
Dunk on your opponents in a fast-paced first person action game with basketball, grappling hooks, parkour and explosions!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Pretty fun concept. I wish there were more multiplayer options, but what's here has a lot of potential.
很爽,跑酷灌篮。
yes
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Concurrent players on Steam, sampled daily since tracking started.
Languages: English
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
fun but hard
Meu deus, que jogo ruim, ele é sem conteúdo nenhum. Horrível!
pretty cool game not gonna lie
Grapple Hoops is a small but inventive indie project from solo developer Andreas Georgiou that blends first-person parkour, grappling-hook acrobatics, and the unlikely addition of basketball into a single, chaotic package. Released on Steam in 2021, it quickly carved out a niche for players who enjoy experimental mechanics and games that revolve around speed, movement, and improvisation. The premise is as straightforward as it is eccentric: navigate vertical arenas with the help of a grappling hook, leap across rooftops and suspended platforms, and then slam-dunk a ball through a hoop to complete your run. The result is something that sits halfway between a traditional action-platformer and a physics-driven sports experiment, and while it has rough edges, its moments of brilliance are undeniable. At the core of the experience is its movement system, which is the real star of the show. Grappling onto ledges, swinging across gaps, chaining wall-runs, and launching yourself into the air all combine to create a flow that feels exhilarating when everything clicks. The mechanics encourage creativity, and the best moments happen when you stitch together improvised sequences of swings, jumps, and dashes that carry you across the map in style. This freedom is what gives Grapple Hoops its personality: scoring a dunk after a perfectly executed grapple-chain feels earned in a way that scripted animations never could. It does take practice, however, and the learning curve can feel steep at first. Understanding momentum and timing is essential, and new players may find themselves fumbling runs until the physics “click.” The arenas themselves are compact and vertical, designed to keep players moving at all times. Rooftops, floating structures, and precarious ledges provide ample opportunities to experiment with traversal, and hazards like long drops or tricky platform placements ensure that mistakes are punished. The level layouts often push you toward risky maneuvers, daring you to trade safety for speed, and the satisfaction of pulling off a risky shortcut cannot be overstated. While the visual presentation is minimalist and prioritizes clarity over spectacle, that design choice makes sense for a game where you need to process grapple points, enemy positions, and ball trajectories at a glance. It’s not the kind of game you play for lush scenery; instead, the stripped-down style serves as a stage for acrobatics. Combat plays a supporting role, adding a layer of tension but never stealing the spotlight from movement. You can throw the ball to knock out enemies or use your positioning to evade them entirely. These encounters are serviceable, but they aren’t the highlight—many players will find themselves focusing more on traversal and dunking than on defeating foes. The combat’s simplicity mirrors the rest of the game’s approach: this is not a feature-rich shooter or a deep sports simulator, but rather a playground for physics-driven stunts. Some players have noted that repetition sets in after extended sessions, as enemy behavior and level challenges don’t evolve much beyond the basics. As with many solo-developed projects, Grapple Hoops has its share of rough spots. Visual polish is minimal, bugs occasionally crop up, and some encounters feel less refined than the movement system that carries the experience. The game also doesn’t offer a huge amount of content compared to more expansive indie titles, so its longevity relies heavily on whether the core mechanics are entertaining enough for you to replay levels in search of faster, flashier runs. For those who enjoy score-chasing, experimenting with new routes, or showing off tricks, the replayability is there. For others, the novelty may wear off more quickly. What makes Grapple Hoops stand out, though, is its willingness to commit to a bizarre yet compelling idea. Few games would ever think to combine parkour-style grappling and basketball, and fewer still would manage to make it feel fun. The moments when you fling yourself across a rooftop, narrowly avoid a fall, and slam the ball through the hoop feel genuinely exciting and original. It may not have the polish or breadth of larger indie hits, but it delivers an experience you can’t easily find elsewhere. For players who love movement-focused games and don’t mind a little scrappiness in presentation, Grapple Hoops offers a few hours of high-flying, gravity-defying fun that will stick in your memory long after the final dunk. Rating: 7/10
I was a very early tester for this game and it had so much potential back then. Unfortunately it changed into something I'm not a fan of and ruined the entire flow of the game. My entire issue with the game revolves around the level design. In the beginning the levels were linear, focused, and very spacious. Primarily taking place across the top of high-rise buildings where there is a lot of verticality, few obstacles in the way of free movement, and (most importantly I think) a clear sense of direction. The new levels are cluttered and not as vertical and not very good for swinging around. Its like the level designer forgot that the player even has a grappling hook. The old levels were streamlined and very easy to read and had a single hoop at the end which was the climax of the level. The new levels may have 5-10 hoops scattered all over the place. Sometimes the level feels like a maze trying to find them all and its very annoying from a speedrunning perspective because often the hoops are all positioned in ways that force you to waste time getting to an angle where you can aim the shot right. So many levels are just a maze cluttered with enemies where everything is so low to the ground that grappling is often inconvenient or is at the very least unsatisfying. The grapple also doesn't contract much or give enough of a speed boost. This was perfectly fine for the original sky scraper levels where you had lots of verticality and room to swing for momentum but the new levels are too cramped to pull this off. I think this game absolutely could be saved, replaying the original pre-release levels (which are still in the game) and its clear how much better they are and a bit saddening because those few levels (less than 10 I think) are more fun and more satisfying than the other 5-6 level packs that are in the game. Maybe its just me but the original levels highlighted this games strong points and the unique hook that it has, the newer levels are just lackluster and feel like they were designed by someone who lacked all knowledge of the mechanics available to the player. The level design is make or break for games like this and I think Grapple Hoops is mostly ruined by its levels. I know the developer is just one guy and I think this was his first game but I think he spent too much time on stuff that didn't matter to the overall experience like the environment art and multiplayer?! I do commend him for adding a level editor though, its too bad that there isn't a community level browser as far as I can tell and there's no steam workshop integration either. Do I recommend the game? Honestly its a difficult question. I wish its development had gone differently and we got 15-20 more levels like the "OG Levels". I think that would have been fantastic. I still enjoy playing through the original demo levels because they really are amazing. So maybe get the game on sale and play the demo levels first. Maybe you'll enjoy the rest of the game too or maybe you'll join me in begging the developer to make better levels.
This game falls very short of it's potential IMO. It's VERY easy. Momentum feels off. The small levels mean you never get the speed or scale of the tutorial. Bosses are buggy messes. Gunplay is awful (and way too loud), I really don't understand why they even let you pick them up. Half the levels feel like they weren't designed for the grappling hook. Buy it on sale if you REALLY want to play a swing game. But you could just play Verlet Swing or Cyberhook instead.
I really loved the demo, so i wishlisted this game for a couple of years, and finally it releases. it's disappointing. The full version is full of levels that are just poorly designed and don't flow well, along with bad performance. A real shame, but i wouldn't recommend this game in this state.
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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