
Join Renata as she adventures across a world of mystical ruins with the titular FROGUN! Frogun is an old-school platformer with the soul of the PS1/N64 era, in which your frog-shaped grappling hook is a your best friend!
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 Sep 1 → 0.43/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.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $14.99 | 642reviews | 80% | — | $202.1K |
| $14.99 | 126ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Frogun is one of those throwback PS1 type games that has a lot of positive things going for it, but it also has some design issues that keep it from being one of the all time great platformers. It's great on a superficial level as just a little exploration platformer with a unique wall grabbing mechanic. I like that there are sequence breaks that are sort of planned as part of the gameplay, since you need to use them as part of your speed runs to achieve 100% completion. The gun tongue sticks to walls. You get two shots to hit a wall and if you miss twice you fall. This can be exploited in a few ways. You can launch the tongue to delay your fall and time your land on platforms, but you also get a little bit more distance by doing this. You can also launch over walls if you manage to time it so that you bounce up the right height to get her feet touching the floor. While this looks like a cute, innocuous platformer featuring a little girl, the last third of the game suddenly gets very difficult at some parts. What I love about this game is the completion mechanic. If you're a collectathon platform gamer, you will likely enjoy this game because there are hundreds of coins, three gem objects and a note to be found on every stage. You also need to beat two levels of speedrun challenge and beat the level deathless to achieve 100% completion. All of this contributes to the formation of an "emblem" which I found to be a very cool and unique game design. You don't have to do all of this on a single run, so you can get all the collectibles on one run, reset and come back for the rest. The boss fights also gradually get harder. The first few are kind of a joke, but the last few took me many tries to beat because their attack patterns change constantly. There's also post game content that adds new bosses, a new playable character and two different boss rush modes. This was where I started to feel that this was a truly great game, as the sheer amount of stuff to do in it was impressive. Unfortunately, after getting 100% completion I then had to grind through some 50 levels I already beat to collect the money needed to buy all the remaining hats and artwork needed to unlock all the achievements. This was super tedious and dragged the whole experience down for me. The music is fantastic and the game has a lot of charm, but the graphics feel slightly inauthentic to the extent that they don't feel like they have a "weight" to them. This is worth playing for the sheer amount of content. The levels have kind of a stream of consciousness design to them where you really need to look at the flow to figure out how to proceed sometimes. There are some great boss fights with unique patterns that I have never seen in a game before. I loved sequence breaking and coming up with new shortcuts to get the speedrun challenge, and it felt good to fully complete each stage in that "collectathon" sense. I hated grinding for hours to collect money and I didn't even mention the fact that the camera is occasionally just awful, but I can forgive much of this since the core game is very good.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Spanish - Latin America
| $14.99 |
| 73ratings |
| 88% |
| — |
| not modelled |
| $5.99−60% | 22ratings | 84% | — | not modelled |
| $14.99 | — | — | — | not modelled |
| $14.99 | — | 72%* | — | 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 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Started out fun but the fun nosedives pretty quickly as there's tons of cheap deaths, the frogun targeting the wrong things and feeling very inconsistent, being yeeted across and area falling to your death, some really difficult platforming even early on, way too few checkpoints not to mention the tedious feeling of having to collect all coins, emeralds, notes AND beat a friggin timer means you're absolutely forced to replay levels to inflate game time stinks. And the sound effects are absolutely terrible. I'm going to play it a couple more hours because I have absolutely nothing else to do atm but after that it's uninstalled forever. Hope the sequel gets a huge improvement.
Oh this was challenging. Very cool gameplay that WILL keep you on your toes. I did my best to be a completionist as i usually am with these, but i could not get good enough. Tried to keep going without the completionist attitude, but i started to feel tired. Something about these levels felt like they were too many? Or overwhelming somehow. Something wasn't clicking with me, and it's kid friendly aeathetics didnt qhite align with my tastes pushing me even further away. Again, its a fun, challening, game with a ton of content and i can see it being satifying to get good at it. But i couldn't take it anymore. The gamelah, aesthetics, level design, difficulty stopped me on my tracks. Did not finish it, dont think ill come back to it. But, i think its mostly a taste issue more than a mistake from the developer.
