
You're the only human in a huge, robotic space ship, flying at incredible speeds through deep space. Your mission: find and settle a new planet where humanity can thrive. Combat is inevitable, but you'll need more than flying skills to succeed.
Modeled estimate, not a reported figure. How we estimate →
Prices
The United States storefront in every case, so this compares stores and not countries.
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 22 → 0.29/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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
Genres
Sums Steam only; GOG publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99 | 5reviews | 80% | — | $973 |
| $6.99 | 4ratings | 80% | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Reviews
Космический симулятор из эпохи, когда разработчики спокойно пытались запихнуть в одну игру торговлю, исследование, бои, дипломатию и управление кораблём. Для 1990 года масштаб впечатляет, но сегодня интерфейс и темп уже требуют археологического терпения. Зато есть настоящее ощущение дальнего космоса и свободы, которого многим современным играм не хватает.
I just started playing LightSpeed, and it’s already a blast. Flying around the galaxy feels great, and I love spotting alien ships and deciding whether to fight or just check them out. Combat is fun, and scavenging for upgrades makes every encounter feel meaningful. Still getting used to controls! I’ve barely scratched the surface, but there’s already a lot to explore, and I like that it’s not all rush. Sometimes you can just chill and enjoy the ride. Really curious to see what else is out there. Rating: ★★★★★
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Like my review of its sequel - Hyperspeed: Decent space exploration sim. While I loved the idea of these as a kid, there were few I found fun and engaging. Being that I got into a space battle immediately upon arriving at my destination, this one gets a thumbs up. Things did slow down after that though.
HopHeaders is a compact arcade-style game that concentrates on quick reactions, simple controls, and repeated attempts at improving performance. Developed and published by DIG Games, it does not attempt to compete with large platformers filled with expansive levels, complicated movement systems, or lengthy campaigns. Instead, the game is constructed around a straightforward action that can be understood almost immediately, making accessibility one of its defining qualities. The objective is to control a square-headed character, avoid approaching hazards, collect coins, and remain in play for as long as possible. The central mechanic involves clicking to make the character jump from one side to the other. That basic action represents most of the player's direct interaction, but successful play depends on choosing the correct moment to use it. Incoming figures and obstacles force the player to pay attention to positioning and react before a collision occurs. Jumping impulsively can be just as dangerous as reacting too slowly, since moving to the opposite side without considering what is coming next may simply place the character in another hazardous situation. This minimal control scheme gives HopHeaders the characteristics of a reaction game more than a traditional platforming adventure. There is no need to memorize complicated combinations or manage numerous abilities. Instead, the challenge comes from reading the screen efficiently and developing a rhythm. Once the pace becomes comfortable, successful sequences can feel surprisingly satisfying as the character repeatedly changes sides at the correct moments. A single poorly timed input, however, can quickly interrupt that rhythm. Coins introduce a basic progression system to encourage continued play. Collecting them during runs eventually allows additional characters to be unlocked. These characters provide visual variety rather than completely changing the underlying mechanics, but the system gives players another objective beyond simply surviving. Having something persistent to work toward makes repeated attempts more meaningful, particularly for players who enjoy gradually completing small collections. The character designs themselves fit the game's deliberately uncomplicated presentation. The square-headed figures give HopHeaders an identifiable visual theme without introducing unnecessary detail. Because the gameplay depends heavily on quickly recognizing hazards and judging where the character needs to move, visual clarity is more important than elaborate scenery. The straightforward presentation allows players to concentrate on timing rather than becoming distracted by excessive graphical effects. The arcade structure makes the game especially appropriate for short sessions. It is easy to begin a run, make a mistake, and immediately feel motivated to try again. There is very little downtime separating attempts from the actual gameplay. This rapid restart mentality is important because repetition forms such a large part of the experience. Players are expected to improve primarily through familiarity, faster reactions, and better anticipation rather than through powerful upgrades that make later attempts inherently easier. As players become more comfortable with the basic movement, the challenge increasingly becomes one of anticipation. Watching only the immediate threat is not always enough. It is useful to consider where the next danger may appear and whether switching sides now will leave enough room to respond afterward. This gives the simple click mechanic a small degree of tactical consideration. The rules remain elementary, but better performance comes from recognizing patterns and avoiding unnecessary movements. HopHeaders also benefits from having a very low learning barrier. Someone unfamiliar with complex platformers can understand the essential objective without studying tutorials or extensive instructions. This accessibility makes it suitable for casual players who simply want a lightweight reflex challenge. At the same time, experienced players can focus on achieving cleaner runs and collecting enough coins to expand the available character selection. The greatest weakness is naturally the limited scope. Players expecting substantial level progression, exploration, storytelling, puzzles, sophisticated character abilities, or extensive customization will find relatively little of those elements here. The gameplay continues to revolve around the same core movement mechanic, and unlocking another character does not radically alter how the game is played. Consequently, repetition may become noticeable relatively quickly for anyone who requires frequent mechanical changes. That limitation makes the target audience important. HopHeaders works better when approached as a small arcade diversion rather than a full-scale platforming experience. Its entertainment value comes from performing one simple task increasingly well. Players who enjoy chasing personal improvement can appreciate surviving a little longer or collecting more coins during another attempt. Those who primarily measure value through the quantity of levels, mechanics, or narrative content may find the experience too modest. The single-player focus reinforces this emphasis on personal performance. Rather than depending on multiplayer competition, the game encourages players to measure success through their own improvement. A better run can come from reacting more efficiently, maintaining concentration longer, or avoiding the unnecessary inputs that caused previous failures. It is a familiar arcade philosophy in which player skill represents the most important form of progression. The audiovisual presentation is similarly restrained. It exists primarily to support the immediate gameplay rather than create a cinematic atmosphere. The square-headed characters, collectible coins, and incoming threats need to remain readable at a glance, and the simple visual direction generally suits that requirement. Anyone seeking impressive environmental detail or elaborate animation should keep expectations modest, but the presentation is consistent with the game's small-scale design. Steam Deck compatibility should currently be regarded as unverified rather than officially guaranteed. HopHeaders is primarily presented as a Windows PC game and should not be assumed to have Valve's Steam Deck Verified status. The uncomplicated controls and lightweight nature of the game suggest that running it through Proton may be feasible, but unofficial functionality can vary. Steam Deck owners should therefore be prepared for possible control adjustments or compatibility issues rather than purchasing under the assumption of full native handheld support. Overall, HopHeaders delivers a focused reaction-based arcade experience without pretending to be something larger. Its one-action control concept, hazard avoidance, coin collection, and unlockable characters create a simple gameplay loop that is easy to learn and suitable for quick sessions. The limited mechanical variety prevents it from having the depth or longevity of a more substantial platformer, but players who enjoy minimalist reflex games may appreciate its immediacy. It works best as a casual challenge where another attempt is always only moments away and improvement comes directly from sharper timing and better concentration. Rating: 5/10
Nowhere in the manual does it say what keys do what. Navigation key is N good luck with the rest
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $151 | 3 | 100% | $1.99 | |
| $24.2K | 72 | 81% | $5.99 | |
| $2.1K | 16 | 94% | $8.99 | |
| $1.4K | 4 | 75% | $9.99 | |
| $1.3K | 33 | 70% | $1.99 | |
| $420 | 21 | 71% | $0.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $973 | 109 | 54% | $0.49 | |
| $973 | 82 | 78% | $0.74 | |
| $974 | 54 | 80% | $0.99 | |
| $972 | 72 | 64% | $0.89 | |
| $974 | 59 | 75% | $0.99 | |
| $975 | 65 | 77% | $0.85 |