
Meet the continuation of the hardcore platformer Project: R.E.B.O.O.T!
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 5 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 22 → 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
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Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I am 32 years old. My ex-wife and I have a daughter together, and we adopted our son together. Both are now 4 years old. When we were going through our separation, I felt lost and unhappy. I was self-destructive. One day, I was so angry with everything spiraling out of control that I punched a concrete wall in a moment of overwhelming emotion. This resulted in breaking my fifth metacarpal in my right hand—the hand I worked with, played games with, and used to carry my children to bed—the hand I desperately needed to ensure I could continue providing. Upon learning the severity of the self-inflicted damage, I became almost suicidal. Keep in mind that just a few months before this, I was the happiest man, with no history of depression or anxiety. I had never experienced anger outbursts, nor was I the type to break down and cry, but I was in a tough situation that truly prevented me from seeing the light on the other side. With nothing better to do, I looked for a game I could play WITH ONE HAND while recovering. Somehow, I stumbled upon this game and read some of the comments. I decided it was worth a try... I must admit I didn't beat the game, nor did I play as much as some of you. In fact, I may have played this game for only a day or two. That being said, after doing so, I had a new joy and hope for life. I managed to leave behind the pain and suffering that had been thrust upon me. I could experience the joy and happiness of other people. I relaxed for 5 ♥♥♥♥ minutes listening to this music, long enough to realize that I would be okay. After realizing this, I turned off the game and went back to work. My hand hurt a lot, but I was motivated. I stopped feeling so sorry for myself and became the father I needed to be at that moment, not the weak boy I was behaving like. Today, I am close friends with the mother of my children. We don't fight, argue, or say hurtful things to each other. We are parents and friends. Now I have 3 children. My third child is, wait, ALSO 4 YEARS OLD. The woman I am with was going through a very similar situation at the time of my separation, and we just unexpectedly stumbled into each other's lives. We have been dating for a year and are very happy together. Moral of the story: you never know what life has in store for you, and if I had given up when all odds were against me, I wouldn't be where I am today. This silly little game helped me realize that. Thank you.
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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 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
безумие
The background music restarts every time you die, there's no options menu, and the visuals are the uninspired bare minimum. There's no save function or level select so you're required to complete the entire game in one sitting. The worst sin, however, is what a lot of these "hardcore" platformers share: extremely poor controls with levels requiring precise platforming.
⣿⣿⡻⠿⣳⠸⢿⡇⢇⣿⡧⢹⠿⣿⣿⣿⣿⣾⣿⡇⣿⣿⣿⣿⡿⡐⣯⠁ ⠄⠄ ⠟⣛⣽⡳⠼⠄⠈⣷⡾⣥⣱⠃⠣⣿⣿⣿⣯⣭⠽⡇⣿⣿⣿⣿⣟⢢⠏⠄ ⠄ ⢠⡿⠶⣮⣝⣿⠄⠄⠈⡥⢭⣥⠅⢌⣽⣿⣻⢶⣭⡿⠿⠜⢿⣿⣿⡿⠁⠄⠄ ⠄⣼⣧⠤⢌⣭⡇⠄⠄⠄⠭⠭⠭⠯⠴⣚⣉⣛⡢⠭⠵⢶⣾⣦⡍⠁⠄⠄⠄⠄ ⠄⣿⣷⣯⣭⡷⠄⠄⢀⣀⠩⠍⢉⣛⣛⠫⢏⣈⣭⣥⣶⣶⣦⣭⣛⠄⠄⠄⠄⠄ ⢀⣿⣿⣿⡿⠃⢀⣴⣿⣿⣿⣎⢩⠌⣡⣶⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣆⠄⠄⠄ ⢸⡿⢟⣽⠎⣰⣿⣿⣿⣿⣿⣿⢀⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣦⠄⠄ ⣰⠯⣾⢅⣼⣿⣿⣿⣿⣿⣿⡇⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡄⠄ ⢰⣄⡉⣼⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣧⠄ ⢯⣌⢹⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣇⣽⣿⣿⣿⣿⣿⣿⣿⣿⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⢸⣟⣧⡻⣿⣿⣿⣿⣿⣿⣿⣧⡻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄ ⠈⢹⡧⣿⣸⠿⢿⣿⣿⣿⣿⡿⠗⣈⠻⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⡇⠄ ⠄⠘⢷⡳⣾⣷⣶⣶⣶⣶⣶⣾⣿⣿⢀⣶⣶⣶⣾⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄ ⠄⠄⠈⣵⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⢸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠄⠄ ⠄⠄⠄⠸⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠘⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⣿⠇⠄⠄
It looks fun on paper, but when it comes to playing, I don't think it's a good job. There's no pause menu, it doesn't save your progress. How are we supposed to beat a 30-episode game in one go? During the time I played, I can say that the game is definitely not easy. There is no quality of work that you can train or be patient enough to pass in one go. I understand it's an indie game, but adding a save mechanic, or a pause button or something shouldn't be too hard.
