
The infamous, tough-as-nails platformer comes to Steam with a playable Head Crab character (Steam-exclusive)!
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Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
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): 6.14/day in the week to Aug 22 → 8.29/day in the week after.
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Sums Steam only; Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
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Reviews
Themes across 1055 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Super Meat Boy doesn't try to be a lot, and as a result it is extremely good at what it does. Compared to other platforming games, there are no secrets, NPCs, or plotlines beyond Dr. Fetus doing something silly. But when it comes to gameplay, I haven't seen any game as good. This game has extremely simple controls which makes getting better extremely satisfying. Throughout the game you unlock new characters but each comes with it's own upsides and downsides. There is no undisputed best character. All progression in the game comes from you building up your own skill, with basically no skill ceiling. I genuinely believe this is the greatest platforming video game of all time. Just by playing casually, by the time you get 106% you will feel accomplished having completing a very difficult but not unreasonable task. That isn't where your skill progression ends though, as this game is ripe for speedrunning. Optimizing your movement to waste as little time as possible is extremely satisfying. Finding micro-optimizations like stopping before turning around or jumping through tight gaps to skip a few seconds from the intended route and putting them together into a single fast run is what makes this game so replayable. Even if you never go down the speedrunning route, or even if you just get the light ending and ignore the dark worlds, you will still have had fun. But for the people out there who like challenges, this game offers so much room to grow in a way I haven't seen another game be able to replicate.
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Every market we collect.
Reviews, worldwide (the counter carries no country): 1829.6/day in the week to Jul 16 → 6.86/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.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
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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.
Hours played at review time, across 1.1K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
El dr fetus nunca fue malo, solo era un incel incomprendido por la malvada foid de bandage girl.....
Difficulty Overall : 10/10 Approximate Amount of Time Required for 100% : 20-100 hours. (Highly Depend on Skill). It looks like a simple platformer until you realize it is actually a carefully designed system for destroying your confidence in the most efficient way possible. You control very precisely, which is exactly why it hurts so much. When you die, it is never unclear why. You jumped a fraction too early, you hesitated for half a second, you got a little too bold, and the game immediately converts that mistake into an explosion of meat against a wall of saw blades. There is no randomness saving you, no physics nonsense to blame. Just pure accountability at high speed. The structure of the game is what makes it so addictive. Levels are short, but dense, and they reset instantly. There is no downtime between failure and retry, which means your brain never really gets to step away from what just happened. You just keep going, again and again, until your idea of “this is impossible” quietly shifts into “this is normal” without you noticing. What starts as panic turns into rhythm. You stop reacting and start executing. Then, just when you feel like you have understood the game, it introduces something new that breaks your rhythm completely and forces you to rebuild it from scratch. It never lets you settle into comfort. The level design is brutally efficient. Every screen is readable, every obstacle has intent, and every solution feels discoverable even when your execution is nowhere close. That gap between understanding and actually doing it is where most of your time disappears. The replay at the end of each level is almost cruel in how honest it is. It shows every failed attempt at once, hundreds of versions of you dying in slightly different ways, until the one successful run looks less like skill and more like survival. Is not really about completing levels. It is about slowly reducing the number of mistakes you are allowed to make until you stop making them out of necessity rather than mastery.
Esta va para el Osva y el Peña, no hoy, tampoco mañana, pero un día platinare este juego, y volvere... guarden mis palabras
Veoma usrećuje moj majmunski mozak.
Ублюдское управление, нельзя поменять раскладку в настройках. Игра сложная только из-за управления, а не механик. Как платформер - очень душный. Та же Celeste в разы лучше как платформер, так и в плане механик и управления.
Сложно, но интересно. Если бы не поддерживал геймпад, был бы рефанд. А так норм. Залипнуть можно, хотя рано или поздно захочется разбить монитор
Este juego me ha abierto el culo completamente. Repetiría la experiencia? si Este juego es mejor que... ... Abuelita horripilante miedo
Increible y muy dificil, pero me molesta que no pueda cojer con bandage girl
Super Meat Boy is a precision platformer where you play as as cube of meat, properly named Meat Boy. His girlfriend, Bandage Girl, was kidnapped by Dr. Fetus, (Yes, the villain is a literal fetus inside of a jar) and it's up to Meat Boy to save her. This game has hundreds of levels, consisting of 250 standard levels, split between the Light version and Dark version, those being normal and hard versions of the levels. 