
Downward is a first-person open-world parkour based platform adventure set in the medieval ruins of a post-apocalyptic planet Earth. Make your way through breath-taking landscapes, face ancient guardians and unravel the deep mystery that lies behind the disappearance of humanity.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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/day in the week to Aug 28 → 0/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
Genres
Sums Steam only; PlayStation publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 566reviews | 71% | — | $89.6K |
| $9.99 | 45ratings | 81% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Downward: Enhanced Edition - Nothing enhanced about this game. Don't be fooled by the positive reviews. This game is bland, empty and the mechanics are just awful. The biggest gripe I've got with Unreal Engine is that devs think it's the be all, end all for game development. Sure, it does most of the legwork, but devs think that is good enough and if a game is pretty, then the mechanics don't matter. That might've been a couple of years ago, not anymore. Now, if a game has Unreal Engine, you better hope and pray that the mechanics and story are great because you already know that the game will look good. It's like they hide all the issues behind graphics and hope that carries the game. The okay-ish: The game has voice acting, which is good enough. It looks decent, again Unreal Engine The bad: The movement mechanics are trash. For a parkour game, it's very finicky with certain jumps and ledge grabs. The biggest gripe I've actually got with this game is that I needed to go to a speedrunning turorial video in order to get gold on the challenges. Why you ask? Because the more "advanced" movements are not explained in the game itself. Things like dash jump is so inconsistent on mouse and KB, but you need to use it in order to get gold in the challenges. "No, you're just bad! It's implied that you learn the movement mechanics in order to get gold. Git gud scrub!". Ok buddee, listen here buckaroo, the game actually needs to make it consistent number 1 and number 2, let the player know they can do this. Obviously, being a okay-ish gamer myself, it was the first thing I tried. I ended up using my xbox controller in order to do it consistently. Story is so bland and predictable. I get it, it's not easy writing a story that everyone will love. But it is so obvious what's going on and what's going to happen. At no point do you feel any connection with the 3 characters you get in this massively empty open world. Yes, there's the merchant, you and the lady. That's it. Lore is something that they tried to flesh out the world-building, because with a world this empty, you ♥♥♥♥♥♥♥ need it. All in all, I'm severely disappointed in this game. If you like being frustrated by movement mechanics that don't feel like you've got weight or is inconsistent AF, then get this. You'll enjoy it. Otherwise? Steer clear.
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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*, Italian*, French, German, Spanish - Spain, Japanese, Portuguese - Brazil, Simplified Chinese, Traditional Chinese*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
A Mirror's Edge-inspired first-person parkour platformer with vaguely Metroid-esque progression sounds like a good time, and I actually found Downward pretty fun for its first few hours despite an abundance of rough edges, but this is ultimately just too janky and unpolished to recommend except on deep discount, with controls that get increasingly unreliable as you acquire new abilities, and level design that gets increasingly convoluted and tedious to navigate with minimal direction (there's no map, only onscreen objective markers).
Story is nonsensical and levels slowly become repetitive and frustrating
Too inconsistent to be fun. You get caught/stuck on so many random things. Movement, dashing, sliding, climbing, etc all feel slow and janky.
The game's visuals are good, and the parkour is almost okay. I couldn't make sense of the narrative, how the "planet switching" alters the current level and the ending meant nothing to me. I found many bugs — in particular, the currency increases indefinitely when selling an item (which made gathering currency and unlocking new "powers" completely useless for the entire game). The HUD also disappears every now and then, and some actions can't be performed unless you reboot the game.
Bad controls. Bad level design. The fights are also really bad.
Downward: Enhanced Edition, developed by Caracal Games and published by Plug In Digital, is a first-person parkour-focused platformer that immerses players in a post-apocalyptic Earth filled with mysterious ruins and altered gravity. Released in 2017, the game emphasizes exploration and traversal over traditional combat, inviting players to navigate a world shaped by the aftermath of strange celestial phenomena. Its combination of fluid movement, atmospheric environments, and light RPG elements makes it a unique entry in the parkour-platforming genre, though it is not without its shortcomings. The gameplay centers on mastering parkour mechanics to traverse expansive environments. Players can jump, climb, slide, and perform acrobatic maneuvers to overcome obstacles and explore the world. The movement system is intuitive and fluid, allowing for satisfying traversal that rewards precision and timing. An upgrade system tied to collectible orbs allows players to enhance stats such as health and mobility, adding a subtle layer of progression that encourages exploration. Time trial challenges further extend replayability, pushing players to optimize their routes and refine their parkour skills. Visually, Downward: Enhanced Edition excels in creating a sense of scale and atmosphere. The game features a variety of landscapes, from jagged volcanic terrain to snow-laden ruins, each rendered with attention to detail and designed to encourage vertical and horizontal exploration. The environments are filled with hidden paths and collectibles, rewarding players who take the time to explore thoroughly. The enhanced edition takes advantage of modern hardware, offering improved textures, lighting effects, and smooth performance that heighten immersion. Subtle design choices, such as environmental cues and level layout, guide players naturally while still allowing for a sense of discovery. The narrative in Downward: Enhanced Edition is minimalist, framing the game around the player’s quest to recover three crystals that could restore balance to the world. A mysterious female voice guides the protagonist, adding an element of intrigue, but character development and storytelling are limited. While this minimalism allows the focus to remain on traversal and atmosphere, some players may find the story underdeveloped and emotionally distant. The plot serves primarily as a motivation for exploration rather than a driving force for engagement, emphasizing experience over narrative depth. Combat is minimal and largely incidental, consisting of simple interactions such as dodging attacks or retrieving crystals from enemies. This simplicity reinforces the game’s emphasis on parkour and exploration but may leave players expecting more action feeling underwhelmed. The short runtime, averaging around five hours, also contributes to a sense that the experience, while visually and mechanically impressive, could have benefited from additional content or challenges to deepen engagement. Overall, Downward: Enhanced Edition is a visually striking and mechanically satisfying parkour adventure that rewards exploration and mastery of its traversal systems. Its fluid movement, varied environments, and atmospheric design create a distinctive experience that stands apart from traditional action or platforming games. While its narrative is sparse and combat limited, the game succeeds in delivering a unique and contemplative journey through a beautifully realized post-apocalyptic world. For players seeking an immersive parkour adventure that prioritizes movement, exploration, and atmosphere over combat, Downward: Enhanced Edition offers a memorable and engaging experience. Rating: 7/10
Its not a very good parkour game. Movement never gets to be consistent enough to fun. You will be constantly tripping over small rocks and ledges. As the game gets harder it becomes more apparent that the movement just isn't up to the task with it never quite feeling right.