Project: R.E.B.O.O.T 2, developed and published by Volens Nolens Games, is a precision-focused 2D platformer that builds its entire experience around tight control, hazard-heavy level design, and a relentless emphasis on timing. It doesn’t attempt to soften its edges or broaden its appeal—instead, it commits fully to a demanding style of gameplay that rewards persistence and exact execution while offering very little in the way of forgiveness. The premise is minimal and largely serves as a backdrop for the action. You control a robot competing in a high-risk tournament, navigating a series of deadly obstacle courses designed to test its capabilities. This framing provides just enough context to justify the escalating challenges, but the game quickly shifts its focus to mechanics rather than narrative. There is little storytelling to guide you forward; progress is defined entirely by your ability to overcome each level’s hazards. Gameplay is built around a straightforward set of controls—movement and jumping—but the simplicity of these inputs contrasts sharply with the precision required to succeed. Each level functions as a compact trial, filled with spikes, moving platforms, lasers, and other environmental threats that leave little room for error. Success depends on learning patterns, refining timing, and executing movements consistently. The game encourages repetition as a means of improvement, with each failed attempt providing insight into how to approach the next one. This structure creates a loop that is both engaging and punishing. When you finally clear a difficult section, the sense of accomplishment is genuine, as it reflects a clear improvement in skill and understanding. At the same time, the process of getting there can be demanding, particularly when progress requires repeated attempts at the same sequence. The game does not rely on randomness; instead, it challenges players to master fixed patterns, making success feel earned but sometimes slow to achieve. The difficulty remains consistently high throughout the experience. Levels introduce new configurations of hazards and slightly different challenges, but the core mechanics remain unchanged. This means that while the game does evolve in terms of layout and complexity, it does not introduce new abilities or systems that significantly alter how players interact with it. For some, this consistency reinforces the game’s identity as a pure skill-based platformer. For others, it may make the experience feel repetitive over time. Visually, the game adopts a minimalist style that prioritizes clarity. The environments are simple, with clean lines and distinct hazard indicators that make it easy to understand what poses a threat. While this approach lacks visual variety and artistic flair, it serves the gameplay effectively by ensuring that players can focus entirely on movement and timing. The presentation is functional rather than expressive, aligning with the game’s straightforward design philosophy. The audio design follows a similarly restrained approach. Sound effects provide immediate feedback for actions and hazards, while the background music maintains a steady tone that supports the pacing without drawing attention to itself. These elements contribute to the overall experience without becoming defining features. Where Project: R.E.B.O.O.T 2 shows its limitations is in its lack of variety and long-term progression. The linear structure offers little deviation, and there are no additional modes or systems to expand the experience beyond its core loop. Once players have completed the levels, there is little incentive to return beyond personal challenge or improving performance. The absence of new mechanics or evolving gameplay elements also means that the experience can feel uniform from beginning to end. Despite these constraints, the game succeeds in delivering a focused and consistent experience for players who enjoy precision platforming. It does not attempt to be more than it is, and within its chosen scope, it provides a clear and demanding challenge that rewards dedication. Its appeal lies in its simplicity and the satisfaction of overcoming difficult obstacles through skill alone. Ultimately, Project: R.E.B.O.O.T 2 is a niche title that caters specifically to fans of challenging platformers. It offers a clean, no-frills experience centered on timing and execution, delivering moments of genuine satisfaction at the cost of accessibility and variety. For players willing to embrace its demanding nature, it can be a rewarding test of skill, even if it lacks the depth and diversity of more expansive titles. Rating: 6/10
✅Kartları satılarak kâr edilebilir. Bu tarz kâr ettiren oyunlar için profilimdeki incelemelerime bakabilirsiniz.
游戏手感特差,不是因为又-90% 的优惠券我不可能会去买这个垃圾,但凡有个存档功能我的态度也会好一点,唯一的优点是买后的交换卡片比游戏本体还值钱
✅İndirimdeyken alınıp kartları satılarak kâr edilebilir. Hesabımda bunun gibi birsürü inceleme var kâr yaptıran oyunlar mevcut profilimden bakabilirsiniz. Üstte kalması için incelemeye geri bildirim bırakmayı unutmayın.
👎🎮😡
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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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