
A one-click parkour game in space. Zoom through intricate levels using your suit's thrusters and grapple hook, all while evading colossal alien worms and racing against the clock.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French*, German*, Spanish - Spain*, Russian*, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
基础的动作系统还是非常不错的,问题出在绳索摆荡这个系统上,你在钩住锚点之后会直接强制抵消你所有的法向动量,只留切向动量,这个设定极度的不顺手且反直觉,偏偏这游戏的绝大多数关卡都绕不过这个摆荡。 另一个是关卡设计层面的,这游戏视角还得再拉大。作为一个主打大幅度运动且容错率并不算高且飞出去之后基本上补救空间不大的游戏,居然有好多地方你并不能看全前方的路。换言之,起跳的位置,方向哪怕错了一点都可能会死,而什么是正确的位置、方向,你在起跳时不知道,你只能去试错。 游戏并不算难,但是以上两点所导致的挫败感非常非常令人恼火。
The game controls like a dream. It takes a second to get used to using the grappling hook to launch yourself in a specific direction, but once you do It's a ton of fun launching yourself through hazards and obstacles.
peak niche indie peak
This Is No Cave, developed by monome.studio and published by monome.studio together with GCORES PUBLISHING, is a precision-focused 2D platformer that distills movement down to its essentials while delivering a demanding and deeply rewarding experience. At first glance, it appears deceptively simple, built around minimal controls and clean visual presentation. Yet beneath that restrained exterior lies a meticulously tuned movement system that transforms each level into a test of rhythm, timing, and spatial awareness. You take control of a stranded explorer attempting to escape a hostile subterranean world. The core mechanics revolve around thrust-based movement and a grappling hook, allowing for rapid directional bursts, momentum-driven arcs, and swing-based traversal. The control scheme is intentionally streamlined, making it accessible to pick up quickly, but mastery requires careful calibration of thrust angles and grapple timing. Movement feels weighty and responsive, and once you begin chaining swings and boosts together, the game shifts from a simple platformer into something closer to a kinetic ballet. The level design is where This Is No Cave truly excels. Each stage is handcrafted to emphasize precision and flow, gradually introducing more demanding sequences that push players to refine their skills. Early levels function as training grounds, helping you internalize the physics of movement and the subtleties of momentum. As the difficulty increases, narrow corridors, spike-lined chambers, and midair repositioning challenges demand near-perfect execution. Failures are frequent but rarely feel unfair; instead, they become part of the iterative learning loop that defines the genre. Leaderboards add a competitive dimension, encouraging players to shave milliseconds off their best times. The emphasis on speedrunning potential gives the game a strong replay incentive, especially for those who enjoy optimizing routes and perfecting execution. Every successful run feels earned, and the pursuit of a flawless stage clear can become an obsession in the best possible way. Beyond the structured campaign, the game introduces an endless mode that shifts the pacing into a relentless survival chase. Here, you are pursued by massive alien creatures while navigating procedurally linked terrain. This mode adds unpredictability and tension, forcing rapid adaptation rather than memorization. The contrast between handcrafted levels and procedural escape sequences keeps the experience feeling fresh and layered. Despite its punishing difficulty, This Is No Cave includes accessibility options that allow players to adjust certain parameters, such as game speed or additional movement assists. These features demonstrate thoughtful design, ensuring that newcomers can engage with the mechanics without being immediately overwhelmed. At the same time, the core challenge remains intact for players seeking a pure precision platforming test. Visually, the game embraces a minimalist aesthetic that prioritizes clarity. The art style avoids clutter, allowing environmental hazards and traversal paths to remain immediately readable even during high-speed sequences. Subtle particle effects and smooth animations reinforce the sense of motion without distracting from gameplay. The audio design complements the experience with understated cues that support timing and environmental awareness. Ultimately, This Is No Cave stands as a focused and confident entry in the precision platforming genre. It succeeds not through spectacle, but through mechanical purity and carefully constructed challenges. By combining streamlined controls with demanding level design and strong replay value, it offers a deeply satisfying journey for players who appreciate mastery-driven gameplay. For fans of tight movement systems and high-skill platformers, it provides a compelling and memorable test of reflexes and perseverance. Rating: 8/10
This is No Cave (Steam Deck, 12.9 hours) This minimalist 2D platformer runner has delightfully tricky controls. It’s relatively challenging to complete the 30 levels, but the real fun comes when you start meticulously honing your runs in order to clamber up the online leaderboard. You will definitely get more out of this game if you enjoy a bit of speedrunning, even just against yourself. The endless runner mode is also rather addictive. Oh, and just what dug out these mysterious caves that the stranded space traveller finds themself traversing? Is there a hint in the Empire Strikes Back reference of the title? This was a late addition to my games of the year 2025, and I’ll definitely be playing much more of it in 2026.
Really fun platformer that feels great to play. The game itself is relatively short, but the collectibles, harder difficultys, and speedrun achievements/leaderboard means that there's a lot more to explore.
A very original precision platformer, good dificulty, nice atmospheric music and cool animations.
首先说明,底子很不错,但是关卡设计非常的平庸,可以说是完全浪费了主角性能。 引导做的很奇怪 手感需要玩家自己上手再熟悉 很多设计感觉完全没必要,拉绳以后方向想去哪去哪,玩家完全可以简单通过很多地方,但是这个教程没有教 但是24关以后莫名又需要这个操作。 音乐水准我觉得属于中上水平,但是关卡设计实在是浪费了这个游戏的底子。 喜欢2d平台跑酷的可以试试水,其他人建议观望等后续更新。
Honestly, play the demo with an open mind, maybe play it twice. It didn't click with me at first, but I really was digging the vibes and could just sense that there was some aspect I was misunderstanding. Sat with my disappointment for a moment, booted up the demo again, played through the whole demo with a fresh perspective and realized this game is freaking awesome. And then I played the full game and was EVEN MORE impressed with later mechanics, AND I learned schmovement tech at some point near the final few levels, which makes me eager to go back and try to get better times. I also barely even touched the endless mode but it seems killer. Highly recommended!
点击跑酷游戏,小人有点像小时候玩的橡皮人玩具,就是那种丢一下然后会变形粘在天花板的那种(而且巨难搞下来)..... 这小人真让我梦回童年,轻松模式也是真的轻松,颇有育碧老ip波斯王子的味道,就是这个味道爽! 第5关开始的抓钩让玩法更加有趣起来,关卡制的设计还真是爽一爽就run的设计啊! 第10关左右的弹弹蘑菇也ok,就是镜头有些跟不上小人移动速度何意味..... 难度有这块轻松、标准和硬核,普通人玩轻松难度休闲一下差不多得了。关卡挺多的,想自定义难度也行,当个ED小游戏还不错。 最后,只能全屏不能窗口化何意味?
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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