
You were on the way to a recycling process when fortunately for you - and unfortunately for the environment - you accidentally ran off. Now your goal is to escape from the facility, which is an extremely difficult task due to the fact that you are a battery without legs.
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): 0.14/day in the week to Aug 31 → 0/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.
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
移动方式特别有创意 后期太难了,很考验反应
Too hard for me, but maybe not for you.
Как мульт)
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Languages: English
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
нет
You're a battery with no legs
wire swing, wire fall, wire get very mad, wire quits, wire uninstalls and never plays again. 6/5 would
⭐⭐⭐⭐⭐
Игра очень интересная но сложная подойдёт не всем но за свою цену топ
Volt is a compact but inventive indie action-puzzle platformer developed and published by Quantized Bit that distinguishes itself through a clever mechanical hook and a strong sense of physicality. At first glance, its premise appears almost whimsical: you control a living battery attempting to escape an industrial facility before it is unceremoniously recycled. Yet beneath this playful setup lies a carefully constructed game that revolves around momentum, physics, and problem solving rather than conventional platforming tropes. Volt does not rely on fast reflex combat or elaborate narrative exposition; instead, it challenges players to rethink movement itself, turning traversal into the core puzzle. The defining feature of Volt is its unconventional control scheme. Rather than giving the player full freedom of movement, the game restricts traditional locomotion and instead equips the battery with electrical beams that can attach to surfaces, objects, and mechanisms. These beams act as lifelines, grappling hooks, power conduits, and tools of destruction all at once. Navigating each level becomes an exercise in understanding physics: swinging with momentum, managing angles, timing releases, and conserving energy. This system ensures that even simple obstacles require thought, and later stages escalate this complexity by layering hazards, moving platforms, and interactive machinery that demand precise control and experimentation. Progression in Volt is structured across a substantial number of levels spread through distinct industrial zones, each introducing new mechanics or twists on existing ideas. Early puzzles serve as gentle tutorials, teaching players how to manipulate momentum and connect beams effectively, while later stages push those lessons to their limits. Levels are compact but dense, often encouraging multiple attempts as players refine their approach and learn from failure. The difficulty curve is generally fair, though occasionally unforgiving, especially when precision timing is required. Importantly, the challenge rarely feels arbitrary; when a solution finally clicks, it is usually because the player has mastered the underlying systems rather than stumbled onto a lucky outcome. Narratively, Volt takes a minimalist approach, letting the environment speak for itself. The sterile factory floors, conveyor belts, crushing machinery, and disposal chutes tell a quiet story about automation and disposability without ever spelling it out. There is no dialogue and little explicit storytelling, but the simple motivation of escape is enough to frame the experience. This restraint works in the game’s favor, keeping the focus firmly on interaction and immersion rather than interrupting the flow with exposition. The battery itself becomes an oddly sympathetic protagonist, defined entirely by how it moves, struggles, and adapts within an uncaring mechanical world. Visually, Volt embraces a clean, utilitarian aesthetic that prioritizes readability over spectacle. The industrial environments are deliberately stark, using clear shapes, muted colors, and sharp contrasts to ensure that hazards and interactable elements are always visible. While the presentation may feel modest compared to flashier indie platformers, it suits the game’s mechanical focus and prevents visual clutter from interfering with precision play. Subtle lighting effects and particle details help sell the electrical theme, while the restrained art direction keeps attention where it belongs—on the puzzle mechanics and spatial awareness. Audio design plays a supporting but effective role throughout the experience. Sound effects provide crucial feedback for beam connections, energy transfer, and environmental interactions, reinforcing the tactile feel of the controls. The soundtrack remains understated, favoring atmospheric tones over memorable melodies, which complements the solitary, mechanical setting without becoming distracting. Together, the audio and visuals create a cohesive mood that reinforces the game’s identity as a thoughtful, physics-driven puzzle platformer rather than a narrative or action-focused experience. Reception among players reflects Volt’s niche appeal. Those who enjoy experimental mechanics and puzzle-centric design often praise its originality and the satisfaction of mastering its movement system. Others find the pacing uneven or the difficulty spikes frustrating, particularly when levels demand repeated trial and error. The game’s relatively low profile and restrained presentation mean it may not immediately hook players seeking constant novelty or spectacle, but for those willing to engage with its systems, it offers a surprisingly deep and rewarding experience. Ultimately, Volt stands as a strong example of how a single, well-executed idea can carry an entire game. Its emphasis on physics-based movement, careful level design, and environmental storytelling creates an experience that feels distinct within the crowded indie platformer space. While it may not appeal to everyone, especially those looking for narrative depth or traditional platforming action, it succeeds admirably on its own terms. For players who enjoy methodical problem solving, mechanical mastery, and unconventional control schemes, Volt delivers a focused and memorable journey that rewards patience, curiosity, and precision. Rating: 6/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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