
No jumping, no walking. Raven's Hike is an unique 2d platformer in which all movement is based on her Grappling Hook
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 Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/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
[/url][/p][p][] [/url] [/p][p] [/p][p] [/p][p][b]ABOUT THIS GAME[/b] [/p][p] [/p][p]Help Raven reach the top of the tower, restoring equilibrium and saving the world from oblivion. [/p][p] [/p][p][imgvid poster.avif="" mp4="" width="600" height="578"][/imgvid] [/p][p]Trust on your reflexes or find the safest way through every room, collect all the gems and get out. Who knows what to expect in the next trial? [/p][p] [/p][p][imgvid poster.avif="" mp4="" width="600" height="576"][/imgvid] [/p][p]60+ handcrafted open-ended levels spread through 4 stages filled with puzzles, combat with a dynamic soundtrack by Vincent Colavita. [/p][p] [/p][p][imgvid poster.avif="" mp4="" width="600" height="552"][/imgvid][/p
ABOUT THIS GAME
Help Raven reach the top of the tower, restoring equilibrium and saving the world from oblivion.
Trust on your reflexes or find the safest way through every room, collect all the gems and get out. Who knows what to expect in the next trial?
60+ handcrafted open-ended levels spread through 4 stages filled with puzzles, combat with a dynamic soundtrack by Vincent Colavita.
Genres
Sums Steam only; PlayStation, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $4.99 | 67reviews | 93% | — | $3.9K |
| $3.99 | 13ratings | 82% | — | not modelled | |
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Although I think it is my least favorite title by this developer (which isn't really a dig as all of the games by Wired Dreams Studio are quite good), Raven's Hike is a neat little game and I enjoyed my time with it. That being said, the game is very short in duration so I'd recommend picking it up on sale or within a bundle that includes the other games by this dev. Apart from game length, my main complaint with Raven's Hike is with how the player moves. Whenever you shoot your grappling hook, there's a brief delay between when you fire off your hook and when you begin to move. This might not be so bad in-and-of-itself but the player [b]ALSO[/b] has to account for a non-linear increase in travel speed once you do start zooming. Now, I'm not big-time math guy and it's been a long time since I've had to think about the quadratic formula and parabolic increases and the like - but the movement mechanics always ended up feeling clumsy and difficult to manage in a game that demands quick and precise maneuvering. In effect, the game's difficulty lies not in puzzling out how best to proceed through the levels but rather in getting your timing right with executing the moves you have in mind. Also, great soundtrack!
Media

Related
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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, Portuguese - Brazil, French, Italian, Spanish - Latin America, Dutch, Polish, Russian
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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.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I bought this on a whim in a cheap bundle with some other games I was more interested in, but after playing it I realized it was the gem of the bunch and already gifted a copy to a friend. I'm terrible at precision platformers, but the grappling hook mechanic caught my eye and I figured I'd give this indie title a go. It lacks some of the more polished features you'd expect in a game like this, but the core gameplay is solid and enjoyable. It took me three runs to complete the game in under an hour for the last achievement, putting my play time at about 5 hours. For the asking price, it was more than worth it and if I can get a friend or two interested, I'll see if I can grind my time down a bit.
Very good platformer where you can't jump, walk or any of that fancy stuff. You have a hook and that is your only move, you can change your direction i mid air and that is a good thing because this game isn't easy. It is a short game, depending on your skill set of course. Mine is poor as you can see by my play time :) The game can get frustrating towards the end but never unfair. Nice pixel art as usual, the music is ok and the game is generally fun to play. If you like fast paced platformers than you can't go wrong with this one.
