
GO FAST, KICK ASS! Kick Bastards combines high-speed parkour with intense kicking action. Race faster and faster, perform daring moves, and push your limits in pursuit of unrivalled speed. The armies of Hell are coming; fight back and become a kicking legend!
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About
Kick Bastards is a parkour game with a heavy focus on varied and expressive movement. You will be pushed to master the deep movement systems to overcome varied and difficult challenges.


You messed up. You’re in Hell and you ain’t too happy about it. Use all your cunning and parkour skills to escape the Devil as he chases you across dimensions. Over 70+ you will have to fight back against the armies of Hell and fulfil your destiny.


Go outrageously fast! There is NO CAP on your speed so you can go crazy fast by cleverly combo-ing your moves together. Kick Bastards features real world parkour moves as well as super fun fantastical elements that are combined together to create a rich and exciting movement system.


The ultimate kicking simulation!! That’s right you kick stuff in the game called Kick Bastards. In fact you will kick a lot of stuff, so much stuff. All your kicking fantasies will be satisfied.


What’s better than a hard fought win, it feels amazing to push yourself to the limit to achieve greatness. In every level you’ll get hooked into collecting medals and maybe even fighting for the top spot on the leaderboards.


Once you have worked your way through the 70+ levels in the game you’ll find yourself getting hooked on the two additional game modes: 'Spider-person mode', you get a grappling hook that attaches anywhere and lets you swing around all the levels like the Spider-guy himself. Additionally there is 'Super Kick mode' which asks the question ‘What if your kick is so unreasonably powerful that you can basically fly around the sky at high speeds like some kind of bird that kicks things a lot?’.
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
found this through a circletoonshd video and it was as good as he said it was
Mighty boot, the video game.
I got this game looking for more micro-speedrunning games after being addicted to Neon White for a while, saw this, and immediately bought it. Unfortunately, the movement feels very clunky and inconsistent. The first hour or so felt fine enough and I went with it, but after trying to get all achievements, I could not recommend this game to anyone which sucks as I was really looking forward to it after seeing it.
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Languages: English**languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I always enjoy a good parkour runner, and this was no exception. It may not be the best the genre has to offer, but I just beat it and had plenty of fun with it!
pretty good. would be better with a friend's leader board and lower sens options.
After you put in some time this game plays much more fast and fluid than you'd think it to be at first. It's a great, challenging time. Bunny-gliding at 100 MPH is sublime. Kicking yourself across a chasm never gets old. You have 180-degree spin kicking, wall running, wall kicking, bunny-sliding, vaulting, crouching and "high jumping" with ground kicks. It's an excellent game to work on improving your runs and beating the challenging medal times while you have on some background listening. I'm biased because I really enjoy the first-person precision platformer, speedrunning genre. This game is similar to Neon White, SEUM: Speedrunners from Hell, Cloudbuilt, High Hell and Hell of an Office. I recommend playing on mouse and keyboard. You need to be able to do 130-degree turns regularly to play this game to its maximum potential. If that sounds uncomfortable, maybe avoid this. For ergonomic concerns I recommend moving "crouch" to a mouse button. There's some modest UI bugs. Such as when you select Super Kick mode and switching worlds, the buttons disappear. Exiting and re-entering the menu fixes it though.
Kick Bastards, developed and published by Something Something Games, is a high-speed first-person parkour experience that builds its entire identity around movement, momentum, and the surprisingly versatile act of kicking. Instead of treating traversal and combat as separate systems, the game merges them into a single mechanic-driven loop where every action feeds into the next. Set against a chaotic, hellish backdrop where you’re constantly being chased, it wastes little time on story and instead throws players directly into a gameplay structure that prioritizes speed, experimentation, and mastery. At the heart of the experience is its movement system, which is both accessible and deceptively deep. Players can run, jump, wall-run, and chain these actions together while using kicks to maintain or increase momentum. The game places a strong emphasis on fluidity, encouraging players to keep moving at all times rather than stopping to assess each situation. As you become more familiar with how the mechanics interact, the system begins to open up, allowing for increasingly complex and efficient routes through each level. What initially feels chaotic gradually becomes controlled, rewarding players who invest time into understanding how to maintain speed and precision simultaneously. The central kicking mechanic is what gives the game