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Je joue sur Linux. Version Linux : non. Proton: excellent. [h1]Le jeu[/h1] Downward est un jeu d'aventure/exploration avec de gros éléments de parkour. Les paysages sont très agréables, j'aime beaucoup ce concept de vieux temples en ruines avec des îlots flottants. Le jeu est en monde ouvert, bien que certaines zones soient séparées, on peut à tout moment passer d'une zone à l'autre. Ce qui est un peu dommage, c'est que l'exploration n'est pas vraiment récompensée, du moins au début. Mieux vaut suivre la quête principale, débloquer les différentes aptitudes, et revenir sur ses pas par la suite pour accéder à ce qui était inaccessible auparavant. L'histoire n'est pas super intéressante ni poussée, mais avec ses trois planètes arrivées proche de la terre et responsables de l'extinction de la civilisation, le jeu a un concept intéressant. En passant de l'influence d'une planète à l'autre, le paysage change un peu, chaque planète ayant un impact sur le monde (montée des eaux, objets flottants qui apparaissent, ...), ce qui permet d'ouvrir l'accès à de nouveaux endroits. A nous de voir quelle planète est la plus adaptée pour aller là où on veut. C'est assez mal expliqué, car à part le changement de luminosité ambiant, on ne voit pas vraiment l'impact les premières fois où on change de planète. Le parkour est bien fait. C'est un plaisir de wall jump, voler dans les airs avec le slingshot, et accéder à des endroits de plus en plus haut ou loin dans le paysage. Il y a des collectibles, rien de vraiment caché, mais il est nécessaire de tout bien explorer à fond avec chaque planète pour tous les trouver. J'ai passé pas mal de temps à tout chercher, mais un objet sur une cinquantaine n'échappe, ainsi que deux cubes sur un peu moins de 200. Le jeu ayant quelques bugs dans le comptage des objets (par exemple, dans la zone du magma, j'ai un objet ET un cube de plus que le compte indiqué...), je ne sais pas vraiment si le compte est bon pour le reste. Niveaux bugs justement, pour ma part j'ai noté que le compte des rouages est complètement foireux (j'en ai des centaines sur la zone de hub alors qu'il y en a normalement une dizaine), que le marchand finit par donner de la monnaie à l'infini lors de ventes, et que j'ai un golem intuable vu qu'il n'a plus de cubes sur le dos. Il m'est aussi arrivé de rester coincé dans le décor en explorant un peu trop en dehors des sentiers battus. Un conseil : utilisez cette foutue marque plus souvent ! Ca permet de se débloquer sans repasser par le menu principal. Le jeu dispose de trois fins alternatives, qui nécessitent de collecter des objets pour être débloquées. Ca explique un peu plus le lore, mais ne change rien au gameplay. On peut reprendre juste avant le boss une fois le jeu terminé pour explorer le reste du monde ou faire une autre fin. Il y a aussi un épilogue accessible depuis le menu principal. Je ne sais plus si c'était accessible avant que je terminer le jeu... c'est une zone supplémentaire avec un peu de parkour, quelques notes de lore, et du parkour un peu pénible avec un tas de wall ride sur la fin. [h1]Rejouabilité, achievements[/h1] Les achievements ne présentent aucune difficulté, excepté les challenges. Il faut en réussir 10 avec un temps en or, ce qui demande quand même pas mal de pratique. Il y en a environ 30, on est donc loin de devoir tous les faire et on peut choisir ceux qui nous sont les plus faciles. [h1]En bref[/h1] Si le jeu a quelques défauts, le parkour est agréable et j'ai passé un bon moment. [h1]GNU/Linux[/h1] Si à sa sortie le jeu disposait d'une version native Linux, ce n'est pas le cas avec la version Enhanced. J'y ai joué avec GE-Proton9-23. Avec le Proton par défaut, la vidéo d'intro (les quelques logos affichés avant le début du jeu) ne s'affiche pas. OS: Arch Linux, KDE Plasma 6, Wayland. Hardware : 5950x, AMD RX 6900XT, 64GB ram. Screens : Dualscreen, 1x 4K & 1x 1920x1200.
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Players by region
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