
Tongue-swing, free climb, and build your own paths in a fresh 3D platformer! Plant veggie bounce pads, tightropes, and hookshots to find a way home through huge Desert, Ocean, and Mountain worlds. Collect bugs, upgrade your backpack, and make animal friends as you go! Just added: 8 Player Co-op
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): 0.17/day in the week to Aug 6 → 1.86/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
NEW FREE MULTIPLAYER UPDATE: BIG HOPS TOGETHER

BIG HOPS TOGETHER is a complete overhaul of the game to add ONLINE CO-OP:
Play the full adventure with up to 8 players
Pick up, carry, and throw your friends
Tongue swing from other players while they climb or swing
Steal items from each other's hands and backpacks
Explore on your own and Warp to other players at will
Story progression, Dark Drip collection, and Trinket unlocks are all shared
NEW FREE PHOTOGRAPHY UPDATE: CAPPLER'S CONSPIRACY

Cappler’s Conspiracy is a new 2+ hour photography game hidden inside BIG HOPS. You’ll meet a conspiracy theorist Owl named Cappler who needs your help exploring some weird ideas. He’ll send you on jobs to prove (or disprove) the existence of Aliens, Ghosts, Mole People, and more. For your efforts you’ll be rewarded with dozens of new camera filters, lenses, and a special Sky Shifter gadget. To find Cappler and get to work, keep an eye out for Cappler’s special symbol hidden throughout the many worlds in BIG HOPS.

BIG HOPS is a 3D platformer, action-adventure with deep movement, fresh frog-tongue gameplay, where you can grow veggies to build paths forward!
You'll play as Hop, a young frog who's been kidnapped from home by a trickster spirit called Diss. He has a mysterious, important mission and needs your help, but you just want to get back to your family... After a bit of searching, a wiry old Raccoon offers to build you a way home if you can find a few Airship Parts. To build your Airship, you'll need to:
Infiltrate the Gulley Gang's Hideout at the edge of a vast Red Desert.
Become a Bucko and save DrillCO's Rigs Workers out on the Open Ocean.
Sneak past Haven cultists by spelunking under a Shattered Mountain.

Each World offers a self contained story. You'll meet a huge cast of characters, learn the conflicts of each world, and hopefully find some way to help. Will that help be altruistic or is it all selfish to get those sweet, sweet Airship Parts? Why did Diss really kidnap you? What's the purpose behind the Dark Drips he keeps asking you to collect? And if you collect them all, will Diss really let you go home?
You'll need to play for yourself to answer all these questions, so consider backing to help us finish BIG HOPS strong! Next let's talk about gameplay.

Character designs by Steven Sugar (background designer for Steven Universe & Owl House)

Movement is king in BIG HOPS and our kit goes deep. You can roll, dive, crouch jump, wall run, free climb, swim, belly slide, walk tightropes, pole swing, grind rails, ride minecarts and more. Everyone knows a great platformer starts with a great player controller and Hops' stacks up against the best-of-the-best.
You'll feel inspiration from Mario, Sonic Adventure, Zelda: Breath of the Wild, Hat in Time, and more. And that's all just Hop's basic moveset- from there we've added a ton of froggy flavor and ways to build your own paths forward.

The core-mechanic in BIG HOPS is Hop's versatile frog tongue! It's cute, goofy, and adds a surprising amount of freshness to this action-puzzle-platformer
Your tongue is how you interact. Use your tongue to pull items to your hands, hookshot up walls, and tongue-swing your way to ridiculous speeds.
Doors, switches, corks, plungers, flowers, flingers, levers, and lick-picking are all quick work thanks to Hop's tongue. You'll keep finding novel, goofy tongue interactions even 10+ hours into your playthrough.

Deep movement and tongue-gameplay give BIG HOPS legs and a fresh flavor, but the real magic is using powerful Veggies to build your own paths through levels

You'll find new types of Veggies as you explore and each has a unique effect when you throw it down in the world. Let's look at some examples:
Mushrooms become bounce pads to help clear hard jumps.
Acorns can grow vines around walls and ceilings to help you climb farther.
Balloons make temporary platforms and can stack to get serious height.
Oil Balls create hookshot points you can bounce off without losing speed.
Apples let you place your own tongue swinging points anywhere.
Cacti launch tightropes you can use to cross big gaps.
Since you can only hold one item at a time, Hop has a handy Backpack! As you play, you'll discover new Veggies and unlock more Backpack Slots to store them. You can open the Backpack any time, and using it in a stressful moment will slow down time so you can plan your next moves.

