
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.
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Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I don't typically review games pre-completion but Triple Take is a rare exception. Initially I was sold on the unique gimmick and style (especially given it's obvious inspirations in terms of tone and aesthetics from the likes of Undertale). But there is just so much about the game at its core -- primarily on a gameplay front, that holds my overall experience and enjoyment back. Beginning with, first and foremost, hit detection. Compared to the other objects in an arena, your player's hitbox feels unnecessarily large. This in turn led to a lot of unfair deaths. Second, difficulty might be this game's strong suit but balancing is definitely a close 12th. As many may have already pointed out, the transition from World 4 to World 5 is ridiculous and frankly, makes me wonder if any proper playtesting of that section was even considered. 4-5 is an especially low point in terms of overall enjoyment. Strategy seems to take a back seat in favor of absurd snap reactions and overwhelming level gimmicks that are very unforgiving. Third, the outside gameplay ala DDLC and similar fourth wall breaking experiences was somewhat tedious, even if it is fitting for the narrative the game wants to tell. Perhaps it's because I'm not that familiar with file management and editing text files but these sections felt a bit slower and less intuitive than I would have expected. The in-game story is mildly interesting though I do think the reveal of the game as an AI program felt a bit cliched. But again, the overall package is fine enough and with some proper patches to account for balancing issues and hit detection you could expel most of the negative reviews regarding the game. And hey, for seven dollars... you could do a lot worse.
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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
I really, really don't know who on earth can possibly like this combination of hecticness and precision that is in the boss fights. I hate it. Rest of the game was really nice and intriguing and all, but the boss fights (well, I quit at the first one but going by video they will only get worse and longer) are horrendous and just no fun at all, but YMMV.
Really enjoyable and sometimes challenging little platformer (especially the final boss)! I like that some levels are "move as you please" and in others you're pushed from the left side so moving quickly adds to the challenge on those levels. It also incorporates a game mechanic I've never seen before: file manipulation (by the player) in the file browser on your computer. The challenge of each level varies, from relatively easy to moderately difficult, but none of them are impossible. The bosses are all challenging, but again, some more than others (the exception being the final boss which is quite challenging). Overall it's a game whose required effort feels just fair enough to give it "one more try". And the characters / writing / "non-puzzle" mechanics are creative enough to set this game apart. After 3.5 years since release, it's a shame to only see 49 reviews. This game deserves more attention than that.
made by the best programmer that ever lived
Actually one of my favorite games ever! Love the characters so much! Love them all. Really could not recommend more. Loved the characters more than anything, genuinely 10/10 game.
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.
Positives first, because at the core this is a good game no doubt, but there is just too much that keeps me from recommending it. I really enjoyed the characters and the dialogue. They are all very distinct and I personally found them funny and was looking forward to new interactions after each level. I also enjoyed the music. While each track is rather repetitive/loops quickly, each world and boss has its own music so the tracks never overstay their welcome. The Boss-fights are also pretty creative and fun. Now however the Negatives and they all have one complaint in common: Wasted Potential. Wasted Potential everywhere. First the level design, especially the hazards. I went into this expecting somewhat of a challenge having read some of the reviews. This challenge never came with the exception of the last phase of the final boss. Its just that the levels never do anything truly interesting. The worlds introduce new hazards and then proceed to do nothing with them. At times hinting at cool ideas just to not explore them. Concerning difficulty It also felt like the level designer was scared to make the levels truly difficult, giving you savespots/restspots everywhere to the point where a lot of hazards were just turned into a mindless waiting game. Wait in a safe spot for hazard to turn off -> walz over -> wait in the next safe spot. That isnt difficulty, thats nothing. Thats walking from left to right with a short break in between. Such a shame because the mechanics were there, just not uitilized. About the main gimmick of Levels evolving: Again the Levels hardly use this feature in a meaningful way. It either sends you a completly different path meaning it couldve been its own level from the get go or they make jumps a miniscule bit tighter and maybe add a turret here and there so now you have to jump over 2 Projectiles which are over each other and not just a single one, riveting stuff. Once again I feel like this feature couldve had so much Potential which just wasnt used. Finally the Meta level. Fairly often the game wants u to go into its Folders and move files around. Interesting yes, but it doesnt add anything. Yes it makes sense in the story I guess and is a cool involvement, but it never goes past moving a file from folder A to Folder B. Hell you are even told exactly where the file is and where it needs to go. its just a mindless task. Cool gimmick the first time, no thought the second and annoying by the third. There are 2 Occasions where it does go beyond just moving files but even then everything is spelled out for you. Im sure this couldve been implement in a more engaging interesting way. A way that justified me putting down my controller, getting up from the couch to the keyboard to do whatever is asked from me, but as it stands I just stood up, moved the file i was told to move to where i was told to move it and went back. Once again a shame as I see lots of Potential and there were a few levels were amazing concepts shone through, but unless its on sale for maybe 1€ and a few i couldnt recommend it
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.
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.
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Where this game's players are, estimated from review languages.
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