
Escape This is a precision 3d platformer. Complete each of the random levels without touching any of the red blocks. It is possible to make your own levels
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.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,402 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
Engagement
Reviews
Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
куб
Yes.
Простенькая игрушка, на любителя, но карточки пофармить нормально
Media

Related
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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**languages with full audio support
Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
♥♥♥ iyi
Escape This, developed by Four Winged Studio and published by Conglomerate 5, is a compact 3D precision platformer built around speed, reflexes, and unforgiving level design. Rather than offering narrative context or expansive worlds to explore, the game strips the experience down to its mechanical essentials. The objective is straightforward: navigate through hazard-filled arenas without touching the clearly marked danger surfaces—most commonly bright red blocks that instantly reset your progress. This simplicity defines the game’s identity, placing total emphasis on movement accuracy and player reaction time. Movement is responsive and deliberately tuned for tight platforming. Players must chain jumps, adjust mid-air positioning, and land with precision to avoid immediate failure. The physics system is designed to feel predictable, allowing skill development over repeated attempts. However, the levels are often structured to punish hesitation or overconfidence, meaning progress typically comes through repetition and memorization. Each reset reinforces the need to refine timing and spatial awareness. This trial-and-error structure mirrors classic “hardcore” platformers, where success is earned through persistence rather than incremental upgrades or power progression. One of the game’s defining features is its semi-randomized stage structure. While core mechanics remain consistent, layouts can vary, adding unpredictability to each run. This design choice enhances replayability by preventing complete memorization of patterns, but it can also create moments where difficulty feels influenced by layout generation rather than pure skill. For players who thrive on adapting to new configurations, this randomness keeps sessions fresh. For others, it may occasionally feel like an additional layer of unpredictability in an already punishing environment. Visually, the game embraces minimalism. Clean geometric shapes, stark color contrasts, and uncluttered environments ensure that hazards are instantly recognizable. The lack of detailed textures or atmospheric embellishment reinforces clarity, keeping attention focused squarely on platform placement and spatial challenges. While this aesthetic serves gameplay well, it also contributes to a somewhat sterile presentation. There is little in the way of environmental storytelling or thematic progression, making the experience feel more like a series of abstract challenge rooms than a journey through a cohesive world. Difficulty is central to the game’s appeal and its divisiveness. Instant resets upon contact with obstacles create tension but also demand patience. Some players will find satisfaction in shaving milliseconds off their movement paths and perfecting flawless runs. Others may struggle with the strict punishment for small mistakes, particularly in longer sequences where a single misstep forces a restart from the beginning. The design clearly targets players who enjoy high-intensity precision challenges and short bursts of concentrated focus. Extending beyond its base levels, the game includes a level editor that allows players to create and share custom challenges. This tool significantly expands longevity by encouraging community engagement and experimentation. The editor provides the same building blocks used in the official stages, enabling inventive layouts and potentially more complex scenarios than those found in the core experience. For players who enjoy both solving and designing puzzles, this feature adds meaningful depth and keeps the game from feeling static. Overall, the game positions itself firmly within the niche of minimalist, skill-driven platformers. It does not attempt to soften its difficulty curve with narrative distractions or forgiving checkpoints. Instead, it delivers a concentrated experience built on repetition, precision, and mastery. For players who value tight movement systems and the satisfaction of conquering demanding obstacle courses, it offers a straightforward yet challenging test of reflexes. Those seeking immersive storytelling or varied visual spectacle may find it sparse, but within its focused framework, it delivers exactly what it sets out to provide: a relentless exercise in controlled movement and disciplined execution. Rating: 5/10
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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