
You are Bellerophon, a hero who dreams of becoming a god and rises to the heavens and beyond. Overcome obstacles and trials to reach the heavens and become a god! But for some reason, Pegasus is the only one who seems excited.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, German*, Spanish - Spain*, Greek*, Dutch*, Norwegian*, Danish*, Russian*, Romanian*, Vietnamese* +91 more
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
[h1]마지막 시발아[/h1] 업적도 난이도도 전부 다 할만했는데 마지막 파트가 너무 ㅈ같네요. 그거 때문에 마지막에서 3트만에 겨우 깼습니다.
2시간만에 깨고 스피드런... 루트 찾으면서 했는데... 뭐 그냥.. 지나가던 흰둥이도 할 수 있을 정도의 레벨? 그정도?? 한 번쯤 해보시는 거 추천드립니다...
ちゃんと苦しくてよかった
Здравствуйте, я очень рад что мне пришлось поиграть в вашу игру, захватывающий геймплей, красивая графика, красивый туман который добавляет мне неймоверную плавнось в игре, мать розработчика на каждом шагу в образе ♥♥♥♥♥♥ коровы, гордый кит, который в конце игры подкидывает меня вверх прямо в рай где, к сожалению я не встречу отца разраба так как он в аду, это вниз надо, очень высоко подкинул меня кит, я долетел до петли на которой я надеюсь скоро повиснет разработчик этой неймоверной хуеты, в общем спасибо вам за то что создали данную игру, больше не занимайтесь пожалуйста разработкой игр, надеюсь ваша карьера в этой сфере закончиться также печально как и закончилось моё прохождение. Спасибо за внимание, всем рекомендую!
이 글을 읽고 있는 당신도 저랑 똑같은 곶통을 맛 보았으면 좋겠어요. [url=https://store.steampowered.com/curator/45555420-%25EB%258D%2594%25ED%258E%2598%25EC%259D%25B4%25ED%258D%25BC%25EC%2599%2580-%25EA%25B2%258C%25EC%259E%2584%25ED%2595%2598%25EA%25B8%25B0/]Steam Curator ThePaper <--큐레이터 주소[/url]
IdontFall, developed and published by PUMPKIM, is an unconventional action-adventure experience that blends mythological inspiration with physics-driven traversal and an almost meditative sense of vertical exploration. Drawing loosely from Greek mythology, the game places players in control of Bellerophon as he rides Pegasus skyward in a symbolic quest for transcendence and godhood. Rather than presenting a traditional narrative arc or structured level progression, IdontFall frames its journey as an ongoing ascent, where movement itself becomes the primary challenge, reward, and expression of theme. At its core, IdontFall revolves around continuous motion and mastery of flight. The game does away with clearly segmented stages, instead offering a seemingly endless vertical climb where precision, momentum, and control are constantly tested. Pegasus’ movement is intentionally weighty and fluid, requiring players to adapt to its physics rather than simply directing it like an arcade vehicle. Early moments can feel awkward or unpredictable, but as familiarity grows, the act of gliding, jumping, and correcting mid-air becomes rhythmic and satisfying. The learning curve is subtle but meaningful, rewarding patience and experimentation rather than reflexive speed. The ascent itself serves as both the mechanical and thematic backbone of the experience. Obstacles, platforms, and environmental hazards appear as natural extensions of the sky rather than artificial challenges, reinforcing the idea that the journey upward is as much about endurance and balance as it is about skill. Failure does not feel punishing in a traditional sense; instead, it becomes part of the cycle of learning and self-improvement. The game’s title reflects this philosophy, framing falling not as defeat, but as an expected step along the path of progress. Visually, IdontFall leans heavily into atmosphere. Expansive skies, shifting cloudscapes, and gradual changes in lighting convey a sense of scale and elevation that grows more pronounced the higher you climb. The use of color and light gives the world an almost dreamlike quality, with moments that feel serene and contemplative rather than tense or overwhelming. While the environments are not densely detailed, they are effective in communicating emotion and forward momentum, allowing the player’s focus to remain on movement and spatial awareness. Audio design further enhances this mood. The soundtrack is understated and ambient, designed to complement the act of flight rather than distract from it. Sound effects are subtle, reinforcing the sensation of gliding through open air and brushing past invisible currents. Together, the visuals and audio create a calming yet purposeful atmosphere, one that encourages players to settle into the flow of the ascent rather than rush toward an endpoint. Despite its strengths, IdontFall is a game that thrives on a singular idea, and this focus can also limit its appeal. Over extended sessions, the lack of major mechanical variation or narrative milestones may cause the experience to feel repetitive, particularly for players who prefer clearly defined objectives or story progression. The game does not frequently introduce new systems or dramatic shifts in gameplay, instead trusting that the act of climbing itself will remain engaging. For some, this minimalist design will feel refreshing and introspective; for others, it may feel sparse. The game’s tone is notably self-aware, embracing its abstract structure with a sense of quiet humor and humility. Rather than pressuring players to reach a definitive conclusion, it acknowledges that stopping is a valid choice, framing the journey as personal rather than competitive. This attitude aligns well with the game’s themes of ambition, balance, and self-reflection, setting it apart from more goal-driven action titles. Ultimately, IdontFall is a distinctive indie project that prioritizes sensation, atmosphere, and personal mastery over content density or narrative complexity. It is best experienced by players who enjoy physics-based movement, experimental design, and games that invite contemplation rather than urgency. While it may not sustain long-term engagement for everyone, it offers a memorable and often beautiful experience for those willing to embrace its slow, upward rhythm and let the journey itself become the reward. Rating: 7/10
игра говно нет норм физики
I swear im not tripping are those MORDHAU VOICE LINES or have I not done enough cocaine today?
3時間ほどで登頂&実績全解除。当方この手の登るゲームには初挑戦。 割と長いこと滑空していられるので、足を滑らせても焦らなければ少し落ちる程度ですぐに復帰できるはず。 難しすぎて頭を抱えるというようなことはなく、少し難しめの3Dプラットフォームゲームといったくらいのレベルで、ある程度操作に慣れればテンポよく登って行けたりするので楽しい。理不尽さは特に感じなかった。 とはいえ中断セーブなどは一切無いので、ある程度時間に余裕があるときにやるのが精神衛生上よろしい。 この手のジャンルのゲームを幾つかクリアしてきた人には物足りないかもしれないが、自分のように初めて手を出す人には丁度いい難易度でストレスも少なく充分に楽しめるだろう。
파리 개 시발새기가 에프킬라로 젓갈 만들어 줄게 시발새기야 한번 더 처 와봐
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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