
HIVE JUMP is a sci-fi action platformer for 1-4 players blending run ‘n gun gameplay with roguelike elements.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wanted to like this game. On paper, "Metroid meets Helldivers with a sprinkle of turn based strategy" should be a winner. Sadly, this game is an excellent example of wasted potential, like many crowd-funded offerings. The core gameplay loop can be fun, but the execution is so annoyingly mediocre that playing this feels like a chore. Clearly balanced for co-op (with a half-assed online component), there is little reason to play this single-player. Its repetitive with little enemy and environment variety. Crtl-c and Crtl-v should not be your primary approach for scaling up your games length or difficulty. This game really could've used some better direction. The pieces are all there, but they just do not fit at all here. Without another local player to speed through the bland levels and yellow goop, boredom will settle in quickly, followed by game ruining frustration as you die at the hands of horribly unbalanced boss encounters. Unless you have some friends willing to grind through levels long enough to actually find the fun in this game, don't bother.
Hive Jump is yet another of literally thousands of 2D retro platformers infesting Steam and lowering the average quality of all video games everywhere. This Nintendo Switch game, inexplicably polluting Steam, is a mediocre, vaguely sci-fi themed shooter/platformer hybrid with a co-op focus (an unusual stance, given this is such a poor game, if you asked your friends to play this with you, you wouldn't have those friends anymore). From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, left handed gamers or gamers using AZERTY or other international keyboard layouts. The game features no proper level design or game/story flow/plot, as they opted to try to use samey repetitive procgen algorithms as a substitute for adding such content to the game, to avoid doing the important job of level/map design. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness. Developers must learn that procedural generation is not an acceptable substitute for content. Because this is designed for handheld/portable gaming appliances, it carries a number of deliberate design deficiencies. Compromises were made to cater to the low power handheld gaming appliances that the game was designed for. These are unfortunate compromises and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was a second thought for the mobile game developers. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for low power handhelds forces upon a game. While this might run well on a Steam Deck, we must remember the vast majority of gamers here are gaming on PC. These technical defects push this game below acceptable standards for any modern PC game. The game never really caught on with the millions of gamers on Steam, with a very low peak player count close to launch, and then just a handful of players launching this game every couple of days. This is undoubtedly caused by factors such as those raised in this review. It's always helpful with buying decisions to consider how popular and successful the product is, and unfortunately while this did accumulate a few participation trophy reviews, overall, people just aren't using it. So, should you buy this game? Is this one of the best of the 100,000+ games on Steam? Hive Jump has the insulting price of $20 USD, (TWENTY BUCKS FOR PIXELCRAP!!!) for which you could easily get any number of older AAA games. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. For comparison, the $20 asking price for this game could get you games like "Frostpunk", "Rust" or "Monster Hunter World". Quality, professionally made games like those are frequently on sale cheaper than this.
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Concurrent players on Steam, sampled daily since tracking started.
Languages: English**languages with full audio support
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I'll give it a soft rec, it's fun co-op and it is a game that is designed to play with friends, but alone it works fine. I played using remote play and it worked fine, but never tried online. Like alot of these roguelike it does get kinda samey after a while, and you do fight the same 2-3 enemies over and over, but some mindless run and gun its pretty cool. Anyway while I was playing I remember this one autistic (maybe asperger's?) guy that was ♥♥♥♥♥♥♥♥ on and on about some game similar to this (maybe it was this game? I dont remember) But their whole shtick was how its 2D and therefore terrible trash and the developers are poor and incompetent because it's pixel art and not made with some ♥♥♥♥♥♥ 3D engine or whatever. They ranted on about graphics quality some more and it became clear that unless its some AAA game by Ubisoft or something it's trash and worse than Nazi war crimes, but I disagree. Which brings me to my next point, the pixel art is well done and the animations are neat and the explosions are cool. The bugs when they explode leave some guts behind that was a nice touch. If this was 3D it wouldn't be a Metroid inspired game, it would be an Earth Defense Force clone. That would take any of the fun out of the game, and this may be an unpopular opinion but 2D platformers are more fun than 3D platformers. Anyway check it out on sale if you have a friend to play with. But remember its not a AAA game or have 3D graphics and those are all that matter these days!
Hive jump is a fun sidescrolling shoot 'em up. The movement is responsive, the weapons are varied, and the levels are neat.
This game is more or less fun. But not so much for a single player fella with over 2000 games on his backlog. But for people who have a couple buddies and a few hours to kill, this might be a pretty fun way to utilize both. You just go around shooting the heck out of bugs and collecting their "goo," which can be used to upgrade or buy new weapons. What I don't like is that you must find some barely noticeable cave entrance in each level to move on to the next. When you reach the end you go to the overworld and participate in some weird turn-based base invasion thing. You can attack hives, which bring it to the shooter segment of the game, or you can defend your bases with more defenders or defenses so that you're very much defended. If not, you could lose your base to the bugs, and then have to waste time retaking it by redoing the shooting part for that hive again. If that wasn't annoying enough, when you attack a hive, you can't save. You have to complete it or lose all your progress for it. Well, that's a bunch of bs cuz some of them are really long, and I got lost completely more than a few times. If you're in there too long, the bugs get real mad and all converge on you by the dozens, nearly guaranteeing you die. When you do eventually die, you lose all your progress for that hive and have to start over. Stuff that. Don't disrespect people's time like that! There's a story in there, but it's really just killing bugs, and I'm not sure it really can be beat. It says there are four acts, each with a different difficulty, (act 4's difficulty is "impossible" - cuz that makes people want to play it), but I don't know if those are levels of sorts, or just the same story but harder. Regardless, I barely played over an hour and I was sick of it.