Collectibles are a genre staple and there are lots in BIG HOPS! We've worked hard to give them all gameplay uses, so you never feel like you're just checking off boxes

Earn Dark Drips to help with Diss' mysterious mission and unlock secrets.
Collect Dark Bits to earn gameplay modifying Trinkets for your backpack.
Buy Veggies + upgrade your Backpack, Wallet, and more at Drilson's Depot.
Buy Outfits, Hats, & Dyes to customize Hop's look at Odette's Outfitters.
Find and Identify real Bugs to fill your collection in Bugsy's Conservatory.
Uncover Blueprints to build totally normal and not-at-all busted Gadgets.
Find Mixtapes to play on in-game on your Boombox or Hop-man.

Equipping Trinkets means decorating your Backpack!
That's a weird bug...

Something we're proud of is how many different areas there are in BIG HOPS. As you explore the 4 main Worlds (Forest, Desert, Ocean, and Mountain), expect a lot of surprising offshoots like the Boneyard, Bucko Cove, Hydro Plant, and Gulley Gang HQ. All these different places to explore really make it feel like you're on a grand adventure!


Hi, Chris here! I started BIG HOPS in 2019 (6 years ago!!!) with a single goal of modernizing the 3D platformer genre. The design trend at the time of giving players real freedom and creativity in games like Zelda: Breath of the Wild, Spelunky, and Rimworld was so inspiring. Selfishly and jealously, I wanted to see emergent gameplay in my favorite genre.
Since then, BIG HOPS has become a maximalist game and taken on many more ideas and inspirations. Its mechanics, story, vibes, and humor draw on so many games and TV shows stretching back 40 years. Mario (64, Odyssey, Sunshine, and Galaxy) and Zelda (BOTW, Wind Waker, and Ocarina of Time) have both been huge influences. We also spend a lot of time talking about Sonic Adventure, Spelunky, Kingdom Hearts, Psychonauts, Avatar: The Last Airbender, Spongebob, and Steven Universe.

I founded Luckshot Games in 2015 to make innovative, high quality games filled to the brim with character and charm. We funded our first game Sausage Sports Club on Kickstarter way back then and released it on Switch and Steam in 2018. We've aimed higher with BIG HOPS and the team is bigger than just Luckshot Games, so I want to give everyone a quick shout:

