
you are a gummy where you have to get to the top of the hill, even one small misstep you will fall quite far back down.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Reviews
Are ya Winnin Son? ⢸⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⠉⡷⡄⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡇⠢⣀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⢸⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠈⠑⢦⡀⠀⠀⠀⠀⠀ ⢸⠀⠀⠀⠀⢀⠖⠒⠒⠒⢤⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠙⢦⡀⠀⠀⠀⠀ ⢸⠀⠀⣀⢤⣼⣀⡠⠤⠤⠼⠤⡄⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠙⢄⠀⠀⠀⠀ ⢸⠀⠀⠑⡤⠤⡒⠒⠒⡊⠙⡏⠀⢀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠑⠢⡄⠀ ⢸⠀⠀⠀⠇⠀⣀⣀⣀⣀⢀⠧⠟⠁⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀ ⢸⠀⠀⠀⠸⣀⠀⠀⠈⢉⠟⠓⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⠈⢱⡖⠋⠁⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⣠⢺⠧⢄⣀⠀⠀⣀⣀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⣠⠃⢸⠀⠀⠈⠉⡽⠿⠯⡆⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⣰⠁⠀⢸⠀⠀⠀⠀⠉⠉⠉⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠣⠀⠀⢸⢄⠀⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⠀⢸⠀⢇⠀⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⠀⡌⠀⠈⡆⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⢠⠃⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸ ⢸⠀⠀⠀⠀⢸⠀⠀⠀⠁⠀⠀⠀⠀⠀⠀⠀⠷ NO!
I hate these style of games and even i found this one so fun will replay over and over soon!!!
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
If you are looking for a difficult platformer game this is the one for you. It will surely test your patience and you sanity and for the great price it is why not give it a try! But be warned the gummy bears will have you questioning life for the few people who make it that far!!
fall
Very good 2D "getting over it" type of game with its own feel and character. be prepared for some pain!
Gummy Jump is a precision platformer developed and published by DIG Games that builds its entire identity around challenge, persistence, and personal improvement. Taking inspiration from difficult climbing-style games that reward patience over instant success, it presents players with a deceptively simple objective while creating an experience that quickly becomes a test of concentration and determination. Rather than filling progression with upgrades, abilities, or complicated mechanics, the game relies almost entirely on player skill, making every successful climb feel earned. The concept at the center of Gummy Jump is intentionally straightforward. Players guide a small gummy character upward through a dangerous vertical course filled with jumps, obstacles, and opportunities for devastating mistakes. There are no enemies to defeat or elaborate systems to manage. The challenge exists entirely within movement and precision. Every jump matters because one badly timed action can erase large portions of progress and send players falling back toward previously completed sections. That punishment system becomes one of the game's defining strengths. Gummy Jump belongs to a category of platformers designed around tension and recovery rather than constant rewards. The threat of losing progress transforms simple movement into something significantly more stressful and engaging. Reaching a difficult section feels rewarding because players know exactly how much effort was required to get there. The gameplay loop revolves heavily around repetition and mastery. Failure becomes part of progression rather than something players avoid entirely. Each mistake teaches positioning, jump timing, and obstacle awareness. Sections that initially appear frustrating eventually become manageable through practice and familiarity. Improvement comes directly from learning rather than unlocking advantages or increasing character strength. The design philosophy remains consistent throughout progression. Gummy Jump avoids introducing unnecessary mechanics that distract from its central challenge. Instead, it doubles down on movement fundamentals and precision platforming. That focused direction gives the experience a clear identity while reinforcing its skill-driven structure. The climbing format naturally creates psychological pressure that strengthens the experience. Long periods of careful progress generate tension because players understand how easily mistakes can erase advancement. Every successful jump creates relief while every failure creates frustration. That emotional cycle becomes one of the strongest reasons challenge-focused games remain satisfying despite repeated setbacks. The level design supports that philosophy effectively. Platform placement encourages careful planning and controlled movement rather than reckless speed. Learning environmental layouts gradually becomes essential for long-term success. Familiarity improves performance naturally, rewarding players who remain patient and persistent. There is also an addictive quality to how progress develops. Small improvements become meaningful victories. Reaching new sections after repeated failures creates strong moments of accomplishment that simpler progression systems often struggle to replicate. The game understands how to make personal improvement feel rewarding. Replay value benefits heavily from the mastery-focused design. Once players understand movement systems and obstacle placement, optimizing