[h1] Шахтерский десант![/h1] Потенциально отличный платформерный кооп шутер, но умерший едва родившись на свет! Приходишь к такому выводу смотря даже не на кол-во отзывов, а на состаяние игры: [list] [*]Экранная вакханалия. [*]Ужасное качество интернет соединения. [*]Удивительные путешествия сквозь платформы как тараканов, так и самих игроков. [*] Бесполезность 80-90% снаряжения. [/list] Не рекомендую. Печальный случай когда игра не набирает популярность после kickstart'а...
Hive Jump, developed and published by Graphite Lab, is an energetic fusion of run-and-gun platforming, roguelite structure, and old-school cooperative mayhem. Set in a distant future where humanity is locked in a desperate war against swarming alien hives, it puts players in the boots of the Jump Corps—elite soldiers tasked with diving into hostile alien nests to eradicate the threat from within. The game’s premise is simple but engaging: descend through procedurally generated hives, collect resources, upgrade your arsenal, and fight your way toward the queen at the bottom. Every run is a self-contained operation that tests your reflexes, teamwork, and ability to manage chaos under pressure. It’s an experience that pays tribute to the side-scrolling shooters of the past while adding a layer of strategy and replayability that keeps it fresh for modern audiences. The first thing that grabs your attention in Hive Jump is its presentation. The pixel art is bold and confident, with detailed animations and vivid colors that perfectly capture the atmosphere of a bug-infested alien world. Explosions burst in thick clouds of pixels, enemy death animations are satisfyingly chunky, and weapon effects pop against the dark backgrounds of the hive tunnels. The soundtrack, pulsing with synthetic energy, complements the visuals with a sense of relentless urgency. Every blaster shot, grenade, and scream of an alien creature feels immediate and weighty, creating that tactile feedback loop that keeps you hooked through countless runs. It’s clear that Graphite Lab poured care into capturing the aesthetic of the 16-bit era without falling into the trap of imitation—Hive Jump feels more like a modern evolution of the style rather than a mere throwback. Gameplay-wise, Hive Jump revolves around the thrill of infiltration and survival. Each hive is procedurally generated, filled with enemies that emerge from organic spawn points, environmental traps, and secret passages. The controls are tight and responsive, allowing for quick maneuvers, double jumps, and precise shooting in all directions. The primary goal of each mission is to fight downward through the hive’s layers, collect “goo” from defeated enemies, and eventually reach the queen’s chamber. Goo acts as both currency and experience, fueling upgrades for weapons, armor, and gadgets between runs. The structure borrows from roguelites like Spelunky and Risk of Rain, with randomized layouts and escalating difficulty ensuring that no two dives feel exactly the same. The death mechanic, however, introduces a unique twist: when you die, you drop a backpack that acts as your respawn beacon, and unless another player retrieves it, your run ends permanently. This small detail transforms reckless play into tense cooperation, particularly in multiplayer mode. Cooperative play is where Hive Jump truly shines. Up to four players can join forces locally or online, working together to conquer hives that would be overwhelming solo. The intensity scales beautifully in co-op—chaos fills the screen as alien hordes swarm, and teamwork becomes essential to keep the transponder backpack safe. Reviving teammates, sharing resources, and dividing roles all add layers of coordination that elevate the experience beyond simple shooting. The joy of surviving a particularly brutal wave with a group of friends is palpable, and even in defeat, there’s a sense of camaraderie that few modern action games replicate. In contrast, the single-player mode, while functional, lacks that same energy. Alone, the repetition of levels becomes more noticeable, and the pacing can start to feel predictable after several runs. The game’s design clearly prioritizes shared chaos over solitary endurance. Beyond the action, Hive Jump attempts to give its structure a sense of progression through its campaign map. Between runs, players allocate resources and make strategic decisions on a planetary grid that represents the broader war effort. This layer, while conceptually interesting, feels somewhat underdeveloped. It adds a sense of continuity and stakes but doesn’t offer the level of depth that might sustain long-term investment. Similarly, while there’s a generous variety of weapons and gadgets—ranging from flamethrowers and plasma rifles to jet packs and deployable turrets—many players will find a handful of reliable favorites early on and stick with them. Once you’ve optimized your loadout, experimentation loses some appeal, and the excitement of upgrades diminishes slightly over time. Still, Hive Jump’s strengths outweigh its shortcomings. The core gameplay loop is fast, satisfying, and full of personality. Its combination of tight controls, relentless enemies, and risk-versus-reward mechanics makes every descent into the hive an adrenaline rush. The sound and visual design deliver a constant sense of impact, and the procedural generation ensures a level of unpredictability that keeps players engaged, especially in short bursts. The game’s balance between action and light strategy works well enough to make each run feel meaningful, even if the overall progression lacks the depth of more complex roguelites. In the end, Hive Jump stands as a love letter to cooperative arcade shooters with a modern twist. It captures the frantic energy of classics like Contra and Metroid while infusing it with the structure of contemporary roguelikes. For players seeking a rich single-player story, it may feel limited; for those craving raw, fast-paced action and the thrill of teamwork under fire, it’s an immensely fun experience. Its charm lies in its straightforwardness—no overcomplicated systems, just you, your squad, and a hive full of bugs to burn through. It’s a game that thrives on chaos, camaraderie, and the simple satisfaction of surviving one more level than you thought possible. Rating: 6/10
the online play did not work at all at the time and right now it might even be discontinued alltogether..
"i'll play that for a dollar" 6/10 hiv-divers not full blown aids but close call
This game is so bad, it's not even a game. The menus don't work half of the time. Co-op doesn't work. There is an unskippable DEI cutscene that is drivel. There is zero gameplay, just an auto-battler. The devs should be imprisoned for allowing this to be sold to the public.
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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