
Run, Jump, Glide, Bounce and maneuver your way through unique and challenging levels. Lack of elegance, however, will get your *** in lava, and nobody wants any of that.
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 24 → 0/day in the week after.
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 2,400 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
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Игра идеально подходит тем, кто мечтал испытать паническую атаку, но в формате платформера.
The game is just top, the parkour is good, relaxing, the levels themselves are easy, the controls are convenient, beginners will pass the game from the beginning.
HotFloor is a compact, movement-driven action platformer developed by David Mulder and published by SA Industry that places precision, speed, and momentum at the absolute center of its design. Rather than offering a narrative framework or layered progression systems, the game commits fully to a single idea: navigating a series of increasingly demanding obstacle courses where the floor is lethal and hesitation is punished. This focus gives HotFloor a clear identity as a reflex-based challenge, designed for players who enjoy mastering movement through repetition and skill refinement. The core of HotFloor lies in its first-person parkour mechanics. Players sprint, jump, glide, and bounce across suspended platforms while molten lava looms below as a constant threat. The controls are tight and responsive, allowing for fine adjustments in midair that are crucial when jumps must be executed with near-perfect timing. Movement feels deliberate rather than floaty, rewarding players who learn how to carry momentum through sequences of jumps instead of stopping and recalibrating after every obstacle. As levels progress, the game increasingly demands confident execution, pushing players to trust their reflexes and commit to movement rather than overthinking each step. Level design reinforces this philosophy by emphasizing flow and rhythm. Each stage is constructed as a self-contained gauntlet that introduces new spatial arrangements and hazards, gradually increasing complexity without overwhelming the player all at once. Early levels serve as practical training grounds, teaching how glide mechanics, bounce pads, and platform spacing interact. Later stages combine these elements in ways that test both mechanical skill and spatial awareness, often requiring players to chain multiple actions together without pause. Failure is frequent, but restarts are quick, encouraging experimentation and incremental improvement rather than frustration. Visually, HotFloor adopts a clean and functional aesthetic that prioritizes readability over spectacle. Platforms, hazards, and environmental elements are clearly defined, ensuring that players can quickly assess distances and angles during high-speed movement. The environments are minimalist, but this simplicity works in the game’s favor by keeping visual noise to a minimum. Lava, while visually striking, serves primarily as a clear and immediate signal of danger rather than a decorative feature. The restrained presentation ensures that attention remains fixed on movement and timing rather than environmental detail. Sound design and audio cues are similarly restrained but effective. Subtle effects accompany jumps, landings, and interactions with movement tools, providing essential feedback without overwhelming the senses. The audio landscape supports the sense of urgency inherent in the gameplay, reinforcing the idea that HotFloor is about maintaining momentum and reacting quickly rather than exploring or lingering. While the soundtrack is not a standout feature, it complements the fast-paced action by staying unobtrusive and functional. The game’s structure makes it particularly well-suited to short play sessions. Levels are compact but intense, often requiring multiple attempts to complete cleanly. This creates a loop of attempt, failure, and refinement that feels satisfying for players who enjoy measurable skill progression. There are no upgrades, unlockable abilities, or alternative paths to success; improvement comes solely from better execution and familiarity with the mechanics. This purity of design will appeal strongly to players who enjoy skill-based challenges, though it may feel limiting to those who prefer broader systems or long-term progression. Difficulty is a defining characteristic of HotFloor, especially in its later stages. The margin for error becomes increasingly thin, and success often depends on executing movements with confidence and consistency. While this can be exhilarating for players who enjoy demanding platformers, it can also feel unforgiving to those less accustomed to high-precision movement. The game offers little in the way of accessibility options or difficulty adjustments, reinforcing its identity as a focused challenge rather than a broadly inclusive experience. Ultimately, HotFloor succeeds by committing wholeheartedly to its core concept. It does not attempt to expand beyond its scope or dilute its challenge with unnecessary features. Instead, it delivers a streamlined, momentum-driven platforming experience that rewards patience, practice, and mechanical mastery. For players who enjoy first-person movement challenges and the satisfaction of overcoming tightly designed obstacle courses, HotFloor offers a concise but engaging test of skill. While its narrow focus limits its appeal to a specific audience, within that space it provides a clear, confident, and well-executed experience that understands exactly what it wants to be. Rating: 5/10
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Languages: English
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
it's supposed to be a speedrunning game, but the movement and gameplay is painfully slow. there is barely any room for any speedrunning. most of the levels are practically just copies of eachother. horrible menu controls. no quick restart. also 70 fov.
Ziemlich lustig
Мне особенно понравилось, как игра заставляет тебя постоянно двигаться и искать новые пути. Если вы любите динамичные игры, где нужно прыгать, скользить и маневрировать
* Dynamic platformer * Challenging levels * Requires precision * Punishment for mistakes (lava) * High challenge **********************************************************
horrendous
Hot Floor se présente comme un petit jeu de parkour. En gros, il faut finir 50 niveaux assez courts (1 minute maximum) avec divers pièges, en enchainant sauts, double saut, courses sur les murs et planer sur une distance réduite, le tout en vue fps. le jeu répond bien, on a affaire à un vrai die & retry. On meurt, on recommence, on apprend, on s'améliore. le soft est assez exigeant sans être impossible et se finit en 2 ou 3 heures. Pas d'histoire, des graphismes tres basiques et répétitfs mais permettant une lecture claire du stage, Hot Floor va droit a l'essentiel. On a un peu l'impression de jouer a SEUM en version low cost. ça ne rend pas le jeu désagréable et son prix ridicule est tout à son honneur. pour le prix, ça vaut vraiment le coup.
Not a fan but there is appeal
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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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $13.3M | 15.7K | 98% | $39.99 |
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