Cool idea, motion sickness is insane (I feel like I'll throw up playing for more than 15 minutes), you can't remap keys
*Impressions* A cutesy and slower-paced platformer with light puzzle-y elements. The music and art style are charming and has some cool ideas with the games "frog-gun" mechanic, similar to Chameleon Twist. It feels a little slow and isn't crazy challenging, but that kind of fits the vibe the game seems to be going for. Cool title.
This is a tough game to review, because the core of the game is fun, but it just feels slightly too janky and a tad too long. I really enjoyed the core of this game, and the addition of speedrun challenges are probably the best part. The game will not stop you from ripping levels wide open with the jank, but it will also halt a lot of your momentum with that same jank. The targeting system is a sore spot for a lot of the others reviews but that's because it is just that rough. By the time I finished this game I was just kinda sick of it, but I still make this review positive because there is a good time in here. The game is cheap, it's fun when it isn't painful, and I do recommend it. Just maybe beat the game before going for completion and you'll feel these issues less than I did.
Controller does not work with this game on Windows 11. Spend your money on something else!
I started playing Frogun with the intent of going for 100% completion, and gave up around the 60% mark or so. The game is absolutely charming; the aesthetic is on point, the soundtrack is solid from start to finish, and the first impressions are great. The level design is solid, and Renata largely controls great. The problem comes with the reliability of the tongue-grapple mechanic. Frequently the tongue will fail to work despite the crosshair implying it should, even when the destination is in clear sight and not even particularly far. It makes for some occasionally frustrating moments, especially when some of the levels clearly want you to commit to long jump-grapple combos to optimize time saves or gather collectables. Considering the grapple is the one core mechanic that the game is built around - there are no extra moves to be unlocked - to have it work inconsistently is not great. The game -is- overall a fun experience, though one that I admittedly enjoyed far more after I stopped worrying about all the collectables. The store page lays it out pretty clear; if it looks like the sort of thing you think you'll enjoy, you probably will; but just be prepared to occasionally have to fight the grapple detection.
Frogun, created by Molegato and published by Top Hat Studios, Inc., is a platformer that fully embraces the spirit of the late 1990s without trying to smooth out all of the quirks that defined that era. It places you in the role of Renata, a young adventurer navigating a series of ruins and dangerous environments in search of her missing parents, but the story itself is more of a framework than the main attraction. What truly drives the experience is its commitment to recreating the feel of early 3D platformers, from its visual style to its movement mechanics, capturing both the charm and the occasional awkwardness that longtime fans of the genre will immediately recognize. The defining feature of Frogun is its central mechanic, a frog-shaped grappling device that functions as your primary tool for traversal, combat, and interaction. This single piece of equipment gives the game its identity, allowing players to latch onto distant objects, pull themselves across gaps, grab collectibles, and deal with enemies in creative ways. The simplicity of having one core mechanic works in the game’s favor, as it encourages players to master its nuances rather than juggle a wide range of abilities. Over time, using the frogun becomes more fluid and expressive, especially as players learn how to chain movements and maintain momentum through more complex sections. Level design reinforces this focus by offering compact but layered stages filled with secrets, collectibles, and optional challenges. Rather than sprawling environments, each level feels tightly constructed, encouraging careful exploration and repeated attempts to uncover everything it has to offer. Completionists will find plenty of incentive to revisit stages, as collecting all items and meeting specific conditions adds an extra layer of challenge. This structure gives the game a satisfying loop, where progress is measured not just by reaching the end of a level but by how thoroughly it has been explored. Visually, Frogun leans heavily into a retro-inspired aesthetic, using low-polygon models and bright, saturated colors to evoke the look of early 3D console games. However, it does not feel like a simple imitation. The presentation is polished in its own way, with a clear artistic direction that makes environments distinct and characters expressive. From jungle ruins to icy landscapes and volcanic zones, the