players to latch onto objects, pull enemies closer, activate switches, and traverse gaps creatively. Encore expands the moveset considerably, introducing abilities such as double jumps, improved grappling momentum, and advanced aerial maneuvers that allow for more dynamic traversal. Levels are built with verticality and hidden pathways in mind, encouraging experimentation with the Frogun’s mechanics. Mastery of movement becomes increasingly important as stages grow more intricate, blending precision platforming with puzzle-like environmental challenges. Level design stands out as one of the sequel’s strongest improvements. Each world offers a distinct thematic identity, from lush jungles and ancient ruins to arid deserts and volcanic landscapes. The low-poly art style evokes the PlayStation 1 era but with modern clarity and polish. Bold color palettes and sharp silhouettes ensure that hazards, collectibles, and interactive elements are easy to identify, reducing frustration while maintaining a retro aesthetic. The camera, which can sometimes present challenges during tight platforming sequences, generally does a solid job of framing action and maintaining readability. Combat and boss encounters add variety without overshadowing exploration. Enemies can be stunned, grabbed, or used creatively as tools for traversal, turning combat into an extension of movement rather than a separate system. Boss fights are playful and pattern-driven, requiring observation and skillful use of the Frogun rather than brute force. These encounters punctuate the adventure with memorable set pieces that test the player’s understanding of the game’s mechanics. A major addition in Encore is full cooperative play throughout the main campaign. A second player can seamlessly join, transforming the experience into a shared adventure. Cooperative mode encourages coordination, playful competition for collectibles, and creative teamwork when tackling platforming challenges. This feature elevates the game’s replay value and captures the spirit of classic couch co-op experiences while integrating smoothly into the campaign structure. Collectibles play a significant role in progression and replayability. Each stage contains hidden treasures, emblems, and lore fragments that reward thorough exploration. Unlockable cosmetic items add personality without affecting gameplay balance, appealing to completionists who enjoy uncovering every secret. While some hidden items demand precision and patience, the satisfaction of mastering a stage’s layout and achieving full completion reinforces the game’s focus on skill-based exploration. Despite its retro influences, Frogun Encore avoids feeling dated. Controls are responsive, animations are fluid, and the pacing balances challenge with accessibility. Difficulty gradually ramps up, offering increasingly demanding platforming segments without becoming overwhelmingly punishing. The game understands its identity: it celebrates the joy of movement, discovery, and creative traversal rather than overwhelming players with unnecessary complexity. Ultimately, Frogun Encore succeeds as both a love letter to classic 3D platformers and a refined modern entry in the genre. Its expressive movement system, colorful worlds, cooperative functionality, and rewarding exploration combine into a cohesive and charming experience. While its campaign may not be lengthy, its replayability and mechanical depth ensure lasting appeal. For fans of retro-inspired platformers seeking a vibrant and mechanically engaging adventure, Frogun Encore stands as a confident and thoroughly enjoyable continuation of the series. Rating: 7/10
Prosta i krótka platformówka. Widać wiele wad, ale miło się grało
장점: 귀여운 캐릭터, 캐주얼하고 스피디한 게임플레이, 의외로 좋은 배경음악 단점: 심각하게 불편한 고저차와 타일 좌표 구분, 카메라 각도 게임 자체만 보면 평범하게 캐주얼한 3D 플랫포머이나 단점이 너무 심각해서 게임플레이 내내 불편했음 특히 카메라 각도는 조절도 안되면서 구역에 따라 갑자기 바뀌는 등 상당히 당황스럽게 함
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Where this game's players are, estimated from review languages.
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