Engagement
Reviews
Themes across 88 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I wish I could give a review on a grade scale, rather than just a flat "Yes" or "No" Overall if you like platformers, buy this on-sale! I really hope the developers can refine this game either in a remaster or a sequel, because there's a lot to enjoy here. However, as of writing this review, it can use a bit of work. [b]What I like![/b] + In terms of movement and game-feel, I like it! It has a button in the Pause menu to respawn you if you get stuck in a corner, glitch with collision, etc (which, for an indie platformer, is a pretty smart idea!) + I should note, I didn't have any major game-breaking glitches + The frog theming is great! The tongue mechanics are interesting (picking oversize locks, grappling, pulling objects, etc.). Climbing is cool (and climbing frogs aren't exactly swimming frogs, so that's funny!) + Creative consumables! Sure "red peper causes fire" and "explosive item in the mine" are old, but "Apple; Place your own grapple target" or "Mushroom; Place your own bounce-pad" or "Acorn; Place your own ladder-roots" are cool ideas for consumables in a platformer! And there's many more! + The minor NPC dialogue has a lot of charm, as does Hop when you analyze a new consumable, tool, or bugs! (If you like old platformers or indie/Earthbound absure inspired tongue and cheek humour, it works! Pun intended)... + The Final Gauntlet. Reminicent of classic Mega Man; you collect goal-items in micro-versions of the 3 major zones and it's fun to chain movement with your new upgrade. [u]Mechanically[/u] it's a great send-off to the adventure! + The music for each zone is thematic, and doesn't clash. The main theme song on the title menu works great! + The voice direction and voice actors did great with the script they were given! + You're given a great opprotunity to back-track before the finale. If you like platformers, use this to the fullest! + If you load a save after the finale, the world is consistent with the actions of the finale (at least, what I've seen of the post-game) [b]What I am slightly disappointed by;[/b] - Unless you backtrack, money really loses it's purpose at midway through the 2nd zone (there are 3 major zones, then a final platforming challenge gauntlet). Shops are few and very far between, and most zone's mechanics are quite self contained. - The passive buffs from charms are kinda alright. Some of them are so powerful (climbing on ceilings, regaining stamina when using your tongue, etc.) they outclass the rest, and others feel needless or beyond situational. - The stamina system doesn't strongly progress as the game advances. In Zelda: Breath of the Wild (which uses a similar climbing stamina system), you can meaningfully permenantly improve your climbing stamina... not so here. Even just one more [u]unskipable[/u] upgrade (besides the Passive Patch Buffs) would have been welcome - The difficulty spikes. Some of the optional challenges are hard, sure! That's okay... but some are downright mean (the jank-feeling minecart race challenge is disappointing). Sometimes there's a platforming challenge which is trivialized by excessive consumables (which I'm not bothered by. I can exercize self-restraint). Other platforming challenges are just unfun to hit a wall against... There isn't always a smooth curve of growing a skill within a challenge zone, which is disappointing when there is a great deal of smooth progression in other areas or aspects of the game! - Most of all; the writing is inconsistent. Some parts of it are genuinely interesting! Throughout the adventure, the player is presented with some very odd or snarky dialogue options which, sure, Hop is his own character! But then why give the player a dialogue choice? Just write Hop and embrace his personality, both the heroic and selfish sides of him (let me be clear, Hop doesn't have to be a paragon hero!). Let Hop be himself and don't bother with dialogue options if both sound snarky anyways... This becomes an issue when the Main Foil (Diss) [spoiler]overstays his antagonisting and own snarky ways. If the game had 4 or 5 major zones, I think Diss' turn to grace would have been better paced, but there's not much build up to it as-presented. Between zones 2 and 3 there's cryptic foreshadowing which the Player and Hop have every reason to disbelieve. Right up until the 11th hour, Diss is still snarky when you want to access challenge zones or change your passive buffs. If he changed even slightly in zone 3, that would have had some better indication of what arrives by Endgame.[/spoiler]
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Spanish - Spain, Russian, Simplified Chinese, Portuguese - Brazil*languages with full audio support
Hours played at review time, across 88 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game has (had?) good potential, but it misses the mark in several areas. These issues are not so high-friction as to prevent me from finishing the game, but when credits rolled I kind of had a bad taste in my mouth. Like my time would have been better spent playing something else, but your milage may vary depending on how much you like 3D platformers. I'm pretty conflicted in not recommending this game, since it's clear on display that lots of passion and effort went into it but at the end of the day my enjoyment dictates my review. ~~~ What I enjoyed ~~~ [list] [*]The art design is pretty charming. There is a strong cohesion and style that is present throughout. All the animals are fun to look at and while there aren't really any huge risks taken, it still conveys what it wants to. [*]The move set that hop has is well rounded enough that I never felt like I didn't have the tools to do what I needed to. It promises the ability to express yourself in traversal through the use of various jumps, slides, wall runs, and dives in addition to a plethora of fun fruits which all have a different use when thrown. [/list] ~~~ What I disliked ~~~ [list] [*]The game is buggy. I didn't experience any crashes to desktop, but the movement is not polished enough for a game centered around it. Clips, dropped inputs, funky collision. It's enough to become noticeable after a few hours and really wheigh on you by the end. [/list] The writing... infuriated me. There is so much about the writing that completely got on my nerves. It seems completely unaware of sentiment, drive, or morals. It deserves its own points. [list] [*]The antagonist/secondary-protagonist is eminently dislikeable. Like, the guy is straight up a four-letter-word. Now, I love a villain that's fun to hate, but there's nothing fun about this guy. Most egregiously, you can't get away from him. He's ALWAYS around being annoying in the worst way, like Navi except she calls you names and shoves you in a locker. If he was just the conflict, then sure that's one thing, but he's the entire driving force for the plot It's like playing a game with your worst high school bully being reason you're there in the first place and he keeps popping up to kick you in the balls. Then, if that weren't bad enough, the game tries to