variety of settings helps maintain a sense of progression, even if some themes repeat more than others. The overall style strikes a balance between nostalgia and readability, ensuring that gameplay remains clear despite the intentionally dated visual approach. That commitment to retro design, however, also brings with it some of the limitations associated with it. Movement can feel stiff at times, particularly during sections that require precise jumps or quick adjustments in mid-air. The frogun mechanic, while versatile, does not always respond as smoothly as players might expect, leading to occasional frustration when timing is critical. Camera behavior can also be inconsistent, sometimes making it harder to judge distances or align actions correctly. These issues do not define the experience, but they become more noticeable in later stages where the difficulty increases. The pacing of Frogun reflects its design philosophy, favoring a steady and methodical approach over constant action. Players are encouraged to take their time, observe their surroundings, and approach challenges carefully. This can be rewarding for those who enjoy a more deliberate style of play, but it may feel slower than expected for players accustomed to modern platformers that emphasize speed and fluidity. Difficulty progression is not always perfectly balanced, with certain segments introducing sharper challenges that can disrupt the otherwise relaxed rhythm. Ultimately, Frogun succeeds because it remains consistent in what it sets out to do. It does not try to modernize every aspect of its design, instead choosing to preserve the feel of its inspirations while adding its own unique twist through the frogun mechanic. This makes it a very specific kind of experience, one that will resonate strongly with players who appreciate retro platformers and are willing to accept their quirks. In the end, Frogun is a charming and thoughtfully designed homage that captures the essence of classic 3D platforming while offering enough originality to stand on its own. It may not appeal to everyone, particularly those looking for modern refinement, but for the right audience, it provides a satisfying and memorable adventure. Rating: 7/10
Frogun is a collectathon platforming speedrunning game, ala Captain Toad meets Mighty Switch Force, and while much of your playtime will be solid fun, some massive oversights stop this from being a full throated recommend, and instead make it more of a tepid whispered recommend instead. If you like collectathon platformers, and cutesy games, I say give this a try, but read on for a full review and my list a caveats to this recommendation: [hr][/hr] [h1]Plot:[/h1] Your parents are missing, and you’re going to save them… that’s it… Yeah, there’s character development in the notes you collect in each level, revealing backstories of certain characters and so forth, but it doesn't add much, and honestly the game doesn’t need more. Sometimes simple is best. [h1]Presentation:[/h1] Probably the strongest aspect of the game. Both the Art and Music pull a lot of weight in this game, and the presentation is likely the reason you’re even looking at this game in the first place. The low poly models and pixelated textures are extremely charming, as are the simple character designs, being both nostalgic and charmingly distinctive. Even smaller details of the presentation, such as the UI for the level select are charming, with the player character running back and forth on a map. The music too often stands out, though there are some duds, I’d say 80% of the music is really quite great. The game keeps up the tradition of ice level music being absolute bops. If you get the game, consider getting the OST too. [h3]Criticisms:[/h3] Though the presentation isn’t entirely perfect. During in-game cutscenes, there’s pixel portraits for the talking characters, and they honestly just aren’t all that appealing. I actually think normal illustrations would have been more suited… or I would have, if I hadn’t seen the opening and ending animated cutscenes, which frankly feel very amateurish, and aren’t the best introduction or end-cap to the game (though this is very nit-picky, since this is an indie game). Finally, a lot of the gallery art is also fairly lacklustre, much of it being fan art, which wouldn’t normally be a problem but… well we’ll get to that… [h1]Gameplay:[/h1] As stated, this is a collectathon platformer, and a fairly standard one at that. You will jump from platform to platform and collect things… However, there is a little more to the gameplay. It’d be accurate to compare this game to something like Captain Toad, as the game often plays with the camera to hide secrets out of view of the player. This leads to the player carefully scanning around them with the camera, checking underneath and around each platform to ensure they haven’t missed anything, making the camera as much as a mechanic as the player’s