
From the twisted puzzle minds behind the award winning Toki Tori comes a new game, simply called RUSH. Fortunately for fans of high quality puzzle games, RUSH is anything but simple. In the game's fully three dimensional levels, players need to guide cubes to color coded exit points using Conveyor belts, Warps, Stops Signs, Splits and...
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 Jul 21 → 0/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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It's a fun little game. Very little game :)
Still a great Game!
РУШ 2010 — это как если бы "Тетрис" и "Супер Хот" пошли в ночной клуб, напились и решили: "А давай просто умрём под неоновым светом". Ты — красный куб, который летит по рельсам в бесконечном туннеле. Жми "вправо-влево", прыгай, скользи — и всё это под трек, от которого уши горят. Геймплей? Пять секунд — и ты уже не играешь, а просто молчишь, потому что мозг отключился. Графика — чистый 2010-й: неон, чёрный фон, и твой куб, который выглядит, как будто его нарисовали в Paint под кислотой. Минус: через минуту ты уже не человек — ты просто рефлекс. Плюс: когда ты проходишь уровень без единой ошибки — это как если бы ты обманул смерть.Вердикт: 9/10. Запусти ночью, наушники на максимум — и почувствуй, как твоя жизнь превращается в один длинный "бум-бум-бум".
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Languages: Dutch, English, French, German, Italian, Spanish - Spain
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This is a course puzzle game where you have to navigate multiple flows of moving cubes to goals to clear the course. You have the challenges of level layouts, command squares that change the cubes' trajectory, and the weaving of multiple flows of cubes at once. I really wanted to like this game because the idea is great in a vacuum. The problem (and I fully admit this will be more of a problem on a person to person basis) is that, at some point (and, for me, this was part-way through the MEDIUM courses, even), it becomes almost impossible to visualize in your mind. You can have general ideas, but, unless you somehow nail it on your first try (and good luck with that after the easy ones), rarely does it ever result in "OH, I see what went wrong" moments. Instead, it turns into a series of guessing and checking (which seems to only be supported by the infinite hints). Hell, a lot of the time I'd think I was making progress towards a solution, only to find that I wasn't even relatively close after using the hints. A lack of being able to eventually intuit the answers is the absolute death of a puzzle game for me. When I have to rely on guessing and checking, hints or, God forbid, guides for, like, half of the game, you've completely lost my interest. I'd recommend this only to people who are REALLY good at mental visualization, or you'll probably just end up frustrated.
Excelente videojuego del genero « RompeCabezas » la dificultad escala gradualmente de forma bastante coherente y es muy divertido de resolver
RUSH es un juego indie de puzzles que te mantendrá entretenido por unas cuantas horas. He de admitir que en Steam he jugado a otros juegos de puzzles que me han parecido más adictivos que éste, pero en general el título ralla a buen nivel en todos sus apartados técnicos. No adolece de ningún punto claramente negativo a destacar, pero en mi opinión es un juego simplemente entretenido, que no llega a enganchar como sí lo hacen otros juegos de este género. En total, te esperan unos 76 niveles diferentes. Seguramente los disfrutes hasta finalizar el nivel de dificultad media, avanzando tranquilamente por los diferentes retos, pero empieces a desesperarte realmente con los niveles de dificultad difícil. Entre eso, y los diferentes y variados logros que presenta, pasarás una cuantas horas de lo más entretenido. No es un imprescindible, y hay varios títulos más adictivos del género en la biblioteca de Steam. Toki Tori, que es otro título de la misma desarrolladora (Two Tribes), es un claro ejemplo. Sin embargo, es bastante recomendable si eres amante del género, por su buena calidad técnica en general y por ser bastante retador. NOTA: 7/10
Overall rating: 3.5/5 (recommended with some caveats) *Updated review after figuring out how timing works* [b]Summary:[/b] RUSH is a casual, level-based timing puzzle game. It's reminiscent of similar games on Steam (see, e.g. [i]Micron[/i]) as well as some old flash games. The primary mechanic involves placing arrows in left, up, right, and down directions on 3-dimensional grid to get blocks of each color from a source location to a destination. When you press "go", the blocks start to roll from the source. They also must not collide in their path from the source to the destination, which requires careful timing. The puzzle mechanics lead to diverse and challenging scenarios, especially getting into the Medium and Hard levels. [b]Strengths:[/b] - The puzzles are excellent and later on, they get reasonably difficult. I was pleasantly surprised by how some of the more tricky puzzle mechanics (hitting into walls, switching arrows, etc.) turned out to interact in nontrivial ways. - The gameplay is pleasing to watch (though less so to listen to; see downsides below). [b]Downsides:[/b] - The primary mechanic which makes the game interesting -- the timing of when blocks collide -- is tricky to predict. There is a logic to it, but it is never explained in the tutorial or in the easy levels; I eventually figured it out through manual trial and error, by repeatedly pausing the game with "Esc" to understand how fast the blocks travel. For example, blocks move half a square when falling, and pause for specified amounts of time when hitting walls or turning (in some cases, though not normally when running into arrows). Since understanding block movement is crucial to solving some of the later levels, I will include a guide to the movement rules below. - It would be nice to have some additional control options to help visualize, speed up, and slow down block movement (this would also help with the above). - Some of the "Easy" puzzles could be seen as routine; basically they are like "connect the dots" challenges to get from the source to the destination, especially when given only the arrows and not some of the other mechanics. - The ambiance (robotic voice overlay and rhythmic sounds) are a little tiresome. [b]Guide to Block Movement:[/b] Based on my own observations: - Blocks move around and are generated at discrete timesteps. There is typically a difference of 4, 5, 6, or 8 timesteps between blocks from the same generator, and 0, 1, or 2 timesteps between blocks of different generators. - Moving one square horizontally takes 1 timestep. - Falling one square takes about [i]half[/i] a timestep. - Blocks always collide if they would end up on the same square at the same time. They will not collide if at distance at least 2 apart. They usually collide if at distance 1 apart (i.e., one block exits while one block enters the same square), the exception to this being if the two blocks are moving in exactly the same direction. - Hitting an direction arrow changes direction without costing any timesteps. - Hitting a sliding arrow changes direction without costing any timesteps; however, coming [i]off[/i] the sliding arrow costs 1 timestep to stop. - Hitting a wall changes direction and costs an additional 2 timesteps. (Even though right turns are favored, the delay is the same regardless of the degree of the turn, e.g. 90 degree turn vs 270.) - Hitting a stop sign also costs 2 timesteps. - Going through a warp point costs 2 timesteps.
Cores claras e fortes demais pra vista mas de modo geral eh ok
색다르고 재미있음. 단지 후속지원이 없는게 좀...
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