
Climb a massive overgrown concrete tower while constantly at risk of falling and losing precious progress. BETON BRUTAL offers a fluid and responsive first person parkour experience through tranquil brutalist architecture.
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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
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Спокойствие только спокойствие =)
the beton is actually brutal
Minecraft parkour if it was fun. Extremely enjoyable, very difficult.
meilleur jeu de parkour, kadé a pas fini le jeu la honte galacticosmique nan vrmt le jeu est cool
불쾌한 조작감을 빼고 파쿠르 액션만 남긴 유쾌한 항아리 게임 + 브루탈리즘(Brutalism)의 어원인 Beton Brut(raw concrete)를 차용해 제목을 지은 만큼 콘크리트 재질의 인공물과 육중한 메가스트럭처, 삭막한 분위기와 약간의 공포 요소가 들어가 있다. + 마인크래프트 파쿠르 액션을 거의 그대로 구현한 것 같다. - 다만 근본이 항아리 게임이라 취향이 맞지 않는다면 비추 - 누가 Sprint 키를 Ctrl로 만드냐고...
очень круто
Life has it's ups and downs Breton Brutal is a brutalist architechture inspired "Only Up" style game. The whole point of the game is for you to navigate a massive architectural pit, attempting to get out of it. The level design and platforming are very well done, and on top of having straight forward navigation paths, there are also more difficult short cuts you can use to cut out portions of the climb, if you're willing to risk them. Really, I think this is a really solid climbing game that requires a lot of skill and precision. Why would I not recommend it then? Because it isn't fun, and it offers zero allowances for you. If you're someone who likes a no holds barred challenge with zero wiggle room, then you're going to really like this game. For the majority of players, they're going to give up after playing for a while, falling back to the start, and realizing that they simply have to redo everything they did before. I enjoy difficult climbing games to an extent. I've played a number of these games and I really like the interesting challenges they offer. What I DON'T like is having to redo large sections over and over again after already beating their challenge, simply because I made a mistake later on in the level. I'm a firm believer that these games are all improved by a checkpoint system (that can be turned off for masochists and streamers) because it massively broadens the scope of who will have interest in the games. Bottom line, if you want a fun and difficult climbing game, this is the game for you, unless you don't want to re-climb the same sections over and over again. I'm not, and so I give this game a "Not Recommended". If the dev ever adds some kind of checkpoint system, I'd give this game my full support, but as it is, re-completing an already overcome challenge isn't worth my time.
Fun, but stopped at 300 meters. With these games, I need to be able to beat em in a couple hours or I lose interest, or at the very least, I need a "noob checkpoint" ability. Without this, my patience basically dissipates within a couple hours and I'm off to the next indy.
BETON BRUTAL is a stark, demanding first-person climbing game that commits fully to the idea that movement alone can carry an entire experience. Developed and published by Jan Malitschek, the game drops players into a colossal brutalist tower and asks only one thing of them: climb. There is no combat, no explicit story, and no hand-holding. Instead, the game derives its identity from precision, momentum, and the constant psychological pressure created by height, risk, and the ever-present possibility of falling back to earlier sections. From the moment play begins, BETON BRUTAL establishes its philosophy through mechanics rather than exposition. Movement is fluid, responsive, and intentionally unforgiving. Sprinting, jumping, wall-running, and ledge-grabbing all flow together into a parkour system that feels grounded yet agile, demanding careful timing and spatial awareness. Every surface becomes a potential route upward, but only if the player can read angles correctly and manage speed with discipline. The absence of combat or enemies shifts all tension onto the player’s own execution, turning every leap into a calculated decision rather than a reflexive action. The structure of the climb is both simple and punishing. The tower is effectively one massive vertical challenge, segmented by subtle architectural variations rather than traditional levels. There are no frequent checkpoints to soften mistakes; a missed jump can send you plunging down multiple sections, erasing minutes or even hours of progress. This design choice creates a powerful emotional rhythm, where confidence and focus build slowly, and panic or overconfidence can undo everything in seconds. The game rewards players who remain calm under pressure and punishes those who rush without fully committing to their movements. What makes this structure compelling rather than merely frustrating is the way shortcuts and routes reveal themselves through observation. As players grow more familiar with the tower, they begin to recognize faster paths, safer landings, and clever angles that bypass earlier obstacles. Progress is not just about climbing higher, but about learning the space intimately. Falling becomes less of a total failure and more of a reminder to apply knowledge gained, turning repetition into mastery rather than grind. Visually, BETON BRUTAL leans heavily into brutalist architecture and restrained environmental storytelling. The tower is an imposing mass of concrete, sharp edges, and massive voids, softened only by creeping vegetation and weathered textures. The contrast between rigid geometry and organic overgrowth gives the environment a sense of abandonment and quiet persistence. There is no overt narrative, but the setting implies time, decay, and isolation, allowing players to project their own interpretations onto the climb. Sound design reinforces this atmosphere with restraint. Ambient wind, distant echoes, and subtle environmental audio dominate the soundscape, while music is used sparingly, if at all. This quiet presentation heightens concentration and makes every footstep and landing feel consequential. The lack of constant audio stimulation also enhances the meditative quality of the experience, where long stretches of silence are broken only by the consequences of success or failure. The game’s minimalist approach will not appeal to everyone. Players looking for variety, story-driven motivation, or mechanical progression beyond movement will likely find the experience repetitive or overly harsh. There are no upgrades, abilities, or evolving mechanics to soften the difficulty curve. Instead, progression exists entirely within the player’s growing skill and familiarity with the environment. This purity is both the game’s greatest strength and its most limiting factor, depending on individual taste. Overall, BETON BRUTAL is a focused and uncompromising platforming experience that trusts its movement system enough to build an entire game around it. It transforms climbing into a test of patience, precision, and mental endurance, offering moments of intense frustration followed by genuine triumph. For players who enjoy high-stakes traversal, mastery through repetition, and atmospheric minimalism, it delivers a uniquely memorable ascent. Rather than telling a story, BETON BRUTAL invites players to create one through every successful jump, every hard-earned shortcut, and every climb reclaimed after a fall. Rating: 9/10
gah
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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