
DIE, REDROP, REPEAT. In this Platformer, every Death leaves a platform behind; Climb your mistakes! RAGE, CRY, ADAPT. Then do it all again. Try now and prove you're only *mostly* bad.
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About

If you get easily frustrated, consider giving this game a pass.
If you get stuck, well... skill issue. Don't worry, it’s not the game, it’s you.
Git Gud, and victory will taste sweet.
Otherwise, prepare for a rage filled adventure!
You will die many, MANY times. Have fun!

ReDrop is a pixel-art precision platformer where dying isn’t failure, it’s progress. Each death leaves a platform behind to help you overcome obstacles.
Sounds easy? Just keep dying and you’ll reach the end.
Except… your own platforms can also trap you. Easy jumps turn impossible. You might smack your head on a platform you just created. One unlucky death can block your path.
So, ready to drop in?
It all starts inside a strange capsule in a lab, where a mysterious purple slime begins to mutate… and then BOOM!
Suddenly, you’re lost in an unknown world. Explore! Climb through weird environments, dodge deadly traps and creatures, and find your way out!

What’s the fate of the little purple slime? Try to unlock all endings, even the secret one, or rage quit trying.
It’s harder than it looks, and you’ll die... a lot. Seriously, a LOT.
Will you give in to rage before beating them all? 
If you really want to suffer, we encourage you to speedrun the game!
You can measure the time you’ve wasted thanks to the in-game timers: one measures the time for the whole gameplay, one resets after every death.
So don’t worry! Even if you keep dying for a whole day, you’ll be able to see for how long you weren’t able to complete the game!

Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese
Reviews
90% of my gameplay: **AAAAAAAAAAAAAAAAAAH**. the other 10%: yay i did it (just to die 10 seconds later) 10/10 ragemeter
I PLAYED THIS GAME FOR 5 MINUTES AND IT MADE ME SHATTER MY SCREEN 12 TIMES 10/10 RACCOMENDED!
Salve, sono Giacomo Altrieri Colombo e vorrei testimoniare a voi tutti la mia deleteria esperienza su codesto giuoco. Ero una persona rispettabile prima di iniziare a giocare a Redrop, avevo una famiglia che mi amava, un lavoro che mi appagava e persino un cane che mi portava il giornale la mattina. Molto probabilmente vi starete chiedendo "Come mai una persona rispettabile come te si è ritrovata a rifugiarsi in un gioco come Redrop?". Non fu colpa mia. Ero soltanto di passaggio in un bar per prendere un bicchier d'acqua, quando all'improvviso un enorme figuro mi s’approccio. All'inizio ero terrorizzato, non capivo cosa volesse da me, ma dopo qualche istante mi lasciò un pezzo di carta con su scritto "TUA MADRE SAREBE FIERA DI TE" per poi andarsene e svanire nel nulla. Nonostante il messaggio fosse enigmatico, ogni cellula del mio corpo gridava la stessa cosa, “Redrop”, non sapevo cosa fosse, e come approcciai il mio computer per fare le mie ricerche, esso era già accesso su una pagina di Steam. La situazione iniziò a farsi inquietante, non riuscivo a capire come un nome che non avessi mai sentito prima stesse sul mio computer già scaricato e pronto ad avviarsi, ma la curiosità prese il sopravento e decisi di giocarci comunque. All'Inizio non lo trovai così divertente, cosa ci fosse di così divertente nel morire ancora ed ancora senza mai progredire. Ma poi la situazione cambiò. Passai da un checkpoint all’altro e di livello in livello iniziai a divertirmi. I minuti divennero ore, le ore divennero giorni, poi settimane, POI MESI, ANNI. Il tempo oramai per me non esisteva più. Le pareti della mia stanza erano ripiene di muffa che usavo per sostentarmi nelle mie giornate. La mia vecchia routine oramai non esisteva più dato che venni licenziato dal lavoro che tanto amavo. Ma il peggio fu silenzio che avvolse la casa, mia moglie se ne era andata via con i nostri figli. Lei provò a parlarmi per cercare di aiutare, ma mi rifiutai d'ascoltare ogni volta, continuavo a dirle "Dammi solo un secondo, devo fare questo salto a 33°", fino a che non iniziò a minacciare di divorzio, per poi andarsene definitivamente. Ero allo sbando. Non riuscivo a mangiare né a bere. I miei pensieri erano solo legati al gioco. Finché il mio corpo non ne poté più, collassando per terra, ero oramai in fin di vita e ogni energia che avevo stava per abbandonare il mio corpo, per fortuna, i miei vicini notarono l'odore cadaverico della mia casa e chiamarono la polizia per controllore se stessi bene. Al loro arrivo ero esanime sul pavimento, chiamarono subito un'ambulanza. In ospedale mi fecero notare quanto quel gioco abbia distrutto la mia psiche, e quanto abbia rovinato la mia vita. Dopo mesi di terapia ora sono una persona rinata, conduco una routine sana e cerco di non pensare più al gioco. Dopo, mi capitarono cose molto bizzarre, come quella volta dove un controller colpì la mia macchina. Quando scesi per controllare chi fosse, ricevetti solo una risposta: "È colpa del cubo", lì capii immediatamente, e annui salendo sulla macchina. Sono contento di esserne uscito. Redrop è un capolavoro. Un gioco meraviglioso e distruttivo. Una spirale perfetta di logica, dolore e meraviglia. Lo consiglio solo a chi ha una mente forte. Una mente che può reggere la pressione del silenzio... ...e dei cubi. Perché per quanto voi scappiate, ricordate: il cubo torna sempre.