make him redeemable! Like, there is nothing that this guy does that isn't manipulative, rude, or arrogant. But at the end of the story.... noooo he's a sympathetic guy... pwease forgive him. It would be worth it if the climax was Hop dropping him into a volcano or something, but we don't even get that satisfaction. [*] The protagonist, Hop, has no agency. He is abducted, manipulated, bullied, and cajoled the entire game. He takes no independent action that ever has an effect on the plot, he is only ever told what to do. The closest he comes is with a vague overarching goal of rebuilding an airship, but [spoiler] any payoff is immediately undermined by the antagonist (or just bad luck? I forget) who blows it up the first chance he gets. (after about 2 minutes of cutscene) [/spoiler] I don't know if I can properly convey how unsatisfying this is. You spend the entire game working towards this goal, and [spoiler] it gets ripped from you the moment you achieve it with no consequences. [/spoiler] The only reason he can work towards his goal of the airship parts is because it aligns with what the antagonist is bullying Hop into doing. [*]There's an entire level in the game that is dedicated to helping out an Oil Baron. I thought this was a joke at first, but no, the level plays out pretty straight with the Oil Baron being the good guy, and the Eco-Terrorist being the bad guy. How these two characters are portrayed is hilarious with the Baron being this meek little guy who's polite and kind of timid, and the Eco-Terrorist being this brash angry guy who is dedicated to blowing the oil rigs up. It's a plot point in the level that clean energy exists! But you're still going to this guy's oil rigs and fixing them up, and defending them from the terrorist. It's the Baron that revitalized the impoverished town! He creates jobs and happiness! It shouldn't matter that he dumps oil into the ocean. He's a Good Guy. The game lampshades this a bit with some dialogue from NPCs (eg. "Thank goodness this oil is spraying into the ocean instead of onto our nice shiny oil rig. What a disaster!"), which led me to believe this was initially going to be where Hop ends up taking the side of the Terrorist to stop the Baron, but no, beyond some background dialogue, it's played straight till the end. It honestly feels like pro-oil propaganda lmao. [/list] ~~~ Self-aware nitpicks ~~~ [list] [*]It seems like the game is very close to being fully voice acted, but is missing like the last 20% of dialogue. You'll be in a cutscene and everything will have great voice acting, but then everyone will go silent for 1-2 lines before returning to full voice acting. I imaging that these lines were added after the acting was done, but it still caught me off guard every time. [*] Dark Bits/Drips look too similar to each other and are pretty boring. For being the main collectable in the game I would have hoped that they'd be a little more interesting than a vague blob of purple. And even standing right next to one, you basically can't tell them apart, which is pretty annoying since they have wildly different values. [/list]
Good then bad then good then bad. Fun but extremely inconsistent platforming. I hit a point where I didn't want to struggle with it anymore.
While I love the gameplay - specifically the movement - and the graphic design, I cannot recommend this game. The expectations game seems to set are so inconsistent between different parts of the same area it is frustrating. The thing that got me to actually rage quit the game is when I skipped some parts of the main story by wandering off and finding level's exit TWICE IN AN HOUR. Like I get it that you might not want the game to block skipping its parts like that, but I would love at the very least some warning while playing first, casual playthrough. The fact that I wasn't able to go back and I didn't want to progress was so frustrating. I was mad during the first time, but when it happened again in that short while I couldn't care to continue.
Great platformer, mediocre collectathon. Really nice game. You can feel how much heart and soul went into the design. Great characters, amazing worlds and a really fun momentum based movement system which builds on Mario 64's dive attack with its belly slide. Also the different fruits feel pretty enganging to explore and push you to find creative ways to progress. Solid 18 hours of fun but the endgame is pretty exhausting. It needs more docking ports for your airship and an easier way to boot out of the levels once you find the desired object. To collect everything you have to do a lot of backtracking. A LOT. It's fun at first because you got different fruits compared to your first run, but it gets exhausting real quick. Also the rewards weren't that... rewarding 😅 no new and cool items like for example a jetpack or something crazy. You just get the normal drips or some basic stuff. I collected all the bugs and was pretty disappointed. So the gane lost me at this point. Till then I had great fun.
A lot of love went into this game and it clearly shows in the variety of mechanics that were attempted and implemented. You can see inspiration from mario64, spyro, crash bandicoot, sly cooper, and even newer games like celeste towards the end. It's just a fun world to drop into and spend some time hopping around. Once you get the more physics based movement down, it feels really good sliding and rolling along through the levels so smoothly. Lots of cool items to pick up and hoard for just the right moment. My biggest gripes were: - The high jump mechanic is somewhat annoying how it doesn't propel you forward. You can get a little better at this if you do it quickly while maintaining some speed before using, but it never felt like what I wanted to happen. - Swimming is not very enjoyable, mainly from the short breath timer. Luckily you can unlock a motorized swimming device if you explore a little bit shortly after unlocking the ability to swim. I used that thing anytime I touched the water. There's also not that much swimming overall Other than those couple of things I enjoyed this one and would definitely recommend to anyone who likes platformers.
Excellent game, if you grew up with sly/crash/jak it has that same soul; which IMO is what the gaming world needed. 100 percented the game and multiplayer was just announced!
The first 2/3rds of the game are really good. The final few hours are significantly less good, but they still have their moments. The mines aren't exactly bad, just not on par with the first few areas. It feels like they ran out of money or something. But overall this is a great little game with a bunch of interesting mechanics going on. Swinging around and climbing on stuff was a lot of fun. If you like 3D platformers you should definitely check it out
This is unironically one of the greatest platformers every made.
Absolutely genius game design and level design, with immersive systems that reward experimentation and cheesing. Nothing ever gets stale - you frequently get a new mechanic to play with right up until the very end.
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