
[Up to 8 Players] Build bridges together, cross them, and reach Treasure Island! Use anything from wood to desks to pianos! Throw and stick them together to build your bridge!
Modeled estimate, not a reported figure. How we estimate →
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About
Build bridges together, cross them, and aim for Treasure Island! Anything goes for bridge materials—wood, desks, or even pianos! Throw them and stick them together to build your path!
The road to Treasure Island is treacherous. It’s full of holes, and there is no path. Chop down trees or break crates to find wooden planks, furniture, and all sorts of items. Throw them and stick them together to create your bridge.
Gargantuan snowballs and massive exploding flowers! Nature is baring its fangs, trying to return you to the earth. Handle these threats with caution and speed. Why speed...? See below!
There’s no time to dawdle. If the storm approaching from behind touches you, it’s instant death! To build bridges quickly, cooperation is essential.
Stages change every day. You can breathe in fresh air daily.
Stages and rankings change every month. Compete with penguins from all over the world for the best time.
Build bridges with up to 8 players! Of course, you can go solo too. Let’s go get that treasure!
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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, French, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese, Korean
Engagement
Hours played at review time, across 35 reviews with recorded playtime.
Reviews
Cons: This game should probably be labeled as early access, not for lack of content, but for lack of polish. It doesn't look fully finished just yet. (E.g. debug text on title page) Bethesda-like collisions. As far as I know, there are no set levels to work through, just the "level of the day" or month. I've only got a couple of hours though, so I may be wrong on something. Pros: Nice animations. Fully embraced weird Uncanny Valley type art. Really fun, goofy little game. I like it. I would love to see more work go into it, but it's worth it on sale. I plan to play more.
[h2]全体的に難度高ぇ[/h2] 緩い見た目のどこかで見たことのあるペンギンゲーム。 紹介動画で見た限りだともう少し緩くできそうな雰囲気はありそうだったが、実はかなり難度が高い。 チュートリアルは5分で完了するが絶対にプレイしておくように。 ゲームバランス全体の話だと、持てる角材とくっ付けられる物体が異なっており、 角材は収納でき且つ投げやすいが後半からかなり希少になるだけでなく、 持ち運び重量の問題として特定の閾値で凄い動けなくなる。 なので箱を破壊した時とかに出てくる物体を投げたいのだが、これが投げ辛いというトレードオフ。 このバランス自体は悪くないのだが、 早めに「とっておきの角材を所持しておく」ことと積極的に物体を持っておくことを叩きこまないと 途中で資材が足りなくなる場面が多発する。 ここに付け加えてステージギミックとして、ステージ2とステージ3が極端にギミックの本気具合が増す。 何となく回避するのではなく積極的に潰さないとまともに進行できないケースもあり、 直感的な対処方法は判るが、実は破壊できるだとか、投げる時に回転させるだとかの工夫で何とかなるとか、 知っておくと絶対に楽になる要素があるのだが、その説明が一切合切無い。 なのでステージ進むごとに要求されるキャラコンが一段階増えていく。 それで全体的に「あの登山ゲーみたいな感じですか?」と良く聞かれるが、 明確にそのゲームと違う点は、進行先の資材量(角材と投げられる物体の総量)と、 スナップポイント(チュートリアル参照)の距離をざっくばらんに把握しないといけない。 何でもありのRTAを複数人で目指すなら一人が真っ先に霊体化した後に、マップ偵察と指示出しした方が絶対に良い。 端的に言うと登山ゲーは手元の資材量との相談になるが、このゲームはマップ内の島毎の資材量相談になる。 なので実は「線路繋げるゲー」に必要な見通し力があった方が望ましい。 [spoiler]しんがりの人が、その橋で使った角材を、作った橋から回収することをやると実は結構楽になる[/spoiler] ここまでコテンパンに書いてきたわけだが、 そこそこの人数確保すると、直近のこういう協力ゲームでは味わえない緊張感のあるプレイを経験できる。 非対戦且つ非探索且つ非パズル的協力ゲーム且つ非ミニゲーム的なゲームの総数は少ないと思うので、 結構色んな人に勧めやすいとは思う。 忙しい時にスムーズに資材を投げれた時や、マップ理解が進んで途端に楽になる瞬間もかなり快感だ。 特にデイリーは「クリアしたステージまでスキップ」機能があるので、ステージ3をすぐにやり直せる。 逆に言うとこの機能が無い場合、結構ダレるのも判る。 是非皆さんも、見知ったペンギンたちと橋作りに併走して頂きたい。
LINK Penguins, developed and published by lemorion_1224, is a cooperative physics-based puzzle platformer that builds its entire experience around improvisation, coordination, and controlled chaos. It takes a simple concept—crossing gaps by building makeshift bridges—and turns it into a fast-paced, often unpredictable challenge where success depends as much on teamwork as it does on individual execution. The result is a game that feels light on the surface but becomes increasingly engaging when its systems begin to overlap under pressure. The core gameplay revolves around gathering objects scattered across the environment and using them to construct pathways forward. Players can pick up, throw, and connect items to form bridges, with the physics system determining how stable or unstable those constructions become. At first, the mechanic feels straightforward, but it quickly evolves into a balancing act between speed and precision. Building something sturdy takes time, but hesitation can be costly, forcing players to constantly decide whether to prioritize safety or momentum. This tension is reinforced by the game’s most defining feature: the constant forward pressure. Rather than allowing players to take their time, the environment itself pushes them onward, often through an approaching hazard that effectively acts as a moving time limit. This transforms each level into a race, where mistakes are not just setbacks but potential run-ending events. The presence of additional environmental obstacles further complicates