
Through use of the fluid movement set and dynamic level elements, players have the simple aim of getting from point A to point B, either by using the beaten path or the off-path environment within semi-linear 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.
Reviews, worldwide (the counter carries no country): 0/day in the week to Aug 22 → 0.14/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
Engagement
Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Basicamente la secuela de inertia con un par de cambios, igual de recomendada.
f*ckin clunky trash game.
me estressou mas peguei 100% das conquistas
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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, French, Portuguese - Brazil, Russian, Simplified Chinese, Swedish, Spanish - Spain
Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I review games after 100% their base game and I have to say this is a nice one. The gameplay is quite small but if you are a speedrunner I think you might actually like this game way more than I did. This gets a 7/10 as it is fun for a short while and the achievements can be obtained rather easily. Do I recommend this game? Yeah it is nice for both the average player and achievement hunter.
Игра откровенно унылая и топорно сделанная.
Exertus is a first-person platforming title developed and published by Loneminded that places nearly all of its focus on one thing: movement. In an era where many games attempt to balance storytelling, progression systems, collectibles, and cinematic moments, Exertus strips away the extras and presents players with a pure test of agility and precision. It is a game designed for those who enjoy mastering mechanics, refining their skills, and chasing faster completion times rather than simply reaching the finish line. Its minimalist philosophy may not appeal to everyone, but it succeeds in delivering a focused experience that understands its audience exceptionally well. At its core, Exertus revolves around momentum-based traversal. Players sprint, leap across gaps, scale walls, and maintain speed through a series of increasingly demanding obstacle courses. The controls are responsive and intuitive, allowing newcomers to understand the basics quickly while leaving plenty of room for advanced techniques. As levels become more complex, players begin to realize that every jump and every second matters. What initially feels like a straightforward platformer slowly transforms into a game about optimization, where finding a more efficient route can be just as satisfying as completing a difficult stage for the first time. The game features 42 handcrafted levels that embrace semi-linear design. While each stage offers a clear objective, players are encouraged to explore alternative paths and hidden shortcuts. This approach adds considerable replay value, as revisiting completed levels often reveals opportunities that were overlooked during earlier attempts. Instead of unlocking new abilities, progression comes from personal improvement. The more time spent understanding the movement system, the more possibilities open up within each environment. This design philosophy creates a rewarding feedback loop that makes even familiar levels feel fresh after repeated runs. Environmental hazards and dynamic level mechanics contribute significantly to the challenge. Timing becomes increasingly important as players navigate moving elements and carefully constructed platforming sequences. The game continuously asks players to combine speed with precision, creating moments where a perfectly executed run feels immensely satisfying. Exertus rarely holds the player's hand, which can occasionally lead to frustration, but it also reinforces the sense of accomplishment that comes from overcoming difficult sections through practice and perseverance. Visually, the game adopts a clean and minimalist presentation. Rather than aiming for realism or visual spectacle, Exertus prioritizes clarity. The simple environments ensure that players can immediately identify platforms, obstacles, and traversal opportunities without distraction. While some may find the aesthetic somewhat repetitive over extended play sessions, it complements the gameplay effectively by keeping the player's attention fixed on movement and timing. Likewise, the soundtrack remains subtle throughout, serving as ambient accompaniment rather than competing with the action on screen. Another notable feature is the inclusion of global leaderboards, which extend the game's longevity beyond its initial completion. Competing against other players for the fastest times gives each level an additional layer of purpose and encourages mastery of every mechanic. Speedrunning enthusiasts, in particular, will appreciate the game's emphasis on efficiency and experimentation. The leaderboard system transforms Exertus into an ongoing challenge, inviting players to continually refine their strategies and compare their performances with the wider community. Despite its strengths, Exertus is undeniably niche. Players looking for a compelling narrative, extensive customization, or varied gameplay systems may find the experience too limited. Its minimalist presentation and singular focus on platforming mean that enjoyment depends almost entirely on how much one values movement-based gameplay. There is also a lingering sense that additional content or community-created levels could have elevated the experience even further. Nevertheless, the existing package remains polished and thoughtfully designed, offering a satisfying challenge for its intended audience. Exertus is an excellent example of an indie game succeeding through specialization rather than excess. By dedicating itself entirely to fast-paced traversal and player mastery, it delivers an experience that remains memorable long after the final level is completed. It may not have the broad appeal of larger releases, but for players who enjoy first-person platformers and the thrill of shaving seconds off a personal best, Exertus proves that simplicity and strong design can still go a long way. Rating: 7/10
controls are too slippery
better and easier than the first game these guys made, satisfying, got addicting pretty fast. wall run is still pretty slop
good
Here we are again. If you are familiar with this developer then you might be aware of their previous game Inertia. Exertus is basically Inertia with a couple small differences. All the levels take place in open voids now instead of being in enclosed spaces. There's also a "fire" ability. I don't know what this is supposed to be for other than rocket jumping. Rocket jumping completely ♥♥♥♥♥♥♥ breaks the game. The game boasts "semi-linear levels" where you can make your own path. Even with this, the levels do not seem to actually be designed with rocket jumping in mind. It is so easy to bypass almost entire levels using the rocket jump. Disregarding rocket jumping, this game is basically the same thing as Inertia. There are no improvements to the core gameplay. Mechanics do not work properly. Sliding works when it wants to. Momentum is almost impossible to maintain. Platforming does not have a smooth feel to it because single jumps will just barely miss most platforms and double jumps way overshoot platforms if you don't slow down. There really isn't all that much interesting to talk about gameplay wise with this one. Especially not when comparing to the developer's previous game. What is most interesting here is wondering what the story behind this developer is. On their own, Inertia and Exertus are just bad games. [i] Really [/i] bad games. Exertus being the follow-up to Inertia raises questions of the developers intentions. This developer seems to have a thing for free-run, speed running platformers; however, everything about the fundamental mechanics is completely wrong for this kinda game. And yet these fundamentals have not changed at all from Inertia. There are superficial changes, but the core is just as rotten. If this and Inertia are just cash grabs though, then why did it take almost 2 years for this to come out? It couldn't have taken that long to develop these levels. Levels are completely non-descript and do not stand out from one another in any way. There doesn't seem to be any improvement in any way here. All the walls and platforms are still using the same default texture that was used in Inertia. In some ways this game has gotten worse since Inertia. While there weren't too many options to fiddle with in Inertia, they all worked as you'd expect. Exertus does not. Want to rebind controls? Good ♥♥♥♥♥♥♥ luck. When trying to rebind controls, clicking on an input to rebind it will cause all other inputs to revert to their default. If you exit the menu in between changing each input the changes will stay. I don't even know how this could possibly happen. Especially when this wasn't a problem in Inertia. Did the developer make this completely from scratch? Even though it is almost the exact same game as Inertia. Having played 3 of this developer's games, I find them extremely fascinating. Trying to determine what the goal or motivation for this developer is fascinates me. While I absolutely hate every game I've played from this developer and cannot in good conscience recommend anyone buy them, I do not have any ill will towards the developer. In fact, I would love to hear from the developer about what their story is.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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