
Embark on a thrilling journey in 'Drive Up.' Scale the floating objects on a mysterious island in the ocean. There are no saves; one fall, and you're back to square one. How high can you climb?
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/day in the week to Aug 24 → 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
Drive Up
In the world of "Drive Up," you're not just driving; you're embarking on a thrilling journey. Your adventure begins on a mysterious island with only one road leading upward. Your mission is crystal clear: reach the finish line without any tumbles because there are no checkpoints!
The road you navigate is treacherous, filled with unexpected twists, steep inclines, and narrow paths that seem to defy gravity. As you rev your engines and embark on this incredible journey, you'll come to realize that every inch of progress matters.
"Drive Up" is a test of your driving skills, your nerve, and your ability to adapt to an ever-changing landscape. One wrong move could send you tumbling into the abyss below, and there's no safety net to catch you. But remember, in the world of "Drive Up," mistakes are your greatest teachers, and each setback is a chance to learn and grow.
Your car is more than just a machine; it's a reflection of your determination to conquer the heights. Along the way, you'll discover upgrades and power-ups that can give you an edge. Turbo boosts for those heart-pounding moments, reinforced tires for better traction, and even the ability to slow down time when precision is the key to success.
As you ascend, the challenges become increasingly daunting. The island holds its secrets, and you'll uncover hidden paths, shortcuts, and surprises along the way. Each level presents a unique puzzle for you to solve with your wheels and wits.
"Drive Up" is not just a race against gravity; it's a journey of self-discovery. The road to the finish line is paved with determination, patience, and a willingness to face the unknown. There's no telling what awaits you at the pinnacle of this island, but one thing is certain: the only way is up.
Do you have what it takes to conquer "Drive Up" and reach the zenith of this thrilling, gravity-defying adventure?
Genres
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
车车版向上爬,操作简单,shift抬头,Ctrl抬尾。 失败了还有语音鼓励你(叭叭叭叭),游戏很让人上头。 一直按着ctrl可以使用旋风冲锋龙卷风! 车车起步很快,看不见悬崖容易被坑下去。 [table][td][b]关注我们 [/b][url=https://store.steampowered.com/curator/30253125]甄游组[/url] [url=https://store.steampowered.com/curator/34433893]第一印象[/url] [url=https://store.steampowered.com/curator/40602490]免费游戏[/url][/td][/table]
Уебан делал физику местной машины
Drive Up, developed and published by Astrasoft, is a physics-driven climbing challenge disguised as a driving game, built around a deceptively simple objective: reach the top without falling. Beneath that simplicity lies a deliberately unforgiving design philosophy that prioritizes precision, patience, and persistence over speed or spectacle. It belongs to a category of games that derive their identity from difficulty, asking players to accept failure as an essential part of progress rather than something to be avoided. The gameplay is centered on controlling a vehicle across a vertical, obstacle-filled environment composed of narrow platforms, steep inclines, and unstable surfaces. Movement is governed by a sensitive physics system that demands careful input—accelerating too aggressively or turning too sharply can easily result in losing control. Success depends on mastering subtle adjustments, learning how the vehicle responds to different terrains, and maintaining balance in situations where even the smallest mistake can undo minutes of progress. This creates a constant tension between advancement and risk, where every successful maneuver feels earned. What defines Drive Up most strongly is its lack of safety nets. There are no checkpoints or mid-level saves, meaning that failure often results in losing significant progress. This design choice amplifies both the frustration and the satisfaction of the experience. Reaching a new height can feel genuinely rewarding, but falling can be equally discouraging, especially when it happens after a long stretch of careful play. The game’s structure encourages repetition and learning through trial and error, gradually building player skill over time. The level design supports this approach by presenting a series of increasingly complex challenges. Each section introduces new obstacles that require different techniques, whether it’s navigating tight spaces, managing momentum on uneven surfaces, or maintaining control on narrow paths. While the environment is continuous rather than divided into traditional levels, it effectively functions as a sequence of escalating tests. Hidden routes and alternative paths provide small opportunities for experimentation, but the primary focus remains on overcoming the main climb. Visually, the game adopts a clean and minimalistic 3D style. The environments are open and uncluttered, making it easy to read the terrain and focus on navigation. This clarity is important given the precision required, as players need to quickly assess their surroundings and plan their movements. However, the simplicity of the visuals also means that there is limited variety, and the environment can begin to feel repetitive over extended play sessions. The presentation is functional and effective, but it does little to enhance the experience beyond its core mechanics. The pacing is entirely player-driven, with no time limits or external pressures influencing progress. This allows players to approach each section at their own speed, taking time to analyze obstacles and refine their technique. At the same time, the lack of variation in objectives means that the experience can feel one-dimensional, especially for those who are not fully invested in the challenge itself. The game relies heavily on its core loop, and if that loop does not resonate, there is little else to sustain interest. One of the more interesting aspects of Drive Up is its emotional rhythm. It creates a cycle of tension, failure, and eventual success that can be highly engaging for players who enjoy skill-based challenges. Each small victory contributes to a sense of progression, even when setbacks are frequent. However, this same cycle can also be exhausting, particularly for players who prefer more forgiving or varied gameplay experiences. Ultimately, Drive Up is a focused and uncompromising game that delivers exactly what it promises: a challenging climb that tests precision and perseverance. It does not attempt to broaden its appeal or introduce additional layers of complexity, instead committing fully to its central idea. For players who enjoy overcoming difficult, repetition-driven challenges, it offers a satisfying and sometimes rewarding experience. For others, its harsh penalty system and limited variety may make it feel more frustrating than enjoyable. Rating: 6/10
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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, German
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
МУЖИК В КОТЛЕ БЕЗ КОТЛА И МУЖИКА В КОТЛЕ https://youtu.be/_JkZX3kNkvQ
너무 재밌다 꼭 해봤으면 좋겠따 여러분들 꼭 해보세용
Joguinho bacana , bem difícil em algumas partes, se vc gostava dos skill tests do gta v, eu altamente recomendo, tem o marcador de record de altura e vc ta sempre la tentando ater seu própio recorde.