I really loved this game, very unique graphics and difficult gameplay. 10/10 would drop again!
You know that itch... you sometimes feel on your skin... and just can’t get rid of?... Well, now I HAVE THAT ITCH IN MY FREAKING BRAIN, and I have no idea how to remove it. Thanks, Redrop! 10/10 . Kemio recommended!
ReDrop is a platformer built entirely around the idea that failure should not simply punish the player, but permanently reshape the challenge itself. Developed and published by Fabio Salvador, the game takes a familiar precision platforming formula and twists it into something surprisingly original through one deceptively simple mechanic. Every time the player dies, a new platform appears exactly where the death occurred. These platforms remain in the level and directly influence future attempts, sometimes making difficult jumps easier while other times turning already dangerous sections into complete chaos. That mechanic transforms ReDrop from a standard difficult platformer into a constantly evolving puzzle where mistakes become part of the level design. At first, the gameplay feels fairly straightforward. Players control a small slime-like creature navigating spike-filled environments packed with hazards, moving traps, and difficult jumps. The controls are tight and responsive, giving the player precise movement that feels satisfying from the beginning. However, after repeated failures start filling levels with death platforms, the game reveals its real complexity. Suddenly, every mistake carries long-term consequences. A failed jump can accidentally create a perfect stepping stone for the next attempt, while a badly placed death may completely ruin an otherwise smooth route. This constant balance between helpful and harmful mistakes creates an unpredictable gameplay loop that keeps every level feeling dynamic. One of the most impressive aspects of ReDrop is how naturally it encourages creative problem-solving. Instead of simply memorizing difficult jumps and repeating them until success, players are constantly adapting to changing environments shaped by their own failures. Some sections almost become strategic experiments where intentionally dying in certain locations creates safer pathways through difficult obstacles. This gives the game an unusual identity because progression depends not only on mechanical skill, but also on understanding how to manipulate the environment through previous attempts. The result is a platformer that feels surprisingly fresh even within a genre already crowded with difficult indie games. The level design consistently supports this mechanic extremely well. Early stages slowly introduce the concept by allowing players to see how death platforms interact with the environment. As the game progresses, stages become significantly more complicated, requiring careful planning and awareness of how each new platform will affect future movement. Certain levels almost resemble environmental puzzles where players must intentionally reshape the map before attempting the final route. The game constantly pushes players to think ahead rather than relying purely on reflexes, and that strategic element gives the platforming much more depth than its minimalist presentation initially suggests. Visually, ReDrop embraces a clean retro-inspired pixel art style that works perfectly for its fast-paced gameplay. The colorful environments and simple character designs make hazards easy to identify even when levels become cluttered with multiple death platforms. The presentation remains readable at all times, which is extremely important for a game where split-second movement decisions matter constantly. While the art style is relatively simple, it has enough personality to keep the world visually engaging throughout the experience. The soundtrack adds a lot to the game’s momentum as well. Energetic electronic music and upbeat melodies create a playful atmosphere that softens some of the frustration caused by repeated failures. The game rarely feels depressing or overly punishing because the music keeps the overall tone energetic and encouraging. Combined with the nearly instant respawn system, this creates an addictive rhythm where players immediately jump back into action after every death without losing momentum. Another major strength is the game’s pacing. ReDrop introduces new ideas gradually while constantly increasing difficulty in creative ways. The challenge becomes intense later in the game, especially once levels start requiring precise movement through heavily altered environments filled with awkwardly placed death platforms. However, the game almost always feels fair because the controls remain reliable and every obstacle follows clear rules. Success comes entirely from adapting to evolving situations and learning from previous mistakes rather than relying on random luck. The replay value is surprisingly strong thanks to the optimization-focused gameplay. Once players understand the mechanics fully, levels become opportunities for experimentation and mastery. Players can intentionally manipulate platform placement to create faster routes or safer shortcuts, making speedrunning and efficient play extremely satisfying. The game’s structure naturally encourages replaying levels to discover cleaner and more elegant solutions. Despite these strengths, ReDrop is definitely not designed for players with low frustration tolerance. The game fully embraces its identity as a rage platformer, and certain sections can become genuinely exhausting after repeated failed attempts. Since every death permanently changes the environment, mistakes sometimes create frustrating situations where movement becomes significantly more difficult than intended. Recovering from poorly placed platforms can occasionally feel overwhelming, especially during later stages where precision becomes extremely important. The minimalist gameplay may also feel repetitive for players looking for major mechanical variety. While the death platform mechanic remains consistently interesting, the core movement system stays relatively simple throughout the experience. The game focuses heavily on exploring one central idea rather than constantly introducing entirely new abilities or mechanics. For some players, that focused design philosophy will feel refreshing. Others may eventually wish for more dramatic gameplay evolution. Even with those flaws, ReDrop succeeds because of how confidently it commits to its concept. The game understands exactly what makes its central mechanic interesting and builds every level around maximizing that idea’s potential. By turning death into an active gameplay tool rather than a simple punishment, ReDrop creates a platforming experience that constantly evolves alongside the player’s mistakes. ReDrop may look like another small indie precision platformer at first glance, but its unique mechanics and clever level design help it stand out in a crowded genre. It delivers a challenging and highly satisfying experience where failure is not simply part of the learning process but part of the level itself. For players who enjoy difficult platformers, strategic experimentation, and games that constantly force adaptation, ReDrop offers one of the more creative twists on the genre in recent years. Rating: 8/10
Game Mechanics: 10/10. Rage: smashed keyboard/10. Would recomend!
