
Hop, skip, and jump with Lyra as she journeys back to her homeland in this retro adventure. With harp in hand, no foe is a match for Lyra and her animal friends.
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 16 → 0.14/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

Deep within the Marigold Meadows held the Radiant Lily, a mythical herb capable of dispelling any ailment. Upon finding it, Lyra ventures through Florian to deliver the herb to the kingdom of Clerica. Leap through 5 areas in this 2D platformer adventure and face off against foes and bosses alike by using Lyra's harp based attacks.
With her trusty spin jump, Lyra is able to weave through enemies without taking contact damage whilst she journeys back home. By diving onto slopes, Lyra can gain a burst of speed when she jumps.
Run (C by default / Double tap forward or backward): Lyra enters a run state that is faster than her usual walk speed. Running and then jumping can cross larger gaps compared a regular jump.
Spin Jump (Up + Jump / Down + Jump): Jumps higher than usual and deals light damage to enemies. Ignores contact damage from enemies.
Dive (Down + Jump while in the air): Quickly moves downwards and passes through contact damage from enemies. Land on slopes to quickly slide down.
Dive Jump (Dive onto a slope and then Spin Jump): Leaps across greater distances at top speed. Perform a second jump after landing to conserve momentum.
Power Cut (Keep the attack button pressed down after an attack): Gathers up energy to release an attack with more range and damage. Charge is lost upon getting hit.
Call (A by default / Up + Attack): Uses Muse Points (MP) to cast ranged attacks with Lyra's familiars. Use left swap and right swap (S and D by default) to switch between these moves.

Joining Lyra are her loyal animal friends, Lepus, Felis, and Columba. By using Muse Points (MP) she is able to call upon her allies and combat foes who are beyond her reach. Although Lyra's MP pool is modest, she can refill her MP by landing physical attacks.