its unique identity. It functions as both an offensive and movement tool, allowing players to propel themselves forward, break obstacles, and deal with enemies in a single, unified action. This dual purpose creates a distinct rhythm where combat is less about confrontation and more about maintaining flow. Rather than slowing down to fight, players are encouraged to incorporate attacks into their movement, turning each encounter into part of a larger sequence. When executed well, this design creates a satisfying sense of momentum that carries through entire levels. Level design supports this philosophy by offering compact, replayable stages that focus on efficiency and optimization. Each level is structured as a short challenge, often taking only a brief time to complete, but encouraging repeated attempts to achieve better results. The inclusion of time-based goals and leaderboards reinforces this, pushing players to refine their routes and improve their performance. This makes the game particularly appealing to those who enjoy speedrunning or mastering mechanics through repetition, as there is always room to improve and discover more efficient ways to navigate each stage. Despite its strengths, the game does have some rough edges. The movement system, while flexible, can occasionally feel inconsistent, particularly when it comes to maintaining precise control at higher speeds. This can lead to moments where failure feels less like a result of player error and more like a limitation of the mechanics. Enemy encounters, while integrated into the movement system, are relatively simple and do not add much variety, which can make certain sections feel repetitive over time. Visually, the game adopts a clean and functional style that prioritizes readability over detail. Environments are designed to clearly communicate paths and obstacles, which is essential in a game where decisions are made quickly and often at high speed. While the aesthetic is not particularly elaborate, it serves its purpose effectively, ensuring that players can focus on movement without unnecessary distractions. The soundtrack complements this approach, providing energetic audio that reinforces the pace and intensity of the gameplay. One of the game’s most compelling qualities is its replayability. The short length of individual levels, combined with instant restarts, creates a loop that encourages experimentation and improvement. It is easy to get caught in the cycle of attempting to shave off a few seconds or find a smoother route, and this focus on mastery gives the game a lasting appeal beyond its initial playthrough. Ultimately, Kick Bastards is a focused and mechanically driven experience that succeeds by committing fully to its core idea. It offers a fast, fluid, and skill-based gameplay loop that rewards persistence and creativity, even if it does not always achieve the level of polish needed to fully support its ambitions. Its strengths lie in its expressive movement system and replayable level design, while its weaknesses stem from occasional inconsistency and limited variety. In the end, it stands as an engaging and energetic entry in the niche of first-person parkour games, offering a satisfying experience for players who enjoy refining mechanics and pushing systems to their limits. Rating: 7/10
A super underrated Mirror's Edge-inspired game! I love it :)
NICE ONE
Full of potential but ruined by inconsistency. 'The campaign is short... I think? The game is so broken that it can't even consistently put you into the next level - I've had 2 saves broken because the wrong thing loaded and the game rolled credits instead of progressing. Getting speed feels good, but the mechanics you do it with don't work 50% of the time, either doing nothing or losing you speed instead. Also, on rare occasion, you'll get yeeted at light speed and get a free PB instead. No, that doesn't balance it out. There's a clambering mechanic, but you never know if you'll climb up a ledge or wall jump off the wall below it. Also, the clambering animation is too long, which kills you or your run a lot. Similar issue with the roll landing mechanic - animation's extremely long, but you also get a speed boost after it (sometimes), which starts before the camera even faces forward again. Wall kicking, again, fails to give you the full speed boost half the time. Wall running doesn't fail often, but it's not never. Ranged enemies lead their shots, but not always. I'm not a great fan of the level design either. Lots of crap in the way that just isn't fun to get around with the movement mechanics as they are now. I think the game would be in a great place if: - Clambering was nearly instant - Wall kicking ALWAYS gave you the full speed boost as long as it connected - Landing in a slide gave you a speed boost, and slide jumping gave you more noticeable of a speed boost than it does - The save system was ditched (it does nothing anyway) and levels were played and unlocked through the level select menu - Roll landing didn't rotate the camera - Ranged attacks were slower There's a lot of good here. Despite being annoyed and sad, I kept wanting to play, just for those few moments when everything clicked. I don't expect it, but I do hope the game gets that one last big patch to bring it over the line.
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