
Help Mox break out from his unjust inprisonment. Navigate through a hazardous, futuristic city and outrun your pursuer to reach an off-world colony in this 2D precision-platformer!
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About
As a wrongfully imprisoned monkey, you break out. Navigate through a hazardous, futuristic city to escape your pursuer and reach an off-world colony.
Unbound is a 2D precision-platformer game originally made in 13 weeks by Primal Crowd, 13 students at The Game Assembly in Malmö.
Precise Movement: Jump, Climb and Dash your way through 3 tricky levels filled with handcrafted precision-platforming challenges.
You're Being Chased: The prison guard you escaped from just can't let you go! Outrun your pursuer and escape the planet.
Retro Sci-Fi Aesthetic: Take in the views or just vibe. From an underground prison, to a dystopian city and a high-tech spaceport there's a little bit of everything to look at.
Go Bananas: Want more challenge? Every level is filled with optional even trickier trials to overcome. Be rewarded with bananas for your skill. Can you collect them all...?
See The Result Of Your Effort: The game keeps track of your time, bananas collected and death count. After each run of the game you'll see these displayed and the time be compared to your personal best. Enable the build-in speedrun timer to help you set a new best time.
Primal Crowd
Programming
Abraham Alberto
Philip Eriksson
Christian Le
Elias Ronefors
Ylver Blum Buer
Graphics
Dante Norling Eklöf
Oliver Andersson
Morgan Wildmark
Emil Nilsson
Animation
Rebecca Kornemalm
Theo Hübner Sallis
Level Design
Erik Gatewood
Alvin Berthet
Special Thanks
Alice Myhrman
Sound effects provided by Soundsnap, Abraham Alberto and Oliver Andersson.
Original Music by Abraham Alberto and Oliver Andersson.
Voice acting by Philip Eriksson and Theo Hübner Sallis.
Made in TGE The Game Engine by The Game Assembly
Made using FMOD Studio by Firelight Technologies Pty Ltd.
Genres
Stats
Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The platforming felt really nice and the chase mechanic was a neat added layer that made it feel a bit like a puzzle game. I had a lot of fun collecting all the hidden bananas.
Hard to call this a precision platformer when the movement anything but precise. At least let the player adjust the sensitivity of the controls. I recognize that the game is free, but all i got out of it was frustration.
goated game, got 2 secs to see my stats though- wouldve been nice with a few more
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Pretty good game, although it is Celeste off of wish.com
Good!!!!
É bem inspirado em Celeste, bem curtinho, os controles são bem precisos e os desafios são bem balanceados A narrativa é bem simples, você tem que fugir dessa prisão enquanto é perseguido pelo guarda Só tive uma dificuldade a mais porque meu teclado é 60%, se pudesse fazer um rebind nas teclas, a experiência teria sido melhor
a very good "Celeste-Like".
Excelente pequeño juego de plataforma de precisión. Terminarlo al 100% puede te tome poco más de una hora. Buen nivel de dificultad, buena intro y final con animaciones simpáticas. Recomendado.
[b]Score: 5/10[/b] [list] [*][b]Art:[/b] Very simple and somewhat unattractive. Environments are extremely basic and repetitive, lacking visual personality or variety. [*][b]Music:[/b] Okay, but nothing exciting—especially underwhelming for an action-focused game. [*][b]Story:[/b] Excessively basic. The main character is trying to escape captivity, but there is no clear reason or context for the situation, which makes it hard to care about the narrative. [*][b]Gameplay:[/b] A basic 2D platformer built around boosting, wall sticking, and boost recharging. The core idea is fine, but since this is the main focus of the game, it needed far more polish. Control response after sticking to walls is inconsistent, and the character sometimes jumps in unintended directions. The wall-sticking mechanic itself works, but pressing jump forces the character to leap too far and too fast in the opposite direction. While wall climbing exists, it adds little to the experience and is only meaningfully used in two or three sections. The character cannot ledge-grab at any point, which limits movement options further. The final level is particularly disappointing—empty, unexciting, and only lightly padded with a few secrets. [*][b]Accessibility:[/b] Limited. You can increase the difficulty and the game supports controllers, but there are no other meaningful accessibility options.[/list] [b]Overall Experience:[/b] A serviceable but underwhelming platformer. Its mechanics have potential, yet the lack of polish, weak level design, and minimal narrative depth keep it from standing out in an already crowded genre.
вроде и ничего так, но первое на клавиатуре нельзя изменить управление, оно zxc и стрелки, второе это баг, манки начинает к любой стенке прилипать не нажимая z и все и процес усложняется в разы. от этого играт как то теряется желание, так что чините или не чините...
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.