[table] [tr] [th]Follow the [url=https://store.steampowered.com/curator/42567532/]Bring Your Own Pixels[/url] curator page to discover more indie gems![/th] [/tr] [/table] There are many ways a game can fail. Some games aim for the stars but explode on the launching pad; others lack a clear direction, taking the player on an unfulfilling journey to nowhere. So when I’m trawling the sea of indies, I’m always thrilled to catch a game that knows exactly what it wants to do and does it exceedingly well. [i]Raven’s Hike[/i] is precisely the kind of game I’m talking about. As a precision platformer that you can finish in an afternoon, [i]Raven’s Hike[/i] flew under the radar for most gamers, but it is a smartly designed game that can provide a big hit of fun to gamers seeking a challenge. What separates [i]Raven’s Hike[/i] from other platformers is its movement mechanics. There’s no running or jumping on this hike. Instead, you zip around the levels by way of grappling hook. You can fire the hook and rope in four directions by pressing up, down, left, or right. When the hook attaches to an object, it’ll immediately begin pulling you toward it. Want to change directions in mid-flight? You can fire another hook at a 90-degree angle and, assuming it finds an object it can attach to, you’ll begin flying towards it instead. [h3]Learn to Fly, Fly to Die[/h3] Like any great platformer, [i]Raven’s Hike[/i] starts simple and gradually adds mechanics. In every stage, the goal is to reach the exit. In the early levels this is as simple as finding a way there, but before long obstacles, such as spikes on the walls, will force you to take detours. While in some cases you can avoid grappling these walls completely, often you’ll find that you need to fling yourself headlong into danger before rerouting towards a safe landing spot in mid-flight. After you’ve completed the first few stages, the game starts locking the exit doors. From this point on, you’ll have to collect five coins scattered around each level to open the door before exiting, and the challenges only continue to stack from there. You’ll encounter rocks that fall when you pass beneath them, stone columns that come loose under your weight, and semi-hollow traps that sprout spikes when you pass through them. You’ll also be attacked by sawblades, dark clouds that chase you like ghosts, and even blocks that fly straight at you like amphetamine-fueled rooks zooming across a chessboard. Death comes often in [i]Raven’s Hike[/i]; thankfully it’s only a minor setback. Most levels take place on a single screen, and if you succumb to one of the many obstacles, you’ll instantly respawn at the starting point. Some of the levels also have a bonus objective. After you gather all the room’s coins and unlock the door, a feather may appear, often in a perilous location. You can either try to collect it, risking all the progress you’ve made, or you can leave well enough alone and make a beeline for the exit. All of these objectives and obstacles are smartly implemented, with most levels having many viable routes. You can look around and plan the safest path to the exit, or you can shoot your grappling hook first and ask questions later. The levels also present speedrunners with ample opportunities to analyze layouts and find optimal routes. [h3]Precision Always Wins[/h3] [i]Raven’s Hike[/i] comprises four different areas – Cave, Dungeon, Clocktower, and Temple – with 16 levels a piece, plus one final test. While these areas do all feature unique obstacles, graphically speaking they do little to stand apart from one another, with their colors being the only significant difference. Raven herself, on the other hand, commands the player’s attention, with animation that is both lively and responsive. Her red scarf flutters in the breeze and she always moves predictably. Whenever I fell into a trap, I always felt like it was my own fault, rather than the result of wonky collision detection or loose control. Quick fingers are rewarded with precise responses. Finishing the game while collecting most but not all of the feathers took me about three hours. I started out with a controller, which worked very well, but eventually switched to my wired keyboard in hopes of boosting my response times by a few milliseconds. For precision platformer fans, [i]Raven’s Hike[/i] is the full package. Whether you’re a casual player looking to hone your reflexes or a serious speedrunner looking for a fresh challenge, [i]Raven’s Hike[/i] will offer plenty of enjoyment. So cast your doubts aside, because this is one grappling hook ride you don’t want to miss out on.
I tasti rispondono all'input dopo 1/2 secondi, dopo poco mi ha stufato questo morire a causa dei colpi non presi
很一般的游戏,核心机制甚至撑不住1h的体量,玩到后面已经感觉到无聊了 5/10
Absolutely amazing game, true hidden game. I loved it soooo much! I so wish this was a genre of games so I could find more of these.
Simple, short platformer (first play: 2 hours) with mostly one-screen Meatboy-type challenge levels, part puzzle and part twitch. The novelty is that the only movement is using the grappling hook or by falling. It's not bad but something about the movement doesn't feel quite right to me -- there's a delay when throwing the hook, followed by very rapid movement, making timing of critical mid-air direction changes difficult. It's billed as "unique" but the movement mechanism reminds me a *lot* of [url=https://store.steampowered.com/app/416110/Blitz_Breaker/]Blitz Breaker[/url], which does something similar using a dash instead of a grappling hook. That game is better, I think, at least in terms of controls and level design, but I did enjoy this one too.
(Super) Meat Ninja with 'im:possible' feet, and just a grappling hook for movement! The great thing about this game is, that you can balance between (over)thinking vs. reflexes in order to solve a level/puzzle, and make it to the finish — [i]All roads lead to Rome![/i] 💡 The only con is the [url=https://steamcommunity.com/app/1689270/discussions/0/3270186319532370039/]lack of Level Select[/url], which decreases the replay value to 0 for me; i.e. there are Feathers (similar to bandages in SMB) to grab, but those only spawn in certain levels áfter the door to the finish is open, and before you see them spawning, you might have gone through the exit door already ... 9/10 — Tasty snack in between for Platformer lovers like myself, but for the full price, there's maybe not enough value for money.
A simple puzzle-platformer built around a grappling-hook mechanic. It doesn’t offer much variety or depth. It doesn’t stand out beyond its basic concept.
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
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