Featuring the iconic LCD palette from the 1990s. Choose between 15 color palettes to change a playthrough from a calm sunset to a deep midnight. Adding to this is an 8-bit classic soundtrack to complement the familiar green screen aesthetic. Strive for S ranks and quicker times with a refreshing new look for the game.
Reviews
Li'l Red is a charming 2D platformer built around the spirit of classic handheld gaming, combining intentionally limited LCD-style visuals with a surprisingly flexible movement system. Developed and published by Velveteen, it follows Lyra on a journey through Florian after she discovers the Radiant Lily, a mythical herb capable of curing any ailment. Her objective is to carry it to the kingdom of Clerica, providing a simple fairy-tale framework for an adventure that places mechanical platforming above elaborate storytelling. The campaign spans five distinct areas filled with enemies, environmental challenges, and boss encounters. Although that sounds modest compared with larger platformers, the game is designed around replaying stages and becoming increasingly proficient with Lyra's abilities. Basic movement is straightforward, but running lets her build additional speed and cross wider gaps. The spin jump goes higher than a normal leap, inflicts light damage, and protects Lyra from ordinary enemy contact while she is spinning. This makes enemies part of the traversal equation rather than objects that always need to be avoided. Diving expands the movement system considerably. Lyra can rapidly descend through the air while ignoring enemy contact damage, and landing on a slope sends her sliding forward. The more advanced dive jump combines this slide with a spin jump to launch her across much greater distances at high speed. Momentum can even be preserved with another well-timed jump after landing. These mechanics give skilled players opportunities to discover faster routes and move through stages with a fluidity that is not immediately apparent from the game's simple presentation. Combat follows a similarly economical design. Lyra fights primarily with her harp and can charge a Power Cut after attacking, producing a stronger strike with greater range. Being hit cancels the charge, so positioning and timing matter when attempting to use it effectively. The combat is deliberately uncomplicated, but it fits the platforming well because mobility remains an important defensive tool. Rather than stopping constantly for lengthy battles, Lyra can weave around opponents, attack when an opening appears, and continue moving. Her companions Lepus, Felis, and Columba add ranged options through the Call mechanic. These familiar attacks consume Muse Points, making them useful against enemies that are difficult to approach directly without becoming an unlimited solution to every encounter. Physical attacks replenish MP, establishing a sensible relationship between close-range combat and familiar abilities. Players are encouraged to engage enemies personally in order to restore the resource required for safer ranged attacks, producing a small but effective combat rhythm. Bosses naturally provide more demanding opportunities to combine movement and offensive abilities. Since Lyra can run, spin, dive, preserve momentum, charge attacks, and summon companions, encounters have more mechanical possibilities than the minimalist appearance might initially suggest. The game remains approachable because none of these individual actions is excessively complicated, yet mastering how they interact requires practice. This balance makes the experience suitable for casual platforming while leaving room for players interested in technical execution. The ranking and time-based elements are particularly important to its longevity. Achieving S ranks and reducing completion times encourage players to return to familiar stages after learning more advanced movement techniques. A level that initially feels like a conventional sequence of jumps can eventually become a playground for maintaining speed and linking dives, slopes, and jumps together. The relatively compact amount of content therefore works better for players who enjoy improving their performance than for those who expect a huge number of levels that are played only once. Its presentation establishes an identity separate from the enormous number of indie games using conventional pixel art. The graphics deliberately evoke LCD handheld screens associated with older portable games. Fifteen selectable color palettes allow the visual mood to shift significantly, ranging from warmer sunset-like appearances to darker nighttime combinations. This feature also complements repeated stage attempts because players can refresh the visual presentation while pursuing better ranks and faster times. The 8-bit-inspired soundtrack reinforces that retro atmosphere without fighting against the intentionally restrained graphics. The entire presentation feels designed around a specific nostalgic concept rather than simply using pixel graphics because they are inexpensive or fashionable. Players who appreciate unusual retro aesthetics should find plenty of personality here, although anyone who prefers highly detailed sprite work may find the deliberately restricted LCD look less immediately attractive. One potential weakness is the limited scale. Five areas make this a focused platforming adventure rather than a sprawling journey, and players primarily interested in discovering a constant stream of new locations may finish feeling that there could have been more. Much of the value depends on whether improving ranks, refining routes, collecting achievements, and reducing completion times sounds appealing. Those who enjoy mastery-based platformers are more likely to appreciate this structure because learning to exploit the movement system becomes part of the content itself. Steam Deck compatibility is less straightforward because the Steam store page does not currently present an official Valve Steam Deck compatibility rating for the game. Its straightforward 2D design and relatively simple controls make handheld play conceptually well suited to the experience, but the absence of an official Verified or Playable designation means compatibility should not be treated as guaranteed. Players primarily purchasing it for Steam Deck should therefore expect that manual control adjustments or other minor accommodations could potentially be necessary. Overall, this is a small but mechanically thoughtful platformer whose greatest strength lies beneath its intentionally simple appearance. Running, spin jumping, diving, slope acceleration, momentum conservation, charged harp attacks, and familiar summons create considerably more depth than the retro LCD presentation initially implies. Its limited number of areas prevents it from feeling particularly expansive, but rankings and speed-focused replayability provide a strong reason to master each stage. For players who appreciate old-school platforming, unusual handheld-inspired visuals, compact adventures, and movement systems that reward repeated practice, Velveteen's creation offers an enjoyable and distinctive experience. Rating: 7/10
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Languages: English
[url=https://store.steampowered.com/curator/6283395/]SepticFalcon Steam Curator[/url] https://www.youtube.com/c/septicfalcon I could tell right away this is a lovingly built call back to 8-bit/Game Boy, so if you love retro platformers and nostalgia for the Game Boy this might be the game for you!
felis is my goat
The game is too hard. I don't mind a bit of a challenge but this game is just too hard for you to even enjoy it. The controls are delayed, avoiding enemy attacks is almost impossible, and the knockback is ridiculous and makes you fall almost instantly. Not to mention, the weapon charging also sometimes doesn't work.
I love it. It captures that nostalgic feeling that I had playing on my OG gameboy when i was a kid; the visuals, the sound, and the feel. It brought me back and made me smile. I'll definitely be continuing my play through. By the way, hard is hard. You will be challenged. I'm glad it's this way lol.
Muy bueno, lindo y desafiante
Juego Completado sin ningún problema en Steam Deck ✅ / ✅ Game completed without any issues on Steam Deck (English Review Below ⬇️) Li'l Red es un juego bueno y muy lindo pero difícil, bastante. Su aspecto gráfico me recordó mucho a los juegos de Game Boy. (Incluso el juego tiene filtros que imitan las paletas de colores de la Game Boy Color). Sin embargo este juego esconde un su verdadero rostro al inicio. Pues pese a su aspecto sencillo y de chill, este juego es bastante difícil, diría que a nivel de los primeros Mega Man. Pues aunque al inicio tiene un control sencillo es difícil de dominar correctamente, esto se hace más evidente en niveles finales, pero lo mas difícil son los últimos jefes. Pese a ello, diría que es un buen juego. Simplemente me tomo por sorpresa su dificultad. Si eres capas de terminar juegos como Mega Man 1 de NES lo recomiendo bastante. ✅ Pero si vienes buscando un juego tranquilo y chill como Kirby Adventure, mejor busca otra opción ⚠️ --------------------------- Li'l Red is a good and very cute game, but it’s also quite difficult. Its visual style reminded me a lot of Game Boy games. (The game even includes filters that imitate the Game Boy Color palette.) However, the game hides its true nature at first. Despite its simple and chill appearance, it’s actually quite challenging—I'd say comparable to the early Mega Man games. While the controls are simple at the beginning, mastering them properly is difficult. This becomes more noticeable in the later stages, but the hardest part is definitely the final bosses. Even so, I’d still say it’s a good game. Its difficulty just caught me by surprise. If you’re capable of finishing games like Mega Man 1 on the NES, I highly recommend it. ✅ But if you’re looking for a calm and relaxing experience like Kirby’s Adventure, you might want to look for another option. ⚠️
Cute Gameboy-styled platformer inspired by Kirby's Dreamland 1 & 2. Straightforward gameplay and a difficulty curve that feels just right. Also lets you swap between chiptune and modern soundfonts. Feels great to play!
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