
Enter a world of sky islands and jump your way to the finish, you must complete each level with a certain amount of jumps! and HURRY, you must complete each world in under a certain amount of time.
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): 12/day in the week to Jul 15 → 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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
Good game under 2 hr completion but I had fun so no reason to refund.
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Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Jumps, developed and published by Kiwiforge and Timothy Vincent, is a minimalist first-person platformer that strips away narrative complexity and excess mechanics to focus entirely on the art of movement. It places players in a serene but perilous world of floating islands suspended in the sky, where the goal is deceptively simple: reach the end of each level before the timer runs out and without exceeding a set number of jumps. This simple premise hides a surprisingly tense and rewarding gameplay loop. Every leap feels deliberate, every step forward a small risk, and every completed run a moment of precision and timing executed perfectly. It’s a game that doesn’t rely on spectacle to engage the player, but instead on the satisfaction of mastering its elegant rules. At its core, Jumps is about discipline. The player must navigate through platforms, moving obstacles, trampolines, and environmental hazards while keeping an eye on two strict limitations: time and jump count. This dual constraint system adds an engaging layer of strategy to what could have otherwise been a straightforward parkour experience. Each level becomes a puzzle of efficiency, pushing players to plan routes, anticipate movements, and execute jumps with exact precision. A single unnecessary hop can spell failure, forcing restarts and demanding full concentration. The time limit compounds the tension, turning each run into a test of both mental calculation and reflexive coordination. This design philosophy rewards not just completion, but mastery—an element that will appeal especially to players who enjoy speedrunning or optimization challenges. Jumps unfolds across six worlds, each containing ten levels, and every new world introduces fresh mechanics to challenge the player’s understanding of momentum and space. Early levels ease players into the controls with simple platform layouts, while later ones add trampolines, cannons, rotating obstacles, and rocket-assisted propulsion that require precise control. The gradual escalation of difficulty ensures that each new concept feels earned, giving players time to adapt before throwing them into more demanding sequences. There’s a flow to the way Jumps teaches its mechanics: each level quietly communicates what it wants you to learn, often through failure. Missing a ledge or mistiming a launch isn’t just punishment; it’s part of the rhythm of discovery that defines the game’s pacing. The absence of complex tutorials or text pop-ups reinforces the game’s minimalist design ethos—learning comes through doing, and progress comes through persistence. Visually, Jumps adopts a clean, low-poly art style that prioritizes clarity and atmosphere over elaborate detail. Each world has its own visual identity, expressed through color palettes and lighting rather than intricate textures. The floating island landscapes are sparse but purposeful, their open skies and sharp contrasts giving a sense of freedom that complements the game’s emphasis on precision movement. The visuals also serve a functional purpose: clear silhouettes and consistent color cues help players judge distances and timing accurately, making each jump feel intuitive despite the first-person perspective. The soundtrack, composed of upbeat electronic and ambient tracks, drives the game’s energy without overwhelming the experience. It underscores the rhythm of motion—quietly motivating during early attempts and exhilarating when a perfect run begins to come together. From a gameplay perspective, Jumps is not a forgiving experience, but that’s part of its appeal. It demands patience, practice, and an appreciation for incremental progress. Missing a jump or misjudging a landing can lead to instant failure, and restarting a level becomes a familiar ritual. However, the quick restarts and compact level design prevent frustration from turning into fatigue. The brevity of each stage means that retrying doesn’t feel punishing but rather an opportunity for refinement. Over time, players internalize the flow of movement—when to conserve a jump, when to risk speed, and when to pause for precision. It’s a loop of repetition that never feels stagnant because the satisfaction of improvement is immediate and tangible. Every successful landing feels like a small personal victory, especially in the later worlds where even a single wasted motion can derail the entire attempt. While Jumps succeeds in its purity, it also risks alienating players who prefer more variety or narrative depth. Its single focus on platforming excellence means there’s little in the way of story, character, or environmental storytelling. The six worlds, though distinct in aesthetic tone, follow similar structural patterns. Some players might find the experience repetitive after extended play, as the game’s core loop relies heavily on mechanical challenge rather than discovery. Yet for those drawn to minimalist design and mastery-based gameplay, this repetition becomes meditative. The simplicity of the concept makes every success meaningful, and the restraint in its design highlights how much tension and satisfaction can emerge from a single well-executed idea. Technically, the game performs well, maintaining smooth framerates and crisp input response—an essential requirement for a platformer that depends so much on precision. Its modest system requirements make it accessible on a wide range of hardware, and the clean visual presentation ensures that performance never hinders gameplay. The developers’ attention to tight physics and collision detection gives every movement a reliable sense of control, which is vital for a game built entirely around timing and accuracy. The audio design complements the experience with subtle environmental cues and energetic tracks that mirror the pacing of the gameplay, keeping players in a steady rhythm of concentration and flow. In the end, Jumps is a distilled, skill-driven platformer that understands exactly what it wants to be and delivers that vision with confidence. It doesn’t rely on narrative or spectacle but instead on the pure satisfaction of movement and mastery. The simple mechanics belie a deep well of challenge, and the elegant level design encourages replayability for those seeking perfection. While its minimalist scope may not appeal to everyone, for players who find joy in precision and repetition, it offers an experience that feels both intense and meditative. Jumps is a celebration of motion, timing, and focus—a small but expertly crafted test of patience and skill that rewards persistence with moments of exhilarating triumph. Rating: 8/10
почему когда я туда зашёл у меня комп чуть не взорвался, более требовательные игры тянет а эта как будто я 5 киберпанков одновременно запустил, сделайте хоть какую нибудь оптимизацию
[h1][b]Not Recommended[/b][/h1]
Not played much but this game was the key factor that helped me pass my games dev final so
zıplamalar.
This game is really simple and is playable on anything. Some achievements were glitched but afterall this is one of my favourites now.
It's not a bad game for what it is, but my god the physics on at least two types of obstacles in this game is abysmal. The sleds have a chance of completely throwing you off because they had to be physics objects when they should've been programmed to go down one single path. And the artillery shells in the steampunk world are SO BAD. It's a chore to merely land on them without the broken physics throwing you off of them like it's the wind or something. Doesn't feel right in the slightest. Snag on sale.
Es un juego muy corto, me lo he pasado en 3 horas. Por lo que vale es demasiado corto, pero como lo he pillado de oferta pues me da bastante igual. Lo único que no he probado es el multijugador porque pone que esta pendiente de lanzamiento
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.
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