20 Warp Zones (areas that have 3 levels, sometimes giving you a different character to play with, and sometimes giving you limited lives), 6 Glitch Stages (needs to be unlocked differently and have limited lives). All of these together add up for a grand total of 283 levels, or if you count each section in the warp zone as its own level, a total of 323 stages. Most levels are very short, and can be completed in under 10 seconds. And if this amount of levels isn't enough, you can play community made levels on the Super Meat World. You can even make your own levels, but you need to install an entire different thing to be able to use the Level Creator. There's several playable characters. All having a unique trait, such as being able to hover, jump multiple times, lower gravity or even invert it. All of them are from other popular indie games, such as The Kid from I Wanna Be The Guy, Captain Viridian from VVVVVV, and even Steve. Yes, THAT Steve from Minecraft. This game has a lot of charm, in it's animations and references. There's references to several old retro games such as Castlevania, Mega Man, Ninja Gaiden, Street Fighter, and more. The soundtrack is great, and you can choose between two of them, the 2010 version and 2015 version. The 2010 one focuses more on being more thematically appropriate to the location, fitting very well to all of them. While the 2015 one is more metal. I personally prefer the 2015 soundtrack, but both are very good. Even simple things such as the level select themes goes hard. With all that said, the game does have its negatives, and you're wondering why I do not recommend this game. It took me over 30 hours and a bit over 6000 deaths to finally finish this game. And I can say, without a shadow of a doubt, that it was not worth it. Let me explain why. Ironically, despite being a precision platformer, it lacks precision. The hitboxes of several hazards are not accurate to how they look. You can be quite far from one but it will still hit you, even though it clearly shouldn't. You can sometimes clip through walls or platforms, making you fail levels on the spot most of the time. The wall jump doesn't work properly on sloped surfaces. And then we have the biggest 2 things that this game is missing: Coyote Time and Input Buffer. For those who don't know what I'm talking about: Coyote Time is a feature that allows you to jump after walking off a ledge for a time. The name comes from the old Wile E. Coyote cartoons, where the coyote runs off a cliff but doesn't fall right away. The reason why this is important is that, In my point of view, Meat Boy is still grounded, but the game's point of view is that he just became airborne so no jump will occur. Meat Boy is quite fast too, so this will happen constantly. As for Input Buffer: It's a feature that basically stores an input. If I want to jump as soon as I land, or wall jump the moment I touch a wall, and I press it just slightly too early no jump will come out. Input Buffers allows the game to hold that input for you for a bit until it can be done. The lack of both of those features makes the game feel very unresponsive, making even the simplest of jumps feel clunky. Combine this with the issues that I previously mentioned, and you have a combo that makes the game feel really bad to play, resulting in a lot of unfair deaths. And trust me, you will die, A LOT. There's a reason why this game has a death counter. And the bugs. Glitch levels do not get unlocked half the time. A specific laser hazard does get activated sometimes (I've heard this is a Linux issue). An achievement related to completing 5 retro warp zones did not trigger even though its conditions were met (I had to use a tool to actually give me the achievement). The character that requires 90 bandages to unlock did not get unlocked until I closed and opened the game. Playing with Steve constantly crashes the game. It's overall a VERY buggy game. Even readability is a problem. Alot of things are gray, making platforms and hazards blend together sometimes. Maybe this was done as a way to make Meat Boy and the blood that he spreads around pop out more? If that's the case that was a bad idea. Salt Factory, Rapture and The End all focus on this one color, making most hazards blend with the environment. It doesn't matter if it's Sawblades, Rockets, Conveyor Belts, Blocks, Keys, Buttons. Everything is gray. And this can mess you up in some levels, specially in the last one where there's a gray button in the ceiling thats very hard to see due to everything else around being also gray. It also lacks several quality of life features. Such as a button for a quick restart, a toggle for running (I'm kinda baffled this isn't a thing, since you want to be running 99% of the time), option to disable screen shake, an indication of Bandages and Warp Zones being in the level (some are so hidden you basically have to search on the internet), faster movement on the level select, and Glitch Levels not being reliant on luck to appear. Bosses feel like an afterthought. Most have no harder version on the Dark version of maps. And you don't really interact with them, they're basically just moving hazards. Only the boss in the Rapture World is actually interesting to fight, since you have to bait it to jump onto sawblades. Warp Zones and specially Glitch Stages loves wasting the players time. They have a longer respawn time and you get kicked out of the level if you run out of lives. Makes sense for Warp Zones to have limited lives since they have checkpoints, but makes no sense for Glitch Levels to have them since they lack checkpoints. Also the last boss stage on both Light and Dark versions wastes alot of time too thanks to a moving wall of sawblades being stationary for several seconds. And lastly, technical issues. The Linux version plays on an outdated, 1.0 version of the game instead of the 1.2.5, that can't even access Super Meat World. I basically had to mod my game to make it run the proper version on my Steam Deck. And if we combine all of this with the high difficulty, it stops being fun. It's perfectly manageable for the Light Worlds and most Warp Zones, but it becomes way too hard for most of the Dark Worlds stages and for some Warp Zones. Some levels will take so many deaths for you to complete, and a bunch of those deaths will not be your fault. Alot of people just finished the Light Worlds and were done with the game, and I honestly can't blame them. There's a reason why most achievements have such low %. Only 2.4% of the people that played this game bothered to defeat the true final boss for example. Honestly, when the game is good, it's satisfying. It's quite fun to jump around while avoiding every hazard. But, when this game is bad, it's unbearable. [h3] Conclusion: [/h3] Sadly, I cannot in good faith recommend this game. It has presentable graphics, 2 great soundtracks, it has its charm and can be fun, but it fails really badly in the gameplay department, making it more frustrating than anything. There's plenty of other platformers out there that are challenging while controlling like a dream while having little to no issues, which is something that this game sadly fails to accomplish. 4/10. If you want to play on a Steam Deck, I seriously would ask you to reconsider. Do not trust the green "✓", it should have been a yellow "!" at the very least. Also, in regards of the Race Mode DLC, I didn't get it because I read several times that it can delete progress in your save.
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.
Players also reviewed
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