this, introducing moments where players must react quickly while maintaining control over their constructions. Where LINK Penguins truly stands out is in its cooperative design. The game supports multiple players working together, and it is clearly built with this in mind. Coordination becomes essential, as players must share resources, avoid interfering with each other’s actions, and work toward a common goal. In multiplayer sessions, the experience often shifts from structured problem-solving to something more dynamic and unpredictable, as different playstyles and decisions collide. This can lead to moments of frustration, but also to spontaneous successes that feel genuinely rewarding. The level design contributes to this sense of unpredictability. Stages are structured in a way that encourages adaptation rather than memorization, with layouts and challenges that require players to think on their feet. While the core objective remains consistent, the way it is achieved can vary significantly depending on the situation and the players involved. This variability helps maintain engagement, even as the underlying mechanics remain relatively simple. Visually, the game adopts a bright and approachable style that emphasizes clarity. The environments are easy to read, which is important in a game where quick decisions are often necessary. Character designs are simple but expressive, fitting the game’s lighthearted tone. The presentation does not aim for realism or complexity, but it succeeds in supporting the gameplay by ensuring that players can easily understand their surroundings and interactions. Despite its strengths, the game’s reliance on a single core mechanic can lead to repetition over time. While the cooperative element adds variety, the fundamental loop does not change significantly, which may reduce long-term engagement for some players. Additionally, the experience is heavily dependent on playing with others. While it is possible to play solo, much of the game’s appeal comes from the unpredictability and interaction of multiplayer sessions, making it less compelling as a single-player experience. There are also signs of early-stage roughness, particularly in areas like overall polish and consistency. Minor issues with physics interactions or coordination can occasionally disrupt the flow, especially in situations where precision is critical. These moments do not define the experience, but they highlight areas where further refinement could improve the overall feel. Ultimately, LINK Penguins is a game that succeeds through its simplicity and its focus on shared experiences. It takes a straightforward idea and builds a cooperative framework around it, creating moments of tension, humor, and satisfaction that emerge naturally from its systems. While it may not offer deep progression or long-term variety, it provides a lively and engaging experience for players who enjoy working together under pressure. Rating: 7/10
ネットニュースで見て、楽しそうだったので早速購入してプレイしました。 通常モードだとストーム(活動エリア縮小)が早いのと、味方を復活させるベルが少なく、難易度は結構高め…かと思いきや4月8日のアップデートでなんとストーム無しverや「ストーム遅め」のレベル調整が可能に! 難易度が変えられるようになったことで一気にやりやすさが増しました! 通話なしでもエモートやピン刺しで意思疎通ができるので、オンライン友達とも気軽に遊べます。 個人的にはソロより複数人で遊ぶ方がワイワイ盛り上がると思います。 今後の期待として味方の復活ポイントがもう少し増えたらいいなと思うのと、操作ミスって初期アイテムの斧を落としちゃうと詰むのでアイテムボックスからもゲットできたら嬉しい!(私はまだ見つけたことないのですが、入ってることもあるのかな?) 「橋を作る」というシンプルな内容の割には独特のゲーム性で面白かったのと、 待機エリアにクロマキーがあり、配信者の人はサムネイル作ったりするので、そこでみんなで写真撮ったりとちょっとした遊び心があるかと思います。 ■プレイ人数:6人 ■総プレイ時間:5時間
The game is an amazing concept and the characters are silly and cute looking, however the shaky filter and wobble when throwing items, i'm not a fan of at all, it becomes more tasking, annoying and it takes away the fun of trying to build a simple bridge creatively, i believe this game can be just as much as a challenge without it. But all in all i really do enjoy the game, maybe have the shaky wobble effect and option for those that simply can do without it.
マルチ目的で購入。 ストームなし設定、一度クリアしたマップはカットできる更新適用後プレイ。 価格はまあ妥当なのでみんなでやるには誘いやすく遊びやすいと思われる。 いい所) 事故で笑える、どこのルートを通るのか相談できるなどの面は◎ 微妙な所) [strike]・途中セーブできるわけじゃないので、翌日再集合してやろうかってなるとまた1からやり直しなのが問題。 (一気に時間とってやれるほどみんな暇じゃない。)[/strike]→アプデで変更されました。 ・マップが自動生成なのか初期配置が終わってるマップを引くと詰む。 ・難易度カーブがおかしいw DAY1:このくらいの難易度は笑えるし、丁度いい。 DAY2:資材は少ないし、島間が空きすぎていたり、正答ルートから外れると積む。 手前から橋を伸ばせというのはわかるが、そもそも足元にくっつけ難いなど難易度がおかしい。 DAY3:未だ到達していないので不明 ・先が見えないので予定が立たない(あえて死んで上空からルート指示したほうが安定するwww) 調整もうちょっとしたほうがいいかもしれない。
面白いしマルチでやると盛り上がる。
咕咕嘎嘎~~~~~~~
[strike]ストームの収縮が結構早いのでRTAばりにさくさく橋作らないと終わります[/strike] [strike]2人で遊んでましたがPeakみたいにのんびりおしゃべりしてる暇はなかったです[/strike] [strike]もしかしたら、ギミックがあるのかもしれないけど心が折れました[/strike] [b]ただ、王様ペンギンになれてペンギン好きなのでおすすめします[/b] 追記:ストーム速度が大幅に遅くなったみたいです
神ゲー 日によって難易度の差がすごい ストームは「なし」か「かんたん」でいい ファームは大事
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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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