
Fling yourself into a mountain climbing adventure! Become the first to reach the top of the highest mountain in the world and meet eccentric characters along the way!
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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
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
The game is wonderful once you get hang of it, but it is also buggy to the point that I was met with a [url=https://steamcommunity.com/app/1675000/discussions/0/594015710347274043/]soft-lock[/url] on each successful play-through. Last depot update was almost precisely a year ago so I guess that's it..? I'd love to be proven wrong though
At it's best, Surmount is a challenging, charming, and fun physics-based puzzle game. At it's worst, it's a frustrating, buggy, and inconsistent mess. Overall I'd recommend it, for a discounted price, but I'm not exactly surprised only 5% of players have finished the game.
Ledges are completely broken to the point where I'm surprised it was released in this state. Any section that requires using ledges to climb up are completely unplayable. The way this integral game mechanic is supposed to work is by allowing normal swings when grabbed below the ledge and near impossible momentum for swings above. The problem with this obstacle isn't even that the hitbox is insanely small below the ledge and gigantic above, since that can be chocked up to game difficultly. The problem is that the mechanic is a complete lie and ledges are impossible to swing on several hand lengths below the ledge. That, combined with the insanely small hitbox, means some ledges will just be impossible to progress from; and when they comprise a whole vertical section, it becomes impossible to continue the game. Now, it's possible everyone I've played the game with, including me, is bad or that pixel hunting for a spot to grab with a death timer counting down is actually good game design. But I wouldn't have spent money on it if I knew how little of the game would be playable.
Very cute. Very buggy.
Listen, I wanted to like Surmount. It was highly recommended by a few content creators that are typically spot on, The art style and *theoretical* game play appealed to me. But my god, the bugs and inconsistent controls were a deal breaker. I tried the rotation to spin and the auto-spin - neither one was predictable enough to use properly. More often than not I would fling myself in the opposite direction. Three solid hours of playing tutorial levels, starter side missions, and the first few areas of the actual mountain. I could not for the life of me figure out the right time to let go to go in a desired direction. The second area with ice is where the bugs **really** kicked off. I would be hanging from a piton, look at my phone because of a notification, and when I turned back, I would be flung halfway across the ♥♥♥♥♥♥♥ map with my rope snapped and a ton of progress lost. But what made me uninstall the game was when I finished the campfire side mission in the second area - I just had to get back to the start of the level with suddenly all controls just stopped working. Wired controller - nothing. Keyboard - also nothing. Just... nothing.
ENG: Tried the demo and I fell in love with it, it has a nostalgic vibe that reminds me of games from another era, a charisma perhaps typical of classic Nintendo games or something, I don't know. Also, the mechanics are interesting, with the gamepad because it's clearly a game designed to be played with a controller. We can hold on to certain edges and surfaces with our hands, as well as rotate to gain momentum, double jump and use a variety of objects, all of which is very fun. Frustrating? Yes, but not to the degree of "Getting Over It". Most of the levels are individual and not so long that it hurts too much to restart them, and there are upgrades you can buy that help a lot. I haven't played for too long, but I'm really enjoying it and I wanted to say so. [quote] [i] Check out [url=https://store.steampowered.com/curator/44959158-Critiques-Sans-Frontiers/] our curator page [/url] to discover more little underrated games like this one. [/i] [/quote] ESP: Probé la demo y me enamoró al toque, tiene un aire nostálgico que me recuerda a juegos de otra época, un carisma propio tal vez de clásicos de Nintendo. Más allá de eso, las mecánicas son interesantes (con joystick ya que es un juego pensado para jugar con mando). Podemos sujetarnos con las manos de ciertos bordes y superficies, así como rotar para ganar impulso, hacer doble saltos y usar una variedad de objetos, todo muy divertido. Frustrante? Sí, pero no al nivel de un Getting Over It. La mayoría de niveles son individuales y no tan extensos como para que duela volver a empezarlos, aparte de que tiene mejoras que se pueden comprar y que ayudan bastante. No llevo tanto tiempo, pero me está gustando mucho y quería decirlo.
