
Triple Take is a fast 2D precision platformer where the stage evolves as you complete it! Run, wall jump, climb and swim through increasing difficult levels in vibrant colored worlds!
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 Aug 17 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
super le jeu
Игра 10 из 10. Если ваши нервы шалят не покупать))
not ideal for steam deck
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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**languages with full audio support
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Ein sehr interessantes Spiel das auch sehr gut mit dem Controller zu spielen ist. Allerdings fehlt bei mir seit dem sechsten Level der zweiten Welt der Ton.
Game is pretty fun, and the controls are precise for the most part. Would have been helpful for a "move slowly" button. There were times I meant to move ahead a tiny bit but ran to my death. Especially for a precision platformer, and the bullet hell sections. The meta element I did enjoy, might be the first game I've played where you had to move around computer files to progress.
Pleasantly interesting story and standard platforming.
Yes
Nice
I'm fairly mixed on this game but I think ultimately I lean towards a negative review. I think when the game is doing something right it's fairly neat, but the flaws just really hold it back. Biggest flaw is for sure the hitboxes. The player's hitbox is huge and this is a huge issue in a precision platformer. There's a lot of one gap jumps and man you'll just hit something when you think you are going straight on. The final boss was particularly annoying due to many moves exploding slightly larger causing you to barely dodge something, and still get hit despite visually it looking nowhere near you. Jumping is also pretty annoying, holding down the jump will make you continuously jump in place, but this is an issue when holding down the jump also makes you jump higher. It caused a lot of issues where I would make a far jump, but the player does a second jump I don't want when I land and since I stopped holding the jump it would be a tiny jump that often kills me since I wasn't expecting it. The game has a lot of gimmicks which some can be fun (air and ropes usually led to some decent design), but a lot just don't feel like they work right. Wall jumping feels really bad, jumping off ropes would sometimes just make me fall off the rope and die, swimming works fine but getting out of the water is not fun. The whole game is like this, where anytime it has a good idea it's often held back from the gameplay. The game also doesn't feel [i]that[/i] interested in its own gimmick. As you get further in the game, "replaying the level" tends to become a new path opened up and you are doing something completely different. And it isn't like, do the first bit of the level and then a new path, it often was just right at the start do a new path. It's hard to call that a flaw but I think they should've just designed like a looping level rather than doing "takes". [h3]Spoiler thoughts:[/h3] [spoiler] The meta stuff is fine. It's nothing I haven't seen before though. It honestly feels like the devs just played one shot or something like that and thought it was cool without really thinking of how that ties into the game? It's almost always just drag a file to another spot. The characters also are barely characters, which is like [i]fine[/i] but it doesn't give much reason to want to keep going. Also, game lacks some identity. You put in gaster from undertale and it really just makes me think about other games doing these aspects better, I'm sorry.[/spoiler] [h3]Other random thoughts:[/h3] There's an endless mode but the level generation is not good enough to warrant it I'll be frank. After doing like 10 runs I think I saw all possible hazards. The game wants you to do this mode for hours judging by achievements. Chapters 4 and 5 are probably the only ones I thought had interesting level designs, but the controls made playing them annoying a lot of times. Bosses were either boring or annoying. [h3]Final thoughts:[/h3] I ultimately think you [i]can[/i] have fun in this game but it's a lot of like, annoying gameplay tolerance. It's not a game without merit, but I think it needs a lot more polish before I'd recommend it. There's nuggets of decent ideas in here and I hope the devs continue to improve on the gameplay in future titles.
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.
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