
Speed Swing is a challenging level based grappling hook game, where the objective is to reach the end of each level as fast as possible.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Tatsächlich richtig gut, es ist etwas ungewohnt ein festes Seil statt einem ziehenden elastischen Haken zu haben, aber es ist exakt das was man sich denkt - Überraschend hart ab ~ Level 10 und ist sehr simpel gehalten Sieht wesentlich trashiger aus als es ist, es geht einzig allein um das Physikbasierte Movement. Unironisch ein gutes Spiel für Physikstunden in der Schule und definitiv Speedrun-geeignet, hier lässt sich viel perfektionieren. Im Discount holen, 1-2h Spaß kann man definitiv haben, oder irgendwann eine Wall treffen und aufgeben lmao
Cool Idea, poor execution. Maps are just not fun to play. No real variety, slow progression, difficult setups requiring precision timing... It just doesn't seem to get better. Only harder. Which might appeal to some I guess but its not rewarding at all. Just an endless grind of one boring map to the next, and for a game called "Speed Swing" it feels remarkably slow. If you want something like this that is actually fun, try Cyberhook. It's not released yet (at least not at the time of this review) but if you look online for a demo key it is a far better experience that will hopefully be fully available soon as a full game. Props to the developer here for trying and *almost* succeeding but it just doesn't land. For $5 it's not terrible, but at least for me it was not worth it.
High skill game, would like some more features such as track world record charts, and more levels.
Looks fun, but is actually not. The maps are not fun. And having 0 air control is a terrible design choice. At least it looks good.
Speed Swing is a poorly made physics platformer where you're in a room full of gigantic Creative Commons assets (at least the developer acknowledged that) and you "swing" from platform to platform until you hit the exit flag. There's a speedrunner aspect that nobody cared about. The whole thing is extremely amateurish and of very poor general quality, from the level layout, game assets (taken from someone else), optimisation, and lack of polish. It looks like this was slapped together in less than a weekend, yet it's being sold for profit, so at least someone has a sense of humour. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. The game features lazy low-polygon "retro" assets, making this look like a barely functional 3D game from the mid 2000s. It's unclear why the developers weren't able to arrange high quality, high polygon count contemporary assets for the game, and also irrelevant... what matters is that this looks bad as a result of their decisions, a compromise PC gamers shouldn't have to put up with. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers. These technical defects push this game below acceptable standards for any modern PC game. The game is very badly optimised, despite having extremely low quality assets and visuals, poor production values and no real reason for a high workload on anyone's system, the game runs the GPU up to 100% immediately. While this may seem to be evidence of cryptomining, Valve checks for that prior to allowing a game on Steam through Steam Direct. It's more likely the developer just had no idea what they were doing and didn't do any optimisation. Regardless of the reason, if you don't want your PC getting thrashed needlessly by bad software, you might want to avoid this game. Speed Swing has the greedy, cash grab price of around $5 USD, it's not worth it given the defects and shortcomings with the product, especially considering the sheer number of completely free, much higher quality games on Steam. Note: The reviews for the game, and the player count, all come from one point in time when a Twitch Streamer got his hands on the game and his following mobbed it. And dumped a bunch of joke reviews on it. The positive review score for the game should be taken with a grain of salt due to the non-genuine nature of the non-representative inflated player count and the reviews. Actual game counts after that event are just 1-2 people launching the game every other week and quickly deleting it. [b][quote][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/quote][/b]Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.
This game is super satisfying once you get the hang of it! Every swing is a little drip of dopamine and keeps you coming back. Don't listen to those who say the swing is bugged or that it slows you down. The trick is that the swing length is set when you attach to a wall. So for the best outcome you should be moving parallel to where you are attaching, when you attach to it. Overall this game is great for the price, and you definitely get your moneys worth!
A short game - just a few hours from start to finish, with only 20 unique levels, but well worth a few dollars for the interesting gameplay. Fairly difficult as you go on, with the first 5 or 6 levels being relatively simple, and then ramping up in difficulty quite quickly from there. if you don't like getting frustrated, maybe give this one a miss, but mastering the game physics (or finding a cheesy solution to a troubling problem,) can be quite satisfying. not too much replayability unless you're into leaderboards, but there are a few competitive entries to pit yourself against if you are, (with the first few places seeming functionally impossible if you ask me.) all in all, I had a couple rage quits but enjoyed myself while playing, enjoyed watching other people suffer as I had suffered, and got an extra couple hours going back through the oevels to improve a bit on my times.
