
Hyposphere is not simply a classic "marble" platformer, it may also be the most beautiful, thanks to the power of the Unreal Engine 4, as well as the most difficult.
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 25 → 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

Stats
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sometime, we d'ont really need to build a real house. The moment we see, feel and people we interact with is the only real one. Lets remind it bro, what left behind in your mind ? Its memory, just like a dream. And we choose those dream to decide what we are now, reason why we act like this either.
The controls are pretty bad. You need to earn coins so you can buy lives at the shop. It's a game where going fast seems most appropriate, but you lack the precision due to no air control. So slow roll. I did not have fun.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Bugged achievements? Bugged final level? There is plenty of stuff to talk about, but let's get the elephant out of the room. [b]Play-ability[/b] Physics are also a bit weird. Controls requires a careful amount of precision, but gets easier in the later part of the game, just more tedious with artifacts and effects occurring to obstruct vision. Some platforming elements make the later levels unnecessarily longer, but depending on motion and jump timing you can skip parts of this because the later levels are less creative and more cookie-cutter. I thought there may had been some gimmick to the final level, like bouncing the ball off the walls, or bounding the ball off an object on the wall to create lift to get the ball to roll on the top, but neither seem to be possible due to the basic physics of the ball against the wall. If the notches in the wall had collision then it may had been possible to test it, but there is no collision... There doesn't seem to be any way to complete it. Developer's welcome to clarify in review comments on this as I'm legitimately curious if there is currently a way to complete the level. [b]What's to like?[/b] In the first couple dozen levels there was some challenge to them, and some were pretty creative. The timing on the various motion puzzles were fairly on-point for the vast majority of the game, but the last 30 odd levels left a lot to be desired compared to the earlier, and much more creative, levels. The focus seemed to be more on quantity of levels as opposed to quality. If they had cut the levels at 70, it probably would had been a nicer end to the game. [b]Powerups[/b] Apart from the giant pinball power up. I have no idea what any of the other ones do. I can sort of take a guess on one of them, but there isn't much clarity on this as you progress through the game. [b]Issues[/b] Something I feel should be mentioned is the artifacts and effects obstructing vision. In one level the effects will blink in different colors. And while that may not seem like a big deal to some people, the flashes may make some players uncomfortable. I believe this is important to mention as a component of the game that may or may not be a bug. I also noticed that there seems to be some bugged achievements, I unlocked some achievements, skipping over others. Lastly, I touched on this point briefly above: The last 30 odd levels. There is much I can say about these levels, but probably my biggest complaint is the cookie-cutter approach to some of them. Some levels played extremely similar to previous levels within the batch. Very cookie-cutter. Remaking an earlier level to be harder isn't a bad thing, and is not what this was. Some levels were simply alterations of a previous level. Where a level with 3 mechanics had one swapped out, and was identical for the setup of the other 2 mechanics. And some of these levels were either back-to-back or separated by a level or two. Why this is an issue isn't because these levels were made. The problem was to slap on those levels anyways despite the clear difference in quality with earlier levels. [b]Verdict?[/b] I can't recommend it. There is some neat stuff in the game. I kind of enjoyed it while playing the earlier levels. Throughout playing the levels were pretty fair in how they played, but being at a loss with the final level's seemingly bugged state left me feeling a little sour about the game.
Rolling in the deep
Fun game + relaxing great visuals easy to learn a lot of levels - Kinda stuck at the final level. Everything is dark and wherever i jump is out of bounds idk.
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Could you help me to get some steam points? Here I'm will do everything you request!
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Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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