
Master pure speed in this ultra-fast, 100% free competitive parkour game. Two grappling hooks, one vertical megacity: swing, chain acrobatics, and hold the Elyr against a rival hunting you down. Climb the global ranks. No Pay-to-Win, only your skill matters.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
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Languages: English, French, Italian, German, Spanish - Spain, Arabic, Simplified Chinese, Korean, Spanish - Latin America, Japanese, Portuguese - Brazil, Portuguese - Portugal +1 more
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Très gros potentiel pour ce jeux indé. Mécaniques qui peuvent devenir impressionnantes et font passer un bon moment entre potes. Je vais suivre l'early access et hate de voir le résultat du jeu finalisé.
пока что пустая хрень
Very cool game with lots of interesting mechanics! The game has a lot of potential, specially the spiderman-like mechanic which you don't see in a lot of games. The mechanics still need a bit of work, specially the wall running, but overall this game is definitely worth trying!
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Hours played at review time, across 22 reviews with recorded playtime.
Synthopolis is a competitive first-person movement game that places speed, momentum, and environmental mastery at the center of its design. Developed and published by ReyDio Games, it combines parkour, grappling mechanics, shooting, objective-based competition, and speedrunning within a strange futuristic city. Instead of functioning like a traditional arena shooter where weapons dominate every encounter, the game treats movement as the player's most important ability. Success depends on learning how to travel efficiently through a highly vertical environment while simultaneously predicting the routes and intentions of other competitors. The defining mechanic is the dual grappling-hook system. Players have access to a Swing hook intended for maintaining momentum and performing wide, fast movements across the environment, while the Tract hook provides more controlled movement toward a selected point. Understanding when to switch between these approaches is essential. Swinging can generate substantial speed, but releasing at the wrong moment can destroy momentum or send the player away from the intended route. The more precise Tract hook provides an alternative when accuracy matters more than raw velocity. Wall running, climbing, sliding, and other traversal techniques supplement the grappling system, creating plenty of opportunities to connect different movements together. This emphasis on momentum gives Synthopolis a noticeable skill curve. Simply reaching a destination is relatively straightforward, but reaching it quickly and without interrupting the flow of movement is another matter entirely. Experienced players can potentially turn walls, rooftops, gaps, elevated structures, and grappling points into interconnected routes. Consequently, familiarity with the city becomes almost as important as mechanical dexterity. Players who understand where to swing, when to release, and which shortcuts preserve the most speed gain a meaningful advantage over opponents who rely on direct routes. Competitive matches revolve around Elyr, a valuable resource tied to the game's futuristic setting. Final Pulse challenges competitors to control the Elyr when a shared countdown reaches its conclusion, producing an escalating chase as the timer approaches zero. Core Charge instead rewards the carrier for holding Elyr over time, with progress accumulating while it remains in the player's possession. Losing control stops that progress rather than simply making every previous second meaningless. Both concepts work particularly well with the traversal system because possessing the objective transforms the match into a high-speed pursuit through the city. An interesting restriction prevents the Elyr carrier from activating collected items. Pursuing players, meanwhile, can use items to gain advantages such as locating targets, disrupting opponents, improving offensive capabilities, or interfering with grappling movement. The carrier is still permitted to collect these resources, effectively removing them before competitors can make use of them. This adds a tactical layer to traversal. The fastest possible route may not always be the smartest route if a slight diversion allows the carrier to deny an important item to approaching opponents. Shooting is integrated into the movement mechanics instead of becoming an independent combat system. A well-placed attack can interrupt an opponent's grappling hook and leave that player temporarily vulnerable. This makes accurate shooting especially valuable during pursuits, but hitting a rapidly moving opponent while simultaneously swinging or sliding is naturally difficult. Players therefore face a constant decision between preserving speed and creating a stable opportunity to attack. Slowing down can make aiming easier but may allow the objective carrier to escape, while remaining at maximum velocity demands considerably greater precision. Synthopolis also includes a dedicated Speedrun mode for players interested primarily in mastering traversal. Ten objectives are distributed throughout the city, and the goal is to complete the route as quickly as possible. Competitive distractions and items are removed so that movement becomes the sole focus. This mode provides an effective training environment while also creating its own form of competition through leaderboard times. Players can experiment with grappling angles, unconventional shortcuts, movement combinations, and increasingly optimized routes without worrying about another competitor interrupting the attempt. The setting gives these mechanics an appropriate playground. Synthopolis presents a mysterious virtual city connected to an Earth of 2084, with Elyr positioned as an important resource for humanity. The city has a surreal quality, with architecture that appears capable of changing and concealing its own secrets. Its grey watercolor-inspired presentation and brutalist structures create an identity noticeably different from the colorful neon aesthetic often associated with futuristic games. More importantly, the tall buildings and layered spaces provide practical opportunities for swinging, climbing, wall running, and attacking from unusual angles. The current Early Access nature of the game remains its most important limitation. Its foundation includes competitive matches for two to four players, Final Pulse and Core Charge, a playable city, Speedrun challenges, leaderboards, lobby functionality, chat, configurable controls, and the fundamental combat and traversal mechanics. However, a movement game benefits enormously from environmental variety because discovering and optimizing routes is part of the appeal. A limited selection of locations means dedicated players may eventually become extremely familiar with the available geometry. Additional maps would substantially improve long-term variety. ReyDio Games has outlined broader ambitions that include more environments, expanded multiplayer possibilities, cosmetic customization, cinematics, ranking features, mini-events, and guild functionality. These ideas could significantly increase the game's longevity if implemented successfully, although players should evaluate Synthopolis according to what currently exists rather than assuming every planned feature will inevitably arrive. Early Access development can change direction, particularly for a multiplayer project whose future depends partly on community participation. The free-to-play approach makes experimenting with Synthopolis considerably easier. Its competitive concept is based on player skill rather than purchasing direct gameplay superiority, while future monetization is intended to support the project through optional purchases. The relatively modest system requirements also fit a multiplayer game where accessibility and maintaining a sufficiently large community are important. The core concept does not require enormous cinematic environments or photorealistic presentation because the architecture primarily exists to support fast, readable movement. Overall, Synthopolis has a focused identity built around an appealing question: what happens when competitive shooting becomes secondary to mastering movement? Its dual grappling hooks, momentum mechanics, Elyr objectives, item denial, traversal-based combat, and speedrunning challenges consistently reinforce that idea. The existing content still reflects an Early Access project, and greater map and mode variety will be important for its longevity. Nevertheless, the foundation offers something distinctive for players who enjoy grappling hooks, parkour, chasing leaderboard times, and mechanically demanding multiplayer competition. ReyDio Games has created a promising framework where learning to move intelligently can be every bit as important as learning to shoot accurately. Rating: 7/10
Très bon jeu pour une bêta, hâte de voir le futur du jeu
En vrai le jeu est prometteur est grave fun entre pote ! :D Excellente soiré à joyeusement se foutre sur la tronche en persepective
Une petite découverte fait au FIJ à Cannes qui m'a permis de passer un très bon moment en compagnie de potes ! Seul bémol, c'est que je suis NUL au jeu 0_0 Mais ça me donnes envie de passer plus de temps sur le jeu pour m'entrainer ^^
ass
Très bon jeu, avec un énorme potentiel de développement. Je recommande vivement !
Der Inbegriff von "Trash Games". "Master the movements" und der Creator fliegt dabei gegen 3 Wände. Rischticher Maschter....
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Where this game's players are, estimated from review languages.
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