дай тормоза
14시간 만에 클리어하고 후기 씁니다................ STRETCHER MEN 다음으로 두 번째의 길을 걷는 최악의 trash 게임. 이제부터 이 게임을 하면서 있었던 불만을 적어보도록 하겠음. 1. 세이브가 수가 적음. 근데 사실 항아리 온리업류 게임은 세이브가 없는 게 기본이긴 한데.. 이건 ㅈ같음이 너무 선을 넘음. 이 게임 세이브가 총 2구간인데 마지막 세이브 구간에서 엔딩까지의 거리가 너무 멀다. 솔직히 이 게임은 난이도도 어려운 편이긴 한데 그것보다 더 빡치는 게 버그나 다른 ㅈ같은 부분 때문에 힘들다. 그래서 마지막 구간만큼은 세이브를 더 넣어줘야 한다고 생각함. 2. 세이브를 줄 거면 제대로 줬으면 좋겠음. 세이브가 2구간이 있음. 어느 정도 올라가면 세이브가 자동으로 생성이 됨. 근데 그 세이브는 바로 못 타고 조금만 가면 탈 수 있음. 세이브가 침대고 침대를 타면 점프를 크게 하며 세이브 구간으로 감 근데 그 세이브 점프를 타면 좀 똑바로 착지를 시켜줬으면 좋겠다. 침대 타고 세이브 구간으로 뛰어지면서 가까이 가면 속도가 느려지고 안전하게 착지가 되긴 함. 근데 그렇게 해놓고서 안전하게 착지가 안되는 경우가 10번 타면 1번은 ㅈㄹ나서 다시 타야 됨. 그러니깐 침대를 잘 타야 됨. 잘못 타면 어디 맞고 날아가거나 착지할 때 개 ㅈㄹ남. 3. 차가 끼는 현상 올라가는 도중에 갑자기 차가 어느 사물에 끼어버림. 이게 진짜 개 같은 게 뭐냐면 보통 올라가다가 떨어지면 그냥 흔한 항아리 온리업 게임임. 근데 떨어지지도 않았는데 차가 끼어버리면 ㅈㄴ 억울함. 보통 다른 똥겜들을 보면 캐릭터가 끼면 빠지게 끔 누르는 키가 존재함. (아닌 게임도 존재함) 이 부분 때문에 일단 ㅈㄴ 억울하고 짜증이 남. 게임하면서 제일 짜증이 났던 원인이 차가 끼는 것.. 4. 발판이 개 같은 부분이 존재한다. 바퀴보다 크기가 1/3이나 1/4 정도로 얇은 발판들이 있다. 이것도 ㅈ같은 데 그 실 같은 발판들을 타고 꺾어야 하는 구간이 있음. 이건 무슨 생각으로 만든 건지 모르겠다. 항아리 게임이 대박이 나서 그냥 어렵게만 만들면 사람들이 좋아하는 줄 아는 거 같음. 발판을 좀 적절히 조절을 해줘야 하는데 이 게임은 그런 게 없는 것처럼 보임. 5. 잔 버그가 좀 있다. 우선 허위 바닥이 있다. 올라가면 바닥을 뚫고 가는 경우가 가끔 있음. 본인은 500m쯤에 허위 바닥을 밟고 떨어진 경험이 있다. 그리고 올라가다가 어느 사물에 부딪히면 가속을 받고 뒤로 쭉 밀리는 경우가 있다. 이건 버그인지 의도 한 건지는 잘 모르겠지만 버그 같음. 브레이크로도 못 막음. 그리고 한 400m? 그쯤에 벽에서 계단 있고 빙글빙글 돌면서 올라가는 부분에서 벽에 비비면서 올라가놓게 해놓고 비비면서 올라가면 버그 걸리는 거 마냥 ㅈㄴ 버벅거리면서 불안하게 만든다. 그럴 거면 거리를 넉넉하게 줬으면 좋겠음. 진짜 ㅈㄴ 불쾌함. 결국 클리어를 하고 이 게임은 바로 쓰레기통에 넣었다. 끝.
говно
okay i player from korea and this game is absolutely sucks. i can not describe more than this. so many freaking bugs and do not gives same output. so if you want to buy this or try this. good luck this is not a challenge game
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Where this game's players are, estimated from review languages.
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