
You play for an unusual character. You must pass challenging puzzles. How to? By creating your own platforms! Some platforms are bouncy, some can move. But you only get a few. Use them wisely, player.
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 29 → 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


Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I almost said F this game because I could not figure out the very first level, but after consulting the discussion boards and finding an answer I persevered. Its not great, but its not completely horrible either. A hesitant thumbs up.
---{ Graphics }--- ☐ You forget what reality is ☐ Beautiful ☐ Good ☐ Decent ☐ Bad ☑ Terrible ---{ Gameplay }--- ☐ Very good ☐ Good ☑ It's just gameplay ☐ Mehh ☐ Watch paint dry instead ☐ Just don't ---{ Audio }--- ☐ Eargasm ☐ Very good ☐ Good ☑ Not too bad ☐ Bad ☐ Terrible ---{ Audience }--- ☑ Kids ☑ Teens ☐ Adults ☐ Grandma ---{ PC Requirements }--- ☑ Check if you can run paint ☐ Potato ☐ Decent ☐ Fast ☐ Rich boi ☐ Ask NASA if they have a spare computer ---{ Difficulty }--- ☐ Just press 'W' ☑ Easy ☐ Easy to learn / Hard to master ☐ Significant brain usage ☐ Difficult ☐ Dark Souls ---{ Grind }--- ☑ Nothing to grind ☐ Only if u care about leaderboards/ranks ☐ Isn't necessary to progress ☐ Average grind level ☐ Too much grind ☐ You'll need a second life for grinding ---{ Story }--- ☑ No Story ☐ Some lore ☐ Average ☐ Good ☐ Lovely ☐ It'll replace your life ---{ Game Time }--- ☐ Long enough for a cup of coffee ☑ Short ☐ Average ☐ Long ☐ To infinity and beyond ---{ Price }--- ☐ It's free! ☐ Worth the price ☐ If it's on sale ☑ If u have some spare money left ☐ Not recommended ☐ You could also just burn your money ---{ Bugs }--- ☑ Never heard of ☐ Minor bugs ☐ Can get annoying ☐ ARK: Survival Evolved ☐ The game itself is a big terrarium for bugs Trade cards : No ---{ ? / 10 }--- ☐ 10 ☐ 9 ☐ 8 ☐ 7 ☑ 6 ☐ 5 ☐ 4 ☐ 3 ☐ 2 ☐ 1 Additional note : I got this only because the coupon I had (costed 50 cents for me) and as I expected it wasn't a special experience but it wasn't terrible either due to the price. Totally neutral.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Yashik, developed by KGourmet and published by NedoStudio, is a small-scale indie puzzle-platformer that centers around a single, defining mechanic: the ability to create platforms in real time to overcome obstacles. Released in 2017, the game adopts a straightforward structure built around compact, single-screen challenges where the player must retrieve a keycard and reach an exit. While its concept introduces an interesting twist on traditional platforming, the overall execution presents a mixture of clever ideas and uneven refinement. The core gameplay revolves around strategic platform placement. Players can generate different types of platforms to aid in traversal—some remain static, others bounce the character upward, and some move horizontally. Each level restricts the number and type of platforms available, encouraging thoughtful placement rather than reckless experimentation. This mechanic introduces a layer of problem-solving beyond simple jumping and timing. Players must evaluate the room’s layout, identify hazards such as spikes or pits, and determine how best to use their limited tools to reach the keycard and exit safely. Movement itself is kept deliberately simple, relying on classic left-right motion and jumping. However, the reliance on platform creation as the primary mechanic shifts the focus from reflex-driven platforming to spatial planning. In theory, this allows Yashik to stand out among other indie platformers. Each room functions as a contained puzzle, with the player needing to analyze terrain and anticipate how their constructed platforms will interact with the environment. Successful solutions can feel satisfying, especially when a carefully placed platform allows a chain of precise movements to unfold smoothly. Despite the promise of its central idea, Yashik’s mechanics sometimes struggle with polish. Platform placement can feel slightly imprecise, and character movement may not always respond with the level of accuracy required for tight navigation. Hazards