
Skybolt Zack is a brand new fast-paced arcade gaming experience! With his Rocket Punches Zack leaps from enemy to enemy, destroying anything standing in his way! Match the colour of the enemies with the buttons on the gamepad to rid the world of Dr Kaz’s robot army!
Modeled estimate, not a reported figure. How we estimate →
About








Genres
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, Japanese, Portuguese - Brazil
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Stay away from this dev/publisher. They revoked a whole batch of keys for no reason.
cons: game on amateur
It's got very addictive, polished and innovative gameplay which could be described as "Mighty No 9 done right". It feels really good to play this game and it is difficult to stop once the streams of combos begin. The game has a unique art style reminiscent of Viewtiful Joe and Mega Man while offering a truly unique spin on the gameplay. Skybolt Zack offers tons of replay value as most stages have multiple exits which lead the player to different stages in the overworld. Easy to pick up, difficult to master - this game has it all. 10/10
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
This and every other Pro feature is free until October 20, 2026. A free account is all it takes.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If u want a game that looks fantastic and is just fast fast action speed speed reflex, u gotta get this. I love the sense of "smash" as u hit things
Une pépite, je recommande de fou !!!
Un excellent jeu qui mettra vos réflexes à rude épreuve !
Ive only just recently started playing Skybolt, but i can immediatly tell that it is and will continue to be an amazing game, i've never had this much button mashing fun, and will probably add more to this review once ive sinked more hours into it, but yeah, good game, tight controls, boppin soundtrack, loving the colour switching mechanics and the 3d cell shaded aesthetic. Hell yeah, keep it up!
Very fun and unique platformer. I don't think I've ever seen anything quite like this before. The core concept of the game is easy to understand and there's a nice element of rhythm and timing to the gameplay. On the other hand, the later levels have a very considerable difficulty spike and demand a higher degree of layout memorization. I had to seriously give my best effort to beat the final boss. There's nothing wrong with games that aim for a more hardcore player base, but I believe that in the case of Skybolt Zack, a more forgiving main campaign would be best. One that gives enough time to get better at the game in a way that feels progressive and satisfying. It's way easier to get players to replay a short and balanced level than a huge marathon instead. And I'm not saying that long levels shouldn't exist; what matters is the when and how. Still, a solid and incredibly underrated game.
The way this game controls is extremely frustrating for the level of precision it expects you to have. Since face buttons are used to select a target (by color) and the left stick is used to change the angle at which you 'bounce' off the target, there's no way to disambiguate between different targets you could potentially be hitting at any given moment if there's multiple in range. If it's multiple of the same color, that's one problem. But even still, the game itself seems to have trouble with it. Say you're using the default Xinput scheme and you're in range of a yellow enemy, which is slightly closer to you, and a blue enemy which is a little further away but still well within the 'targeting circle.' You hit X for blue, but you instead zoom towards the yellow one and are penalized for using the wrong button for the wrong color, even though the right color was right there. This and other things like it happened more often than I cared for. It's a real shame- this is a good idea for a game that's executed well in a basic sense. But it's also very difficult and demands a high degree of precision, especially to stay on the higher paths that lead to bigger scores and harder levels, which is itself the main compelling idea about the game's structure. The harder a game is, the more unforgivable any issue or imprecision with how it controls. Ultimately it's a problem this game can't recover from.
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.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $390 | 7 | 71% | $2.99 | |
| $436.8K | 1.2K | 95% | $11.99 | |
| $5K | 70 | 94% | $4.99 | |
| $1.4K | 25 | 84% | $2.99 | |
| $140 | 2 | 100% | $3.74 | |
| — | 0 | — | — |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $28.4K | 98 | 81% | $9.99 | |
| $28.4K | 375 | 86% | $3.99 | |
| $28.4K | 69 | 97% | $14.99 | |
| $28.4K | 95 | 87% | $19.99 | |
| $28.4K | 63 | 98% | $14.99 | |
| $28.4K | 61 | 82% | $19.99 |