
Straima is a devilishly difficult pulse-pumper platformer for 1-4 players. It includes several game modes, selectable powers and gameplay mutators, as well as a full feature level editor with Steam Workshop support so you can design and share your weird creations with chums for immense joy.
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 22 → 0.13/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.
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I really wasn't enjoying this, so I masochistically pushed through to 100% completion. I did every level getting the deathless requirement and the time requirement at the same time, not realising I could do them in 2 separate runs until later. My biggest problem with the game is the lack of explanation for what's going on, and the rare requirement for very specific moves. A level around 70% of the way through requires you to throw boxes directly beneath you by pressing down while holding one, something that might be taught in the tutorial but this was the first and only time you needed to do it in the game. A level right at the end left me completely stumped as to how you reached the targets in the top corners, until I remembered you could grab ledges (this was the only level I ever needed to, and it was so awkward to pull off I never used it elsewhere). There's a couple other mechanics specific to single levels that are never taught and never used again, which is terrible design. Another major gripe is how player-unfriendly the game is. If you jump a pixel too late off of a platform, it'll use your double jump and you'll die. It's impossible to push a box off a ledge consistently because the second it's off the ledge it gains a hitbox and kills you. There are blue platforms you can dive down through, except this is fiddly and trying to dive and LAND on a blue platform will almost certainly end in an unfair death. If these had been replaced with forgiving, in favour of the player game logic, the game would have been a LOT more enjoyable. For a solo-dev first game the visuals, music and honestly the game overall is impressive, but there's just so many blunders I wouldn't recommend it. Anyway, onto the sequel.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]Straima Review[/h1] SO I just finished Straima, an indie platforming game that has 1-4 players, and I've finished it 100%, having nothing but fun. [h1]Initial Reaction/Gameplay/Overall Experience[/h1] When I first got into it, I had little no idea what the ♥♥♥♥ was going on, though I quickly learned you just need to hunt down pink creatures to destroy as well as recieve no deaths and finish the par time to 'goldify' a level. If you are a completionist (or an aspiring completionist) like me, this gets very addicting! The satisfaction that came from finally clearing all the 90 levels is unmatched. [h1]The Graphics[/h1] I have no doubt there had to be at least some kind of drugs involved in the design process itself. The game's overall design is pretty good in my view, and nice to look at. Be advised, some people might think it's very hard on the eyes and may look confusing - though I personally very much liked it, sprite design was real good. [b]It was a game that was simple at times and difficult at times, and it was a wild ride.[/b] P.S. The developer is pretty nice and very responsive, I was having immense trouble with the last level I needed to beat, and he very much helped me out
Really fun little platformer
A trippity puzzlely platformingacious time! Me lovies~<3
Hardcore platform action. Unique art style. If it is too distracting, there are options to tame the graphics to optimise gameplay. Lots of modes (main, level editor, infinite runner, multiplayer modes). Like all Caiysware games, this one packs a lot of content in a low low price. Highly recommended if you are into challenging games that require a decent level of patience to get good at.
Um jogo com gráficos simples, porém muito bonitos e com gameplay bastante diversos.
Frustrating but addicting. The gameplay is really intense, so I ended up playing it in short, frequent sessions. You can also jump into the Room Reviser (i.e. level editor) for a relaxing break. The game doesn't really have a specific gimmick that defines gameplay, but it holds up fine using just good, mostly generic controls and great levels. Somehow the player character is really endearing.
Straima seems like it ought to be off-putting. That cute-grotesque style of sprite art, the trademark babble diction used when the game occasionally bothers to explain something, all the oddball mechanics. It's probably just me, but I find it cozy. It's a comfy platformer, enough so to make me come back and keep exploring the map and earning time/no-death medals after reaching the end. Plenty of levels here have powerful WTO energy: "what the... oh!" A level can look unfair at first glance, but some prodding and consideration reveals a strategy or a path through the nonsense. Straima has substantially over a hundred single-screen levels, each distinctive and providing a unique sort of challenge. Though self-described as "difficult," Straima is on the forgiving end of this style of platformer. You've got a per-level life limit to squish all the pinkies on the screen, and squished pinkies stay gone when you respawn. Stuck on a level? Head elsewhere on the branching world map, and you might find a helpful power-up or life-up, or a different path to your goal. I had some frustrations early on when some mechanics didn't behave how I expected. But it only took some observation and experimentation to get into the groove. It's a good groove, not much like anything else.
Extremely fun and hard. If you like hard platforming stuff with tight controls, go for it !
Edit: The developer has reached out to me and is very helpful, so be sure to read the comments under this review. The menu is quite unreadable. I'm pretty sure I got stuck in the tutorial, because when I did the same thing again later it magically worked, maybe the enemies are just hard to read against the wonky backgrounds. I'll give it a second chance later, but I'm disappointed for now.
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Players by region
Where this game's players are, estimated from review languages.
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