occasionally seem unforgiving, and minor misjudgments can lead to repeated failures. These issues do not completely undermine the experience, but they can introduce frustration in levels that demand precision. The game’s challenge curve is also inconsistent; some stages feel trivial once the keycard is obtained, while others hinge heavily on perfect placement and timing. One structural quirk is that progression can sometimes be triggered by simply collecting the keycard rather than fully reaching the designated exit door, which diminishes the necessity of solving each room in its intended way. This design choice may streamline progression but can also reduce the satisfaction of carefully navigating to the final point. For players who enjoy completing puzzles fully and methodically, this may feel like a missed opportunity to reinforce thoughtful level design. Visually, Yashik embraces a minimalist pixel-art style. The graphics are functional, clearly distinguishing platforms, hazards, and interactive elements without excessive detail. While the art direction does not push stylistic boundaries, it maintains clarity, which is essential for a puzzle-platformer built around precise placement. The simplicity of the visuals aligns with the game’s small-scale design but does not leave a particularly strong aesthetic impression. The audio presentation is similarly understated. Sound effects provide basic feedback for jumps, collisions, and platform placement, while background music remains subtle and unobtrusive. The soundtrack does not dominate the experience but serves as ambient accompaniment. Overall, the audiovisual components support the gameplay without becoming defining features. Yashik includes a set of Steam achievements that encourage completion and exploration of its levels. For players who enjoy brief indie experiences, the game offers a compact set of challenges that can be completed in relatively short sessions. Its limited scope makes it accessible to players looking for quick puzzle-platforming rather than lengthy campaigns. Ultimately, Yashik stands as an example of an indie project built around a single creative mechanic. The concept of constructing platforms to navigate confined puzzle rooms has genuine potential, and at its best, the game delivers moments of thoughtful satisfaction. However, minor control issues and structural decisions prevent it from fully realizing that potential. For players interested in short, mechanically focused platformers and willing to overlook rough edges, Yashik provides a modest but occasionally engaging experience. Rating: 5/10
olha, queria dizer que não é um jogo ruim mas infelizmente é só um jogo ruim sim.. joguei na força do ódio, comprei em promoção porque eu achei que ia ser um desses jogos difíceis que da gosto de jogar independente de gráfico e tal mas infelizmente o jogo só é mal feito mesmo.. as hitboxes são ruins, a colisão buga e tem só 35 leveis que voce precisa colocar exatamente a plataforma no lugar especifico ou nao tem com passar, algumas fases tem como passar e sobrar 1 plataforma mas como o jogo nao tem pontuação, nao muda nada guardar plataformas, joguei por uns 20 minutos eu acho e fiz os 35 leveis, eu curto muito ajudar desenvolvedores indie mas sinceramente, nesse eu vou pedir reembolso.. que decepção de jogo.. de graça sairia caro. graficos: 2/10 jogabilidade: 3/10 duração das fases 1/10 bugs: presentes mas nao atrapalham muito, só estressam mesmo musica: um loop de 15 segundos recomendo que compre? não, se estiver em promoção de 90% como estava quando eu comprei, marque pra ignorar o jogo, se voce comprou e nao curtiu, curte ai que eu deixo meus pesames por ti nos comentarios do seu perfil
Horrible controls, way to close together. If you are reading this dev please add a keybinding system. The hitboxes are also really bad which makes the game unplayable The game itself is alright but the above problems make it an infuriating experience
半小时通关,作为小游戏还不错,挺适合打发时间
无语。
什么垃圾小游戏,都没提示咋玩,我都是看评论才知道操作按键的, 太垃圾了,碰到门禁卡就可以点back回菜单再去玩一下关了,什么鬼bug
50/100 只要捡到钥匙,就算自杀了门也会一直开着,非常劣质的一款平台跳跃游戏
不好玩
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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