
Inertia is a first-person platformer with free-running aspects. Inspired by various other free-running and movement based games/game-modes.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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] A bit of a let down to be honest. No vaulting, no grapple, no bananas. Jump on the platforms and use momentum to your advantage. Wall running doesn't always work and you just fall down into the pit (level 8 for example). Movement abilities: double jump, wall run and zipline slide are available. Might be good for practicing landing on spot and some platforming in platformers. Platforming frenzy. [/h1]
Leaving a review as the dev has Inertia 2 listed for release in November, meanwhile left this and all his other projects seemingly abandoned. The dev has released an incomplete practice project and is charging money for it without even taking on board the benefits of community feedback. Overall, I bought this for 75c. Do not buy this and go grab Mirrors edge or Mirrors edge catalyst on sale, otherwise keep reading. The first level is frustrating to say the least. It identifies that we're clearly dealing with a basic physics FPS controller that is offered through Unity. The double jump that exists doesn't "jump" you, it just applies an upwards force so it won't do anything if you've already fallen too far. There's a constant headbob that just feels like it was left on from a default controller, and I know this makes some people sick. There is no sound design to say when you land, when you jump from ground or when you jump mid-air. There's no additional stickiness to the player controller and zero feedback in what your feet are in contact with. This means you constantly step off platforms prematurely and double jump which applies less force. The one half decent thing comes through the title (Which should actually just be Momentum, not Inertia) and the speed counter - stay off the ground as much as possible to go faster. But other games do this much better - go play Bloodthief if you want a movement game that relies on retained speed, also has a dev that listens.
On a game based on movement, it has the jankiest movement I've experienced.
Brilliant game, I love it, you can even design your own levels in this game.
The ziplines' doors are buggy af, as well as the lifts which can't reset normally.the wallrun is sh*t. The soundtrack and the light reflection are good though
The game is good. My self-control is not.
For a game called Inertia, there doesn't seem to be any understanding of how inertia works. I cannot believe how bad the platforming is in this game. The developer should not be charging money for this game. It is questionable that this should ever have been released to the public at all. This feels like the kinda project that a new developer works on while figuring out how to develop a game and how to use a new engine. This is not a commercial product. Basically everything about the movement is wrong. For starters, when running along a platform, if you stop pressing the movement keys you will immediately stop moving. If you want to make a physics-based, free-running platformer than there should be at least a brief period of deceleration before coming to a stop. How about picking up speed? You can slide to pick up some speed... and then lose all of that extra speed as soon as you stop sliding. The only way to keep speed from sliding is to jump [i] before [/i] you stop sliding. Actually, the only way to maintain any kind of speed is to never touch the ground. If you have any speed over your normal running speed, any time spent running on the ground will immediately bring your speed back down to your running speed. No matter how much speed you had. The only way to maintain speed is to constantly bunnyhop, slide, and wall run. The problem with this is that platforms are very small and usually provide no space for sliding. They are also spaced out in ways that makes clean jumps from one platform to the next almost impossible. This is not helped by how easy it is to miss a platform. You will constantly try to make a simple single jump from one platform to another and fall to your death because while it looks like you made it to the next platform, you actually just barely missed. Constant double jumping is mandatory. Except the air is the only place you actually have inertia so double jumping usually means you will need to slow down to not over shoot jumps. Double jumping is also completely ♥♥♥♥♥♥. A single jump does not get you that much height, so while you can get a decent bit of distance you will fairly quickly start gaining downward momentum. Performing a double jump while you are moving downwards will give you an even smaller jump if you can even gain any extra height off the second jump. However, quickly double tapping the jump button will give you an insane amount of height off the second jump. This makes double jumping extremely unreliable. There is a tiny window in which double jumping helps at all, and the amount it helps varies to an unacceptable degree. Wall running also ♥♥♥♥♥♥♥ sucks. If you do not jump off of a wall in time, you will come to a complete stop. Not only is this not how inertia works, but wall running is so ♥♥♥♥♥♥♥ janky that jumping off walls does not work reliably. Wall running is very dependent on where the camera is looking but the game does not lock your camera while you are wall running. Partly because you need to look away from the wall to properly jump off the wall. You will constantly stop and start again while trying to run along walls and then fail multiple times to jump off only to then go ♥♥♥♥♥♥♥ flying when you somehow manage to successfully jump off. Really nothing in this game works consistently. Sometimes things like sliding will straight up not work. You will be running along the ground and press the slide input but you will not slide. It's not just that you won't gain speed from sliding, you will not slide at all. Everything is fundamentally wrong with this game mechanically. The smooth movement you see in the trailer is a lie. Your experience will not be like that. There might be some people who can manage to master the game and get through levels that smoothly, but that would be like getting used to waterboarding by constantly subjecting yourself to it.
