
Swing, climb, and jump your way through massive “gardens” of vibrant other-worldly plant-life in this truly organic platformer.
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 27 → 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.
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Reviews
Themes across 46 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is a strange and, in all honesty, frustrating platformer. I know they were trying to go for a sort of hybrid music/platforming experience with a sort of esoteric plant theme, but truthfully, it was frustrating to control, and quickly grew boring and repetative. Having enemies in a game like this feels un-necesary and more like a way to extend playtime than anything else. I think if you enjoyed the spectacle, you might be willing to overlook the gameplay but for me personally - much like the other pixeljunk game I played - the visuals cannot disguise the weakness that actually playing the game presents. I appreciate the effort, but, I can't recommend the finished product.
I just rediscovered this game and forgot how much I loved the chill music and vibe the play has to offer. Wonderful game to just relax with.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, Italian*, Spanish - Spain*, Japanese*, German*, Dutch*, Polish*, Portuguese - Portugal*, Russian**languages with full audio support
Hours played at review time, across 46 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Experiência bem diferente do que estou acostumado a jogar, um platformer meio contemplativo onde você balança e escala plantas gigantes coletando polens pra abrir novas áreas. Visual e trilha sonora combinam muito bem, dá uma sensação relaxante mesmo quando a fase exige precisão. O sistema de movimento por balanço (tipo grappling hook orgânico) é bem gostoso de dominar depois que você pega o timing certo, e tem um quê de puzzle physics que é satisfatório de resolver. É daqueles jogos bons pra jogar num modo mais zen, sem pressa. Por outro lado, a curva de aprendizado do controle é meio estranha no começo, pode frustrar quem não tem paciência, e o conteúdo é curto/repetitivo se comparado a outros platformers indie. Não é um jogo pra todo mundo, mas quem topar a proposta artística/relaxante vai achar uma experiência única e bem executada.
Es ist ein sehr schönes Spiel, welches man schnell mal nebenbei spielen kann. Wenn man die Steuerung verstanden hat, ist das Spiel recht leicht. Jedoch verklickt man sich schnell mal und fliegt dann ganz runter. Das ist aber kein Problem, da man schnell wieder hochspringen kann.
C'est dans mon top 5 des meilleurs jeux de tous les temps. Complètement hypnotique aussi bien visuellement que grâce à la super musique électro minimale. Relaxant et reposant jusqu'au Jardin 14 qui devient plus compétitif et donc stressant car le temps vient à manqué pour visiter tout le Jardin et passer "le labyrinthe" Vivement la sortie de PixelJunk Eden 2 sur PC. Point négatifs: -Les contrastes des couleurs est parfois génant pour bien faire la différence entre le fond qui bouge et le premier plan ainsi que les graine qui sont parfois de la même couleur qu'une des couleur du décor. -Juste à noté aussi une galère avec les manettes sans fil xbox et xbox-like genre 8bit-do (j'ai réussi avec une manette sans fil pas chère "VooFun" style PS3) (il faut désactiver les steam inputs)
PixelJunk Eden es un juego muy entretenido de habilidad que gustará a los amantes de los retos. Aunque su apariencia es de un juego casual y tranquilo, no esperes encontrar en él partidas relajantes para pasar el rato. Los niveles son complicados, largos, laberínticos y, sobre todo, tendremos una limitación de tiempo que en muchas ocasiones nos pondrá las cosas complicadas. Además, a medida que el tiempo se agote, un pitido molesto hará su aparición acelerándose a medida que nos acerquemos al límite. Te encontrarás dando saltos de precisión importante entre plataformas, sabiendo que una caída puede significar el fin. De todo, menos relajante. Dicho esto, el juego me parece muy bien diseñado, con gráficos sencillos pero bien implementados, con una banda sonora agradable (a excepción de esos molestos pitidos que avisan que el tiempo se te acaba) y una jugabilidad excelente. La precisión de los movimientos, de los saltos, del efecto de la gravedad y de la inercia me parecen de lo mejor del título, haciendo que, con un poco de práctica, podamos controlar a nuestro personaje sin preocuparnos porque los controles no responden a lo que deseamos hacer. Excelente en este punto. La dificultad es ajustada, y en general iremos avanzando sin demasiados problemas, pero en algunos puntos de ciertos niveles podemos desesperarnos intentando encontrar por dónde continuar sin apenas tiempo. La duración del título será de unas 40 horas si queremos completar los 15 niveles consiguiendo, además, todas las semillas. Si además queremos conseguir todos los logros tendremos otras pocas horas más de entretenimiento. Sin duda un juego muy recomendable para los amantes de los juegos de habilidad y los logros retadores. Si buscas un juego casual, a pesar de su inocente aspecto, éste no creo que sea para ti. NOTA: 7,5/10
PixelJunk Eden is an inventive platforming experience that turns movement, exploration, music, and abstract art into parts of the same unusual design. Developed and published by Q-Games Ltd., the game approaches platforming differently from titles built around conventional running and jumping. Instead, players control a tiny agile creature called a Grimp and explore enormous gardens filled with strange vegetation, floating organisms, seeds, environmental hazards, and hidden Spectra. Its central appeal comes from learning how to swing through these environments while gradually causing the gardens themselves to grow. Movement is the foundation of the experience. The Grimp can jump onto plants, cling to vegetation, swing from branches, and use momentum to launch across large gaps. This makes navigation feel almost acrobatic once the controls become familiar. Successful sequences can be extremely satisfying, particularly when a swing carries the Grimp through several targets before landing safely on another plant. There is nevertheless a learning curve because momentum does not always produce the trajectory a newcomer expects. Mistimed releases can result in long falls, making patience and familiarity with the physics important. Progression is cleverly connected to the environment. Players destroy Pollen Prowlers to scatter pollen around the garden, then collect enough of it to activate seeds. Those seeds develop into