
Blast Processed is a first-person platformer built around an infamous movement quirk of early FPS games: Rocket Jumping.
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Blast Processed is a first-person platformer built around an infamous movement quirk of early FPS games: Rocket Jumping.
Movement mechanics inspired by the full suite of Source Engine movement gamemodes like Surf and BHop. Enhancements have been made to key aspects of movement to be more welcoming for new players while not compromising on the depth of high-level play
Consistent gameplay where specific inputs consistently return the same results, allowing for pure tests of skill where the player is in full control of their character at all times
Ten official maps with level design inspired by Team Fortress 2's community-made jump maps & other Source movement gamemodes.
Visuals inspired by the early 3D PC games of the late 90s and early 2000s, designed to never infringe on the readability of the environments
A full replay system which saves your best times on maps to watch back or race against as a ghost
Official in-game leaderboards available through a Steam DLC.
More features to come over the course of Early Access. Visit my YouTube channel to keep up with development through my devlog series
This game is hard. While the mechanics of rocket jumping and advanced movement mechanics are tutorialized, it is highly recommended that you at minimum have an understanding of first-person movement mechanics and controls before playing.
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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Парни выручайте, не хватает 7000 очков для профиля Dying Light, закидайте наградами пожалуйста.
It's such a great idea to turn TF2 jump maps into a standalone game. Definitely worth playing. I agree with another reviewer that it would be nice if the checkpoints were bigger so they are easier to fly through without stopping. I'm not a huge fan of the rings.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
runs well, plays well struggled my first day. went to bed, next day, it all clicked. very cool gaem. excited for new maps!
I love rocket jumping!!!
I wanted to like it really really bad. im a soldier main with well over 3k hours only on rocket jump maps, but this, this is not it. it feels off, in everything the airstrafing its just so janky, the game wants you to treat it like tf2 but really you dont really need to hold a or d, it does not matter if you hold w, the character feelts to floaty, there is a slide for some reason but no crouching, you can kind of do syncs but the rocket its to fast / player falls to slow. idk if even speedshots work, and well. idk, they could be decent rocket jump maps by themselfs but as a game, it does not represents / feels like rocket jumping at all. and well, its gonna sound harsh but, if i wanted to play 4 random rocket jump maps i could, just do that in tf2. your game is not bad at all, its just. does nothing for me atm.
免费 有成就 没中文 《极速冲击》 《极速冲击》是一款第一人称平台跳跃游戏,核心玩法围绕早期第一人称射击(FPS)游戏中著名的移动特性 ——“火箭跳” 展开。 核心特色 移动机制:灵感源自《起源引擎》全套移动游戏模式(如 “滑步”“连跳”)。对移动核心环节进行了优化,既降低新玩家入门门槛,又不削弱高阶玩法的深度。 稳定的确定性玩法:特定操作指令始终对应固定结果,能纯粹考验玩家技巧,确保玩家全程对角色拥有完全控制权。 七张官方地图:地图设计灵感来自《军团要塞 2》社区制作的跳跃地图及其他《起源引擎》移动游戏模式。 视觉风格:复刻 20 世纪 90 年代末至 21 世纪初的早期 3D 电脑游戏画风,同时确保场景辨识度不受影响。 完整回放系统:自动保存你在各地图的最佳成绩,支持回看录像,或与 “幽灵影像”(记录最佳成绩的角色轨迹)竞速。 持续更新:抢先体验阶段将不断新增功能。可关注我的 YouTube 频道,通过开发日志系列了解最新开发进展。 注意事项 本游戏难度较高。尽管 “火箭跳” 及高阶移动机制会提供教程,但仍强烈建议你在游玩前,至少掌握基础的第一人称移动机制与操作方式。
This is a really fun game, I hope more maps and things get added in. The game is really fluent and smooth, I hope it gets way more popular
Amazing gameplay, loved every aspect of it besides the rocket chaining. Works for people who just want a chill parkour game but also encourages speedrunning so it can suit everyone. Also really dig the visual style, would recommend for sure
To fajna gra, ale brakuje w niej postaci gracza krzyczącej z bólu przy każdym skoku rakietowym. To świetny pomysł, żeby przekształcić mapy skokowe z TF2 w samodzielną grę. Zdecydowanie warto zagrać. Zgadzam się z innym recenzentem, że fajnie byłoby, gdyby punkty kontrolne były większe, żeby łatwiej było przez nie przelatywać bez zatrzymywania się. Nie jestem wielkim fanem pierścieni.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.