runs becomes a natural extension of progression. Improving execution and reducing mistakes creates additional goals beyond simple completion. Players interested in efficiency and mechanical refinement may discover considerable long-term value through repetition. The inclusion of speedrunning support strengthens this aspect further. Games centered around movement precision often build communities around optimization, and Gummy Jump feels designed with that audience in mind. The mechanics encourage refinement while rewarding players who commit time toward mastery. Visually, the game embraces simplicity confidently. The presentation focuses on gameplay clarity rather than visual complexity. Platforms remain readable and environments avoid unnecessary distractions that could interfere with precision movement. The minimalist direction supports gameplay naturally without drawing attention away from execution. Audio presentation complements the experience appropriately. Music and sound effects support progression without overwhelming concentration. The atmosphere remains focused on movement and challenge rather than dramatic presentation. The game's structure will naturally appeal more strongly to certain players than others. Those looking for narrative progression, constant rewards, or forgiving checkpoints may find its demanding design frustrating. Gummy Jump asks players to accept setbacks repeatedly and continue improving despite failure. However, players who appreciate difficult platformers and games built around perseverance will likely understand its appeal immediately. The experience succeeds because it remains committed to rewarding determination rather than convenience. DIG Games created a focused challenge platformer that understands exactly what kind of experience it wants to provide. Gummy Jump does not rely on large content volume or mechanical complexity. Instead, it builds satisfaction through improvement and persistence. Players who enjoy demanding platformers, climbing games, and progression systems built around personal skill growth will likely find value in Gummy Jump. It transforms a simple idea into an engaging challenge where every fall teaches something and every success feels deserved. Rating: 7/10
"Gummy Jump" is one of literally thousands of retro 2D platformers infesting Steam and lowering the average quality of all video games everywhere... and I'm not kidding. Searching for "platformers" on the Steam store page yields over 17,000 results! Is this one of the best of those? Absolutely not. This is an "infinite jumper" style platformer where the goal is to ascend a shaft by jumping on various small platforms, the intention was to make this a "rage" platformer, but you know the old adage, if a tree falls down in the forest and nobody is there to rage, did it really happen at all? I don't think that's how it goes, but you get the idea... nobody played this because it's just awful quality. Platforming is an old, mostly dead genre, and this lacklustre experience, while it doesn't have an upfront cost, isn't saving the genre... it's no surprise this failed to capture any attention from gamers in the era of immersive 3D gaming. The game is really simple and unambitious in terms of implementation, more of a tech demo or one of those cases where an amateur developer spends $100 to publish something on Steam Direct to see if it's possible. Yes, obviously it's possible. A proof of concept, tech demo, or something that's less than a little blip on the radar isn't offering anything truly valuable to gamers. The graphics here are particularly awful, so bad that it actually stands out as one of the worst looking games on Steam. Quite an accomplishment. It's a big contributor to the failure of the game to attract gamers despite having no up-front cost. Gaming is a primarily visual medium, and if developers want to succeed, they must understand that it's not an area for compromise. On pricing, this is "free" enough, at least you won't be expected to spend any more money after you download this, but just because something is free doesn't mean it's good, and the cost of a game is more than just financial, your time is valuable too. It's free... now, but it wasn't before. The developer was charging $1 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It's a nice gesture for the game to be given away for free, but it also tells us that the game wasn't good enough to succeed as a paid product. It's also a bit of a slap in the face to anyone who paid money for this... nobody got refunded. Despite having no up-front cost, this failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 3 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Nope. This isn't worth downloading. There's no financial cost up-front, but you'd still be spending your time and a little hard drive space on a product that's far from the best. There's thousands of better alternatives on Steam.
10/10 would rip out my hair again :)
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.
Related
| Food and Girls | $315.6 | 51 | 86% | $0.99 |
| Bongo Quest | $315.6 | 51 | 45% | $0.49 |
| Glasses and Girls | $315.6 | 51 | 82% | $0.99 |
| Dances and Girls | $322 | 52 | 83% | $0.99 |
| Anime Sunset Ride | $334.4 | 54 | 67% | $0.49 |
| Carnival and Girls | $334.4 | 53 | 85% | $0.99 |