enormous plants that create additional pathways through the stage. Exploration therefore changes the structure of the environment instead of merely revealing an existing route. Growing vegetation opens opportunities to climb higher, reach distant locations, and eventually discover the Spectra hidden throughout each garden. This process gives PixelJunk Eden a distinctive sense of organic progression because the player's actions visibly transform previously sparse spaces. The gardens introduce enough mechanical variations to prevent traversal from becoming entirely predictable. Cannons can launch the Grimp across the environment, zero-gravity sections alter normal movement expectations, winds can push the character away from intended destinations, and mirror-world mechanics create further navigational complications. Different puzzles, enemies, plants, and environmental behaviors force players to reconsider techniques that worked in previous areas. Consequently, the peaceful appearance should not be mistaken for an absence of challenge. Later stages can require considerable precision and a strong understanding of the movement system. One of the strongest aspects of the Steam edition is how it attempts to reduce unnecessary frustration. The mouse controls were redesigned specifically for PC, while Quick Warp allows players who have fallen too far to return to their previous jumping position. This is especially useful because falling considerable distances could otherwise make experimentation unnecessarily punishing. The improved continue system similarly allows progress to resume from the last Spectra obtained within a stage. These features preserve the importance of mastering traversal without forcing players to repeat excessive amounts of completed climbing. There is also a substantial amount of content built around the core concept. The Steam version contains all 15 gardens from Eden and the Encore expansion, providing a progression of environments that increasingly complicate the established mechanics. Spectra serve as the primary objectives and encourage thorough exploration, while achievements provide additional goals for players interested in completion. Steam Cloud, leaderboards, trading cards, and other Steam functionality complement the package, although these additions are secondary to the distinctive platforming itself. PixelJunk Eden's audiovisual identity is arguably just as important as its mechanics. Independent multimedia artist Baiyon created its graphic style and minimalist techno soundtrack in harmony with each other, resulting in an unusually cohesive presentation. Plants appear as colorful abstract forms against sparse backgrounds, while pollen particles and animated vegetation give the gardens a constantly evolving appearance. The soundtrack reinforces the repetitive rhythm of swinging, collecting pollen, growing plants, and climbing toward objectives. Rather than feeling like music placed behind the action, it becomes part of the atmosphere and contributes significantly to the hypnotic quality of exploration. The abstract visual direction has also aged gracefully. Instead of depending on realistic textures or elaborate character models, PixelJunk Eden uses shapes, silhouettes, vivid colors, particles, and stylized vegetation to establish its world. The result remains immediately recognizable. There is a dreamlike quality to watching giant plants emerge while the Grimp swings between them, particularly when the soundtrack and environmental animation align with the player's movements. Its greatest weakness is that the fundamental gameplay cycle can eventually become repetitive. Most gardens still revolve around destroying Pollen Prowlers, gathering pollen, activating seeds, growing plants, climbing through the resulting structures, and searching for Spectra. Environmental variations make this formula more complicated, but they do not completely replace it. Players who enjoy the swinging mechanics will probably appreciate becoming increasingly skilled at this process, whereas anyone who struggles to connect with the movement system may find the repetition more noticeable. The game's relaxed artistic personality can also contrast sharply with moments of frustration. A garden filled with colorful vegetation and minimalist electronic music can suddenly become stressful when an important jump is missed repeatedly or an environmental force interferes with a carefully planned trajectory. The movement intentionally emphasizes momentum, meaning perfect control is not always immediate. This creates exhilarating moments when everything works, but it can also make certain mistakes feel disproportionately costly. Quick Warp and the improved continuation system alleviate much of this problem without eliminating the underlying challenge. PixelJunk Eden ultimately succeeds because it possesses a strong identity rather than attempting to resemble a traditional platformer. Q-Games built an experience around swinging, momentum, plant growth, environmental transformation, and audiovisual synchronization, and the unusual combination remains its greatest strength. It offers little emphasis on conventional storytelling, combat, character development, or realistic presentation. Instead, its satisfaction comes from mastering movement and gradually turning seemingly inaccessible gardens into networks of usable pathways. As a complete package, PixelJunk Eden is imaginative, atmospheric, challenging, and occasionally frustrating. Its 15 gardens, Encore content, PC-oriented controls, Quick Warp system, improved continuation, achievements, and distinctive environmental mechanics provide plenty to explore. Some repetition and unpredictable movement prevent it from being universally approachable, but its combination of Baiyon's audiovisual artistry and Q-Games' unconventional platforming design gives it a personality that remains difficult to confuse with anything else. For players who appreciate experimental games built around movement and atmosphere, it is a memorable journey through a strange and beautifully abstract ecosystem. Rating: 8/10
PS3 OG game.
Jogo maravilhoso... no PS3... port horrivel, nunca consegui jogar, já tentei de tudo, ou é o controle que não funciona ou a tela fica toda bugada sem dar pra ver as opções... horrivel... infelizmente
Sublime soundtrack. Very addictive puzzling gameplay, balanced nicely for incrementally increasing challenge.
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Players by region
Where this game's players are, estimated from review languages.
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