
Weable is a neon world where you have to undergo complex and dynamic levels.Weable - in the game you have to reach the goal - the end of the level.Passing the levels, the difficulty will increase, creating a variety of interesting challenges
Modeled estimate, not a reported figure. How we estimate →
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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, Russian
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
I do not recommend
Игра так себе, убогое максимально управление, сохранений нет, не советую, на 20 минут игра
А
Booted up, thirty minutes later I was grinning like a floppy disk. Beats hugged my neurons, colors tickled nostalgia. Beat it in one sit, soundtrack still squatting in my skull. Best antidepressant ever. Would upvote my own childhood if I could
это жестко
Weable is a chaotic little physics/coop puzzle game where the devs clearly asked: > “What if we made teamwork mandatory… but also made everyone control a wobbly gummy creature with the coordination of a newborn deer?” You and your friends are squishy blobs that: * Stick to walls * Stretch, swing, and flop * Form cursed little “bridges” and “ladders” out of your own bodies * Ruin every carefully planned maneuver with one wrong input It’s less “platformer” and more “group trust exercise that ends with everyone in a pit.” --- ### The Actual Gameplay Loop 1. Spawn in as a little wobbly guy. 2. Try to move like a normal being. 3. Immediately grab the wrong ledge / player / lever. 4. Physics say “nope,” everyone falls. 5. Laugh, respawn, repeat until someone rage-quits or ascends spiritually. There *are* puzzles, switches, and obstacles… but 90% of your deaths are caused by someone yelling “I GOT IT” followed by a very loud *no, they did not*. --- ### Pros * **Great co-op chaos:** * You’re literally tethering, stacking, and slingshotting each other around the map. * When it works, it feels like art. * When it doesn’t, it looks like a car crash in a gummy bear factory. * Simple controls, cursed results. * Move, jump, grab. * Those three things somehow generate the most unhinged slapstick you’ve seen all week. * Perfect “Friday night Discord” game: * Zero learning curve * Maximum opportunity to blame physics instead of your own incompetence * When your team finally nails a synchronized move—like three blobs forming a bridge while a fourth flings themselves across a gap—it feels like you just performed open-heart surgery on a rollercoaster. * Absolutely fantastic clip generator. Every level is 5% progress, 95% content for your “friend fails compilation.” --- ### Cons * Precision platforming? Not in this economy. You don’t “land” on platforms; you *arrive* there sideways and screaming. * Public lobbies (if they exist) are a social experiment: * One guy speed-running * One guy griefing * Two people just spinning in place grabbing each other like Velcro toddlers * Solo play is technically possible, but the game clearly wants you to suffer *together*. * Half your time is spent disentangling a flesh-colored knot of players because someone thought “everyone grab everyone” was a good idea. --- ### Peak Weable Moments * Forming a perfect human—uh, blob—chain across a deadly gap… and then the guy on the end sneezes on his keyboard, lets go, and drags everyone into the abyss. * Hearing “okay, nobody move” in voice chat… followed by three immediate jumps and a catastrophic group wipe. * Watching your friend spend 5 minutes lining up a tricky swing… then you walk slightly too close and accidentally grab them, resetting everything. * Launching yourself across the map with a cursed slingshot maneuver, completely overshooting your target, and still calling it a “calculated risk.” * That one level where you *could* solve the puzzle normally, but you instead spend 20 minutes trying to brute-force it with increasingly stupid blob towers. --- ### Long-Term Side Effects * You’ll start using “don’t Weable this up” as a synonym for “please, I’m begging you, be careful.” * Other platformers will feel weirdly stable and boring—where’s the accidental body-slinging? Where’s the teammate dragging you off a cliff by the ankle? * You may experience the urge to grab your friends in real life and stack on top of them to reach things. Please do not do this. --- ### Final Verdict Weable is: * 30% puzzle game * 70% physics-driven friend sabotage simulator It’s janky, loud, and deeply unserious in exactly the right way. **9/10** Would once again boot it up “just for a chill coop session,” turn into a shrieking ball of flailing jelly arms with my friends, and fail the same jump 14 times before accidentally succeeding and pretending it was all part of the plan.
Такое убогое говно приемлемо только для 2000х годов на денди.
Визуальный стиль – отдельный восторг! Яркие цвета и милые персонажи создают невероятно позитивную атмосферу. Играть в Weable – это как получать порцию ежедневного эндорфина.
I bought it purely for the cards and the game paid off well.
[h1] 💫Здравствуйте, [/h1] [b] друзья! Хочу поделиться своим неоднозначным мнением об игре Weable. Без обид, но для многих любителей эта игра, возможно, и хороша, а вот для меня она — полное днище. Говорю честно, как есть. [/b] [h1] 😡Больше всего [/h1] [b] меня бесит управление. Я понимаю, что оно специально сделано таким, чтобы было труднее, но я просто ненавижу его! Визуально игра очень красивая, но в целом я ставлю ей "против", потому что для меня она просто не зашла. [/b] [h1] 👏Конечно, многие [/h1] [b] не согласятся со мной, ведь игру любят. Я заметил, что положительных комментариев намного больше, чем негативных, так что, как я понял, многим она нравится. В любом случае, желаю всем удачи и всего наилучшего! [/b]
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Trends
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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