I hope to write a longer review for when I have gotten further into the game, but for now, it blows my mind that a game with this much charm and polish is sitting at only 100 reviews. Ideal to play alone or with a buddy, Surmount scratched the itch of a climbing game that I needed desperately after PEAK- but it's so much different, with its own style and identity that I found utterly endearing. After decking out my little guy in the finest of garb, I hit the mountain and had a blast of a time. I would absolutely recommend this to anyone looking for an inexpensive game to sink some hours into- and if any of my friends are reading this, you're now obligated to play it with me. Yes, yes you are.
First half is really good, especially as you start to get a hang of the swinging mechanic and start flying up the stages. However, the second half becomes far too confusing to know where you are meant to be going and so puts too much focus on an area of the game that isn't interesting.
[h1] 前人未踏の頂上を目指して―― [/h1] プラットフォーマー型の山登りアクションゲーム。 腕をぶん回して遠心力で ぶっ飛んで登るのが気持ち良い! [h3] システム [/h3] 基本的には両手による掴みで壁や岩肌を掴んで山を登っていき、頂上を目指します。 「掴み」は片手ずつ操作するので、右手で掴んでは左手で高い所を掴み、右手を離しては高い所を掴んでを繰り返していきます。 掴んでいるとスタミナが消耗していくので、立つことができる場所や安全ロープを引っかけられる場所などで回復しないと落下してダメージを受けてしまいます。 そしてこのゲームで特徴的なのは壁を片手で掴み、体をブンブン回転させて遠心力によって勢いを付けて一気に上昇できることです。これが気持ち良い! 上手く連続でできると掴み登りより速く、スタミナの消耗も抑えられます。この回転ジャンプをいかに使いこなすかが肝になるでしょう。(腕もある程度 伸びるので擬似的なワイヤーアクションみたいな面白さもある) そしてエリアの間にある中継地点ごとにはスタミナ上昇や握力アップといったスキルを習得できるようになるので、どんどん山登りがやりやすくなっていきます。 なおメインストーリーで登る「オム山」は自動生成のランダム地形になっています。スキルやアイテムなどを駆使して挑みましょう。 拠点やオム山の中継地点では人々からの依頼が受けられるのですが、そちらは固定マップとなっています。アイテムを集めたり迷路になっていたり、NPCと競争したりなど遊びのバリエーションがあります。 ちなみに落下ダメージが何度か蓄積したり、地面の無い部分に落下してしまうとゲームオーバーとなります。 最初から登り直しとなるので気を付けましょう。(お金で各中継地点へのショートカットは作れます) ちなみにお金(キラキラ)は冒頭に「麓のお店で服装のガチャを引くのに使える」と説明がありますが、スキルやショートカットのアンロックに使うので最初は温存しましょう。 [h3] 感想 [/h3] アクションがとても面白かったです。慣れたりスキルを装備するとサクサク登れたり、回転ジャンプで岩場の間をぴょんぴょん飛び渡ったりするのはリアル系の山登りゲームには無い操作感なので楽しかったです。 拠点や中継地点、ミッションは固定マップなので探索したりの要素も多少あって面白かった。特にミッションは色んな遊びのバリエーションがあって楽しかったです。 [h3] 気になった点 [/h3] ・日本語がなくなった 2年前のデモ版ではオプションの言語選択欄に「日本語」があったのに(選択できるのは英語のみでしたが)、製品版では言語選択すらなくなっていた。ただ、ストーリー重視のゲームではないので、プレイにあまり支障はないです。(操作法、スキルくらいは画像翻訳を推奨します) ・バグが割とある 本編ステージは自動生成なんですがZONE3が固定マップになっていました。あとクリア後に遭遇しましたが、スタート地点に床も壁も無い状態のマップに出て、即死することもありました。(発売から1年で改善されてないので ここらへんは飲み込むしかなさそうです。とはいえ、プレイできない物ではないのでまだマシですかね) [h3] おわりに [/h3] ワイヤーアクションとか一味変わったプラットフォームアクションが遊びたい方にはオススメです!
cant recommend while its still broken unfortunately. there is a risk of it generating a level that is impossible to clear, and for whatever reason there is no way of getting a newly generated level to beat instead. as far as the developer could tell the last time they looked into it, they didnt experience this problem, which is why i say "risk". it seems some players have to just be unlucky enough to play up to that point and get stuck forever. and the generated level must be tied to something cause it persisted between pc and steam deck. anyway outside of that its a great game, just unfortunate that it works that way.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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