movement, or at least the camera feels more involved than it usually does in games regardless. The big stand out for the game is the titular Frogun, which you can fire at enemies and walls to send you quickly careening towards them, which is particularly useful because of the also aforementioned speedrunning elements heavily emphasised in the game, allowing you to bypass large sections to make your time as speedy as possible, which is needed to meet the requirements for the time trial medal and the Expert time trial medal for each level. [h3]Criticisms:[/h3] Here is where I really start coming down on the game. The most important thing for a platforming game is that the movement feels good; the platforming itself should feel good… and Frogun’s just fails to live up to that. The player movement speed is tediously slow, and their jump obnoxiously short as well. Even the most basic jumps, from beginning to the end of my playthrough, still felt uncertain, despite the fact that they placed an indicator beneath the player to let them know where they’re landing. Add to this the camera, which somehow often gets caught in the terrain and obscures everything, or zooms in too close and hides everything, or needs to be positioned juuussst so that you can platform correctly, and it just makes for a frustrating experience… well at least we get a cute frog shaped gun right?… well… [b]The Frogun sucks![/b] The final kick to the coin-bag is just how annoyingly inconsistent the titular frogun is. During normal gameplay where you’re just collecting items, the frogun’s inconsistencies aren’t too noticeable, but when trying to speedrun the level [i](y’know, the thing the game actively encourages you to do?)[/i], it becomes horrificly clear how frustratingly inconsistent it is. Routes through the level that you know you can do. will consistently fail as the Frogun just refuses to attach, despite the indicator showing it should. You will die dozens of times over trying to shave off ten seconds of your time. BLAH! Luckily the checkpoints are fairly forgiving, even resetting your time back to when you hit the checkpoint, so as frustrating as the frogun is, there is some leniency there when tackling the speedruns. Finally, the boss mechanics are fairly dull. They each consist of you waiting around for them to finish their attacks so that you may trade one blow with them. It’s cookie cutter, bog standard, run of the mill stuff. Not terrible, nothing to write home about… but enough to write a review about I guess, haha. [h1]Achievements:[/h1] The achievements deserve their own little section here. The vast majority of them can be earned through just simply playing the game and beating the levels, and collecting everything. Simple. I am a little disappointed that there are no achievements for beating all the Expert Time Trials, because surely that should be a gamepley achievement, no? [h3]Criticisms:[/h3] However, my big BIIIIIG gripe comes from what will be your last two achievements, and likely last two experiences of the game. Buying all the cosmetic hat items, and buying all the gallery art. After playing through all the levels and 100%-ing them all, I had most of the hats, but had basically none of the gallery art… this was at about my 19th hour of play. The end time you see for my gameplay is when I finished grinding coins to finally buy everything… So roughly four or five hours of grinding… in a single player platformer game… I don’t care who is disagreeing with me when I say this, because they are wrong; that is an absolutely egregious disregard of the player’s time. Now was I farming in the most efficient method possible? Probably not, but the more efficient levels were more annoying, and farming shouldn’t be a stressful thing anyway, nor should it be in a SINGLE PLAYER PLATFORMING GAME, JUST TO BUY AMATEURE FAN ART!! THAT’S MY REWARD FOR HOURS OF GRINDING?! SCRIBBLES!? COOL THANKS, FROGUN!! [hr][/hr] [h1]Final Thoughts:[/h1] So I hate the game, right? How could I give it a recommendation after my scathing critiques, right? Well, the thing is… I still enjoyed the majority of my time playing the game. Sure the movement and the frogun mechanics are unpolished, but I still 100%’d the game (or rather 150%’d it), and yeah the achievement grind is something to be admonished, but that won’t effect those who aren’t stubborn fools like me. If you simply want to play a straight forward platformer game, and enjoy speedrunning mechanics, there are worse options… there are also better options too, but you’ll still likely have fun with this game. Ultimately, the individual parts may be flawed, but the whole is still a rather fun and charming experience. If you’re taken by the visuals like I was, and are happy to play a flawed janky game, give this game a try. To put it more simply; I may be complaining, but I’m still looking forward to playing the sequel.
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