
Mail Mole is a charming 3D platformer featuring Molty, the fastest delivery mole, in his quest to save Carrotland from disaster! Explore magical worlds, make new friends, race against Mecha-Moles, find collectibles, solve puzzles and deliver awesomeness to the end of the world!
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 18 → 0.14/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
Genres
Sums Steam only; Nintendo publishes 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 | 237reviews | 87% | — | $70.7K |
| $4.99−66% | — | — | — | 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.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The main issue with this game is that the most basic and fundamental mechanic of any platformer (the jump) directly conflicts with the mechanic that makes this game unique (the dash). There are two jump heights: a very short jump that is really only helpful for traversing nearby platforms of equal (or [i]very[/i] slightly higher) height and chaining dashes, and a high jump. Because jump height can't be fine tuned, some platforms are too high for a short jump but much shorter than a high jump, resulting in lots of time spent waiting to land on them. The main issue, however, is that unlike many platformers where the jump occurs as soon as you input it and its height is determined by how long the jump button is held, in Mail Mole, jump height is completely determined before the jump occurs. That is, you must charge up the high jump [b]while grounded[/b] (you cannot prep it midair) by holding the jump button for about a quarter of a second. The flaws in this mechanic really show when paired with the game's admittedly fun dash mechanic. After landing, pressing the dash button will give the player a boost of speed [b]that cannot be canceled[/b]. This means that for basically any platforming requiring precision, there is not enough time to both dash and charge a jump before moving to the next platform. Because of this, I ended up just taking those jumps very slowly, which completely ruined the fun and pacing of the game. One [i]could[/i] make a tight circle during the dash in order to buy time to prep the jump, however this is difficult to control and is likely to throw off the alignment of the jump, which is particularly problematic given how little air control there is. Furthermore, colliding with small objects on the ground can initiate a short jump, which on at least one occasion sent me careening to my death. All of this made the game feel clunky and frustrating. Although the jump is the main offender, the game is not without other flaws: -Dash window is too large (there were many times where I accidentally initiated a dash when I was just trying to move faster (the "run" button is the same as the dash button)) -No screen summarizing progress across all stages -No option to turn off voices or even sound effects in general (I found the player character’s sounds to be repetitive and extremely annoying) -Unskippable cutscenes make gold medal attempts more onerous than they have to be. -The [spoiler]mechamole races, especially the “hard” tier,[/spoiler] feel unnecessary since there is no interaction with the opponents and take place on levels that are part of the main game and that already have medal times and leaderboards. The only difference I saw is that paths forward are already unlocked. The autoscroller levels of the game were actually somewhat fun, albeit easy, but a platformer’s high point being autoscrollers is telling.
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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, Russian
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Just a very muddled experience. Some of the models are cartoony and rounded, some are flat shaded and look to be attempting a low-poly look (poorly). The levels have collectables scattered around them, but the game has a strict time limit for golden medals, encouraging you to skip exploration. The game features unlockable cosmetic items, but because you spend the majority of the time underground, you'll never really get to see them. It's like the game is just made up of all these different elements, but they just don't tie well together into a cohesive whole. The soundtrack sucks and the timing of the landing boost sometimes feels off. As a platformer, it's alright but you can find better. Certainly not worth full price.
A simple platformer, not extraordinary, not very long, but quite decent overall, even if the difficulty is handled in a rather odd way. The game features 8 different worlds, each with its own theme, music, and some different gameplay elements. There are around sixty levels in total. Most levels last between 45 seconds and 3 minutes, and the goal is to reach the mailbox with the mole. There are several types of levels: -Standard platforming levels: these are the most numerous and the ones I liked the least. -Races against other moles. Some of the platform levels are reused and the goal is to reach the mailbox before the other moles. This is essentially the same as aiming for the speed-based secondary objective (gold medal) in a standard level. -"Solo races" featuring speed boosters on entirely new levels. These are my favorites. -Boss fights. They are platforming sequences where you must reach switches while dodging traps and boss attacks. These are the only levels that don't involve reaching a mailbox. Overall, the game isn't difficult at all. For some levels, the difficulty is practically non-existent. However, the secondary objective of completing levels quickly remains challenging. There are options to increase movement speed: either by holding down the designated button to move faster, or by pressing that same button just after landing to trigger a much more effective, though temporary, speed boost. Therefore it requires constant jumping to briefly maintain speed in the air and boosting it again immediately upon landing. The mechanic isn't overly complex but demands timing and precision, as the jumps feel somewhat rigid. Additionally, there are two types of jumps, the standard jump and the charged jump. In short, the controls require a certain level of skill, which stands in stark contrast to the many levels that offer virtually no challenge. As a result, the game's difficulty is really odd, at once far too simple and yet quite complicated if you want to get all the gold medals (I managed to get about 80% of them). Even so, it remains a decent enough game for the few hours of content it offers.
The characters are cute and it is a charming game, but the fact that you are always underground makes it hard to tell where your hitbox is, and you can get hit with flying projectiles that really look like they should've missed you. On top of that, the jump feels pretty awkward. It's not unplayable, it works just fine, but it just feels awkward. The regular jump is pretty ineffective and the higher jump requires you to charge it up before popping out of the ground in a way that just... doesn't flow very well. The timing on the dive move is also pretty finicky. None of it is awful to control, but it doesn't feel GOOD either, and controls are really important in platformers. Also, the primary function of the collectibles is to unlock costumes, but again, you are always underground in this game, and you will rarely see the costumes. So the collectibles aren't very fun to collect due to the perfectly functional but awkward controls, and they don't do anything meaningful. They don't even have a particularly satisfying sound effect for being picked up. The hitbox and costume issues could be fixed by just having Molty's little head sticking out of the ground as he digs. The game has potential, and the level design is pretty nice, but it's overall just kind of eh, and there are so many better 3D platformers out there. Super Lucky's Tale/New Super Lucky's Tale in particular comes to mind given the digging and the dive and even a lot of the aesthetics. I could see the idea for this game working really well with some more tinkering, but it feels like it needed more time in the oven or something.
Mail Mole is a confusing game. It's a 3d platformer where you can't see your character. Despite being underground, you can be hit by projectiles flying overhead. The game's visual aesthetic is mostly cohesive, Save for many recurring objects that have an untextured low poly aesthetic. The music is bland. The writing is boring. I can't really recommend this game to anyone.
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It's a perfectly fine, little platformer in the vein of Mario 3d World. However it is no 3D World. It's got a few issues, but it's not bad. Its a middle of the road PS2 game that you'd find in the bargain bin and give a chance as a child and enjoy way more than you were expecting. Wait for a sale too pick it up if you're really interested.
This didn't really work for me. It's a good idea and the level design is decent enough but the controls are the main problem. I found them to be sluggish as hell and judging exactly where you are is difficult because the character is underground! There's definitely something to build on if they ever chose to do a sequel but I became frustrated quite quickly with this.
deeply mediocre, it's pretty mindless except for a few golds which can genuinely be challenging (and frustrating, due to no fine tuning over the jump height). extremely forgettable character and story and extremely generic level design, platforming is fun enough but not really *that* fun. i'm still giving it a positive review because truly i don't like using negative unless something genuinely sucks, and i do see passion from the developers especially with free dlc. but after 100% the achievements, no part of me feels the urge to go back to this to actually try them. at a certain point i found i wasn't going for achievements because i was enjoying it, but because i just wanted to "complete it" to be done with it
чіл гра про крота який відновлює потужність на острові
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Players by region
Where this game's players are, estimated from review languages.
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