
Blast Processed is a first-person platformer built around an infamous movement quirk of early FPS games: Rocket Jumping.
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About
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
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
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
火箭跳这一块 挺好玩的
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Trends
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
you cant even run it, when i open it with steam or just file manager it always crashing,every time man. i just wanted to relax an play but no, i dont even know hows the game because i cant even play ,oh my god i dont want to live anymore do you know how painful it is for a people with a bad pc or laptap to play anything? thought this is low end game but it crash,my laptop cant even run this,hownownownniweilufeubwfbwyrgqwuofqwebfuwebfwweiwrriweiuoqiuwwffufhuehowiwhowuiwhfwohuwhwiuhiuhffdsfbosvvbvvbbofofyfgyyi7y6, ndtbniq36v53
Никогда не понимал рокет-джамп, конечно мало играл в анриал, там же была эта хрень, не помню, а в TF2 не поиграл еще (судя по комментариям, хз в апекс играл, там был конечно некий паркур, распрыжка, но не рокет джамп), да и вообщем как то полюбить механику не смог. Так что для меня целая игра про эту механику это перебор, ну и на туториале когда надо пропасть перепрыгнуть через стенку, у меня СГОРЕЛО НАХЕР, окей, принцип того что надо резко стрелять под ноги понял, но куда стрелять дальше, то есть как отталкиваться, не смог, так что пускай пока поваляется игрушка, может-может. Но сделана вроде хорошо, так что минусовать не вижу за что, да и патчи выходят.
Динамичный 3D‑платформер от первого лица с элементами шутера, вдохновлённый классическими FPS конца 90‑х — начала 2000‑х. В основе геймплея — продвинутая механика ракетного прыжка и техники движения (Surf, BHop). Игрок преодолевает сложные трассы на пяти уникальных картах, вдохновлённых jump‑картами из Team Fortress 2. Плюсы: Точное управление — физика предсказуема, что позволяет оттачивать мастерство и добиваться лучших результатов. Ретро‑стиль — визуальная эстетика отсылает к культовым шутерам прошлого, но с читаемым окружением, не отвлекающим от геймплея. Система реплеев — можно анализировать свои прохождения, улучшать тактику и соревноваться с самим собой. Минусы: Высокая сложность — игра требует базовых навыков движения в FPS (ракетные прыжки, скольжение), что может отпугнуть новичков. Линейность — геймплей сосредоточен на прохождении трасс, без дополнительных режимов или сюжетной линии. Ограниченное содержание — на старте доступно всего пять карт, что снижает долгосрочную реиграбельность без будущих обновлений. Итог: подойдёт поклонникам ретро‑шутеров и сложных платформеров, кто ценит отточенное движение и челлендж. Blast Processed увлечёт физикой и атмосферой олдскульных FPS, но может оказаться слишком сложным для новичков и недостаточно разнообразным для долгого прохождения без новых карт.
peak gaming very fun
제 한 몸 건사하는 로켓점프 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 로켓 점프를 활용해서 목표 지점에 도달하는 것이 목표입니다. 목표 지점까지 여러개의 필드들이 존재하고 각 지점에 도달하면서 진행을 하죠. 기본적으로 WASD와 점프, 슬라이딩이 가능하며 로켓 반동을 활용할 수 있습니다. 폭발 반동을 활용하여 높거나 멀리 위치한 지점으로 향할 수 있으며 필요에 따라 연속적인 포격을 발생시키기도 하죠. 나름 정확한 타이밍이 필요하기도 하고 지형을 미리미리 숙지하는 것도 필요합니다. 그만큼 숙련도가 필요한데.... 익숙해지지 않는... 일정 구역마다 세이브 포인트가 존재합니다. 추락 등의 게임 오버 상황이나 R키를 눌러서 세이브 포인트로 복귀할 수 있죠. 은근 FPS느낌이 들어서 그런지 재장전하던 습관으로 구역을 완료하려는 순간 R키를 눌러 초기 지점으로 복귀하기도 합니다. 그럴때마다 이런 멍청이하면서 다음엔 그러지 말자 다짐해도 다시 멍청이처럼 R키를 누르게 되죠. 세이브 포인트가 나름 촘촘하게 위치해있기에 여기서 그만두긴 좀 아쉽다하면서 이어하게 되기도 합니다. 뭐, 그렇게 오르고 이동하면서 최종 지점에 도달하면 클리어하게 됩니다. 도달한 시간에 따라서 메달을 받을 수 있고, 이후 기록 경신을 위해 재도전을 하거나 다른 맵을 플레이할 수 있죠. 아니면 코인 수집 등의 보너스 맵을 플레이할 수 있습니다. [아쉬운 점] -메달 시간 전체 안내해달라 -트레일러처럼.. 할 수 있는거겠지? -벽의 윗 부분에 닿으면 게임 오버 처리됨
I know this is just a skill issue, but man, this game is way too hard. Overall 1/10, not worth the storage space, but not bad enough to leave a negative review, though it deserves one for those horrible tutorials.
I definitely wanted to try this game—I came across it on YouTube through the devlogs, and it looked great! Unfortunately, the experience wasn't what I expected, as I encountered some unusual mechanics that don't really align with the true Rocket Jumping experience in TF2. Essentially, it seems the developer aimed to capture the feel of speedrunning TF2 maps, but without putting in the time needed to learn and refine the techniques to achieve that. Instead, that time was invested in building something similar to evoke a comparable sensation, which, to be fair, is quite satisfying. However, the experience doesn't really resemble an actual TF2 speedrun. Acceleration feels disproportionate, pogo and speedpogo are affected by that, wall shots feel odd, wall catches are absent because they're not necessary, and rocket speed is so high that the rocket will always reach your destination before you do—no matter how fast you're moving. Even while falling, you can still pull off a wall climb. Syncs feel uncomfortable for the same reason: the rocket speed. If you already have some experience with rocket jumping in TF2, you might want to approach this one with caution, as practicing a lot in this game could potentially throw off your current skill. And if you're not familiar with TF2 or rocket jumping, I'd encourage you to give it a try there instead. Sure, the learning curve is steeper, but so is the satisfaction of achieving what you once thought was impossible. As for the developer, I'd suggest investing that time into practicing rocket jumping techniques in TF2, because from what's shown in the devlogs, it seems they're still at a beginner level.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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