Simple, hard and fun. 慣性がリアルに設定されて操作の余地がほとんどないので縄を投げるタイミングと放すタイミングでその後の生死が決定します 自分のベクトルを意識しないといけない上エイムも必要なので難易度は高いが値段も安くスキルの幅があり上達する楽しさもあるのでスパイダーマンになって超速で飛び回りたい人にはオススメ
Probably should be free for the product you are getting. As other reviewers pointed out, it is a cool idea but poorly executed.
Speed Swing, developed by Jakob Delzer and published under the Indie label, is a tightly focused physics-based platformer that builds its entire identity around momentum, precision, and time optimization. Rather than relying on narrative hooks or expansive level design, it narrows its ambition to a single core mechanic: using a grappling hook to swing through obstacle-filled courses as quickly as possible. This stripped-down philosophy gives the game a clarity of purpose that is immediately apparent. From the moment you launch into the first level, the objective is simple—reach the goal fast—but the execution demands far more nuance than that premise suggests. The grappling hook is the centerpiece of the experience, and the game’s design revolves entirely around mastering its physics. Players must learn how to latch onto anchor points, manage swing arcs, release at the optimal moment, and preserve forward momentum while navigating platforms, hazards, and tight corridors. The movement system rewards rhythm and anticipation; a well-timed release can launch you across large gaps with satisfying fluidity, while a poorly judged swing can bring your run to a halt. Over time, the mechanics begin to feel almost musical, as players internalize the cadence of hook, swing, release, land, and repeat. That sense of flow is where Speed Swing shines most brightly. Each level is structured as a self-contained time trial, and progression comes not just from reaching the finish line but from improving your completion times. This design naturally encourages repetition. A first clear may feel clumsy and slow, but subsequent attempts reveal smoother paths, tighter angles, and small shortcuts embedded within the geometry. The game subtly invites experimentation, and discovering a more efficient route through a previously difficult section can be immensely satisfying. Because the levels are relatively compact, retrying never feels like a chore; instead, it becomes part of the core loop of incremental mastery. Visually, Speed Swing adopts a minimalist approach that prioritizes clarity over visual complexity. Platforms and anchor points are designed to be easily readable at high speeds, ensuring that the challenge comes from execution rather than confusion. The environments are clean and functional, avoiding unnecessary distractions that could interfere with the precision gameplay. The first-person perspective enhances the sensation of motion, amplifying both the exhilaration of successful swings and the disorientation of sudden miscalculations. When momentum builds correctly, there is a tangible rush that elevates the otherwise simple visual presentation. The difficulty curve is deliberate and uncompromising. Early levels serve as a tutorial in disguise, introducing players to the fundamentals of grappling physics without overwhelming them. However, as the stages progress, the margin for error narrows considerably. Tight sequences demand split-second decisions, and chaining multiple swings together without losing speed becomes increasingly critical. This escalating challenge is likely to resonate strongly with players who enjoy skill-based platformers and speedrunning-oriented games. At the same time, it may deter those seeking a more forgiving experience, as the game offers little in the way of assistive mechanics or gradual easing into complexity. One of the most compelling aspects of Speed Swing is how it transforms repetition into engagement rather than fatigue. Because the core mechanic is so tightly tuned, improving by even a fraction of a second feels meaningful. The act of shaving time off a run becomes addictive, and the feedback loop of practice and improvement mirrors the structure of competitive time-trial games. Whether competing against personal bests or comparing times with others, the emphasis on measurable performance creates an ongoing motivation to refine technique. That said, the game’s narrow focus means variety is limited. There are no alternate modes, expansive story arcs, or radically different mechanics introduced later in the experience. What you see early on is essentially what you will continue to refine throughout the game. For some players, this purity of design is a strength, as it keeps the experience cohesive and concentrated. For others, it may feel like the concept is stretched thin over the available content. The enjoyment largely depends on whether one finds intrinsic satisfaction in mechanical mastery. Ultimately, Speed Swing is a concise and disciplined exploration of momentum-based traversal. It does not attempt to reinvent the platforming genre or layer on extraneous features. Instead, it commits fully to a single idea and polishes it into a challenging and rewarding time-trial experience. For players who appreciate precise physics, fast retries, and the thrill of shaving seconds off a run, it offers a focused and engaging challenge. While its appeal may be specialized, within that niche it delivers a clean, demanding, and satisfying test of skill. Rating: 6/10
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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