
Mythology based FPS with various movement mechanics. Use bunnyhopping, surfing, and grappling to beat each level quickly.
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About
DESCENT is a movement based shooter inspired by early source bunny-hopping and surfing found in games like QUAKE and Counter-Strike. You play as the champion of Hermes, tasked with traversing through many dimensions to find artefacts in order to save your home realm.
Bunnyhop through landscapes inspired by various mythologies with an low res, old school aesthetic with music tracks produced by Trashiii.
Use various movement mechanics such as Bunnyhopping, Surfing and Grappling to mix up your gameplay.
Speedrun through each level to get the best time on the online leaderboards! Compete against everyone or just your friends.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
as someone who has never tried bhopping or other source engine style movement tech before, DESCENT has been a super fun way for me to learn !! its really nice to be able to feel my improvement very physically preemptive hate comment for when i finally get to surfing: FRICK YOU FRICK YOU FRICK YOU GRR YOU SUCK!!! GRR RAGE GAME!!!!
Descent, as a love letter to Source bhop and surf, provides an enjoyable and unique experience by introducing its own mechanics into the fray that mesh with its inspirations nicely. Longevity is provided in the form of both difficulty with a manageable learning curve for those new to the mechanics, and replayability to chase faster times for those who are already accustomed to the playstyle.
this guy should really add a crouch button to this game p.s. how do you pull out the butterfly knife
fun :3
omg it's so fun it's so fun it's so fun yay yay yay yay ^-^
the grapple is a cool tool for bunnyhopping, but not sure the bunnyhopping physics are right where they should be for now. definitely a work in progress but challenging and fun :
gotta be the best games i played in 2024 (FIX EDGEBUGS I BEG, I AINT PLAYING ♥♥♥♥♥♥♥ TONY HAWK TO GRIND THE ♥♥♥♥♥♥♥ SIDES OF THE BOXES LIKE THAT) :3
DESCENT: A Bunnyhopping Odyssey is a fast-paced first-person platforming experience developed and published by Sora that embraces the skill-based movement mechanics that have long been celebrated within competitive shooter communities. Rather than relying on extensive combat encounters or cinematic storytelling, the game builds its identity around momentum, precision, and mastery of movement. Inspired by the techniques that emerged from classic arena shooters, it invites players into a world where speed itself becomes the primary weapon and challenge. The game's narrative places players in the role of a champion chosen by Hermes, the Greek god associated with swiftness and travel. Tasked with recovering powerful artifacts scattered across multiple dimensions, players journey through a collection of mythologically inspired environments. The story remains relatively straightforward, but it provides enough context to connect the various stages together and gives the adventure a distinctive thematic flavor. The mythological backdrop helps separate the game from many other movement-focused titles that often rely on generic science-fiction or abstract settings. At the heart of the experience lies an impressive commitment to movement mechanics. Bunnyhopping serves as the foundation of traversal, rewarding players who can maintain momentum through carefully timed jumps and directional control. Surfing mechanics add another layer of complexity, allowing players to glide along angled surfaces while preserving speed. The inclusion of a grappling hook further expands the possibilities, creating opportunities for advanced maneuvers and creative route optimization. These systems work together remarkably well, producing gameplay that feels fluid, responsive, and deeply rewarding once players begin to understand its intricacies. One of the game's greatest strengths is how its level design complements these mechanics. Every stage feels intentionally constructed to encourage experimentation. Players are not simply trying to reach an endpoint; they are constantly searching for faster routes, cleaner execution, and more efficient movement chains. The environments challenge players to think about momentum management at every moment, transforming each level into a puzzle of speed and precision. This design philosophy creates a strong sense of progression, as players gradually improve their skills and discover new ways to navigate familiar spaces. The visual presentation adopts a retro-inspired aesthetic that prioritizes gameplay clarity over technical spectacle. The low-resolution graphics evoke memories of classic PC shooters while ensuring that players can easily read the environment during high-speed movement sequences. Although the visuals may appear simple at first glance, they effectively support the game's core mechanics and contribute to its nostalgic charm. The different dimensional settings also provide enough variety to keep the journey visually engaging despite the minimalist style. The soundtrack complements the gameplay exceptionally well. Fast and energetic music accompanies the action, helping maintain the sense of momentum that defines the experience. As players race through levels, the audio reinforces the feeling of constant motion and urgency. The music does more than simply provide background atmosphere; it becomes part of the rhythm that drives players forward during their attempts to perfect each run. Replayability is another area where DESCENT performs strongly. Online leaderboards encourage competition and give players a reason to revisit completed levels. Chasing faster times becomes an addictive pursuit, especially for players who enjoy speedrunning and self-improvement. Even after finishing the main content, the desire to refine techniques and climb rankings can provide many additional hours of entertainment. This competitive structure significantly extends the game's longevity and strengthens its appeal to dedicated players. The game's specialized focus may not appeal to everyone. Those expecting a traditional action game with extensive combat systems or a heavily developed narrative may find the experience somewhat limited. The learning curve can also be demanding, particularly for newcomers unfamiliar with bunnyhopping or surfing mechanics. Success requires practice, patience, and a willingness to embrace repeated failure while developing the necessary skills. However, for players who enjoy mastering challenging mechanics, this difficulty becomes one of the game's most satisfying qualities. DESCENT: A Bunnyhopping Odyssey succeeds because it understands exactly what it wants to be. It delivers a focused experience built around movement mastery and executes that vision with confidence. The combination of mythological themes, carefully designed levels, responsive controls, and competitive leaderboards creates an engaging package that rewards dedication and perseverance. While its niche nature may limit its audience, those who appreciate movement-based gameplay will likely find a great deal to enjoy. Rating: 6/10
booba
fun tbh, cant wait to see the updates to come
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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.
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