紫スライムと戦って、人生のやる気を失いました。 このゲームは、かわいいインディーゲームのふりをした悪魔そのものです。あなたはフワフワした紫のスライムを操作しますが、その実態は怒りと黒魔術の塊。ジャンプひとつで運命が決まり、足場はすべて嘘。壁を蹴って飛び移ろうとした瞬間、あまりの理不尽さに机を叩きつけてマウスが逃げ出しました。 あるステージでは、動くトゲ付き足場に着地しながら火の玉を避けて、量子物理学の問題を解かないといけません。記憶がありません。多分一回意識を失って、別の時間軸で目を覚ましました。 クリアした頃には、キーボードのキーが3つ消え、隣人には除霊されてると思われ、精神年齢が20歳老けてました。 スライムに精神破壊された感/10。 人生の選択肢に疑問を持ちたい人、紫色のゼラチンに絶叫したい人はぜひプレイ。
Voto: 10/10, con le lacrime agli occhi. Ci sono giochi che ti intrattengono. Altri che ti stimolano. E poi c’è questo gioco. Non posso scrivere il nome. Non perché non lo sappia, ma perché temo che anche solo scriverlo attivi qualche protocollo. [h3] Gameplay [/h3] Fisica: impazzita. Spazio: contorto. Io: urlavo. Ogni parte è superabile, ma solo se smetti di pensare in modo umano. Saltare da grandi altezze è necessario. Lanciare cubi è passione. Piangere è parte della meccanica base. Il gameplay sembra ruotare attorno alla manipolazione dello spazio. O della gravità. O del buon senso. Immaginate l’esame di fisica teorica applicata al parkour acrobatico con geometrie impossibili. Un singolo errore di MEZZO GRADO nell’angolo di salto ti condanna a ricominciare da capo. Mezzo. Grado. E quando finalmente fallisci, senti nella tua testa una voce, sentita già da qualche parte... - calma, clinica, robotica - ti dice: “Forse la prossima volta ce la farai.” Ti giudica mentre sbagli l’ennesimo salto gravitario a 73°. Con lo stesso tono che mia madre usava quando sapeva benissimo che NON ce l’avrei fatta. La frustrazione è stata graduale. Prima il mal di testa. Poi i sospiri. Dopo ore di tentativi, ho lanciato il controller. Non sul divano. Non contro il muro. [b] FUORI DALLA FINESTRA. DAL QUARTO PIANO. [/b] Ha colpito una Volvo. Un signore è sceso, mi ha guardato. Gli ho detto solo: “Era per colpa del cubo.” Lui ha annuito. [b] LUI SA. [/b] Ora sto giocando con una banana USB. Sì. Una banana. E sapete una cosa? Funziona. MEGLIO. [h3] Conclusione [/h3] 10/10. Mi ha reso più sveglio, più attento, più pazzo. Se state cercando un videogioco capace di stimolarvi e distruggervi nello stesso momento, lo avete trovato. Simile ad un'altro gioco perfetto, anche se non posso nominare neanche quello. Non ancora. Non finché lei sta leggendo. Chi ha detto portale? Io no. [b] NESSUNO HA DETTO PORTALE. [/b] Sì, questo gioco mi ha cambiato. Mi ha fatto pensare a… a quel gioco. Un’esperienza brillante, devastante, inspiegabile. Non ha nulla a che vedere con altri giochi. Soprattutto non con quello. Che non nomineremo. Mai. Un Gioco da Godersi dall'inizio alla fine. Ma credo che mi abbia finito prima ancora che io finissi lui.
The levels (or should I say level as I didn't even complete the first) are far too long and far too frustrating, especially without even one other checkpoint, you literally get out of the tutorial, activate the only checkpoint?, then its restart after restart, after what felt like 200 times dying and restarting, I`d had enough. I tried a second attempt (not reviewing) to try and concentrate more, but nope, this made very little difference. Super Meat Boy does the precision platforming way better with shorter levels so they don't need a checkpoint Without additional checkpoints I wont be returning to this ever again. NOT RECOMMENDED. Updated - A CERTAIN SOMEONE CANT TAKE CRITICISM ISSUE.
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