Inertia, developed and published by ASTXRIAL Works, is a first-person free-running platformer that builds its entire identity around movement mastery. Rather than relying on story, combat, or cinematic spectacle, it focuses almost exclusively on speed, precision, and the satisfaction of chaining together fluid parkour mechanics. From the moment players step into its minimalist environments, it becomes clear that the game is designed as a skill-based challenge, one where success depends on understanding momentum, timing jumps perfectly, and navigating increasingly complex level layouts with confidence. The core gameplay revolves around first-person traversal through a series of handcrafted stages. Players run, jump, wall-run, slide, and double jump across suspended platforms, vertical shafts, and angular corridors that demand constant forward motion. The mechanics emphasize rhythm and flow; when executed correctly, movement feels seamless and almost meditative. Early levels act as a gentle introduction, allowing players to familiarize themselves with the physics and control responsiveness. As difficulty increases, however, stages demand faster reactions and more deliberate route planning. The progression curve rewards persistence, encouraging players to refine their skills rather than simply stumble through. One of the defining features of Inertia is its emphasis on replayability. Each level tracks completion times, and global leaderboards provide competitive motivation for players seeking to shave seconds off their personal best. This transforms the game from a simple platformer into a time-trial experience, where optimizing movement paths becomes the primary goal. The pursuit of efficiency—learning when to conserve momentum, where to cut corners, and how to chain jumps for maximum speed—becomes deeply engaging. For players who enjoy refining performance and competing against others asynchronously, this system adds substantial longevity. The movement system itself is the game’s greatest strength and occasional weakness. When it works smoothly, there is a strong sense of momentum that makes sprinting across platforms exhilarating. Successfully completing a complex sequence without hesitation can feel immensely satisfying. However, the precision required in later levels can sometimes expose small inconsistencies in handling. Slight miscalculations in jump timing or wall-run activation can result in repeated falls, which may frustrate some players. That said, much of the challenge stems from skill development rather than unfair design, and mastery comes with practice. Visually, Inertia adopts a clean and minimalist aesthetic. Built using Unreal Engine, its environments are composed of geometric shapes and stark lighting that prioritize clarity over decoration. This stripped-down presentation keeps the focus firmly on navigation and movement rather than environmental storytelling. The simplicity also ensures that visual noise does not interfere with precision platforming. Sound design follows a similar philosophy: understated audio cues support the sense of motion without overwhelming the experience. The absence of excessive audiovisual elements reinforces the game’s identity as a pure gameplay challenge. An important addition to Inertia’s value is its level editor and Steam Workshop integration. Players can create their own custom stages and share them with the community, significantly extending the lifespan of the game. This feature fosters creativity and keeps content fresh, as community-designed levels often experiment with unique layouts and inventive challenges. For players who exhaust the main campaign, user-generated stages provide new opportunities to test and refine their movement skills. Ultimately, Inertia is a focused and uncompromising platformer that understands exactly what it wants to deliver. It does not attempt to broaden its appeal through narrative depth or varied mechanics. Instead, it commits to offering a streamlined, movement-driven experience that rewards dedication and improvement. For fans of speedrunning, parkour-inspired gameplay, and skill-based challenges, it offers a satisfying and competitive environment. Those seeking a story-driven adventure or diverse gameplay systems may find it sparse, but for players who value precision and mastery above all else, Inertia stands as a solid and engaging indie title that thrives on the simple joy of motion perfected. Rating: 8/10
i refunded the game after trying to wallrun and quit
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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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