
Yooka-Laylee and the Impossible Lair is a brand-new 2.5D platformer from some of the key creative talent behind 'Donkey Kong Country'. As the colourful buddy duo you must tackle a series of stunning, 2.5D levels and explore a puzzling 3D Overworld rich with secrets and surprises!
Modeled estimate, not a reported figure. How we estimate →
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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/day in the week to Sep 7 → 0.14/day in the week after.
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Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, GOG publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $5.99−80% | 1.4Kreviews | 81% | — | $124.9K |
| $29.99 | 2.6Kratings | 77% | — | not modelled | |
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I’m exactly the target market for this game. I love 2D platformers with good music and Donkey Kong Country is one of my favorite series, and this kind of game should have been an easy win for me. That is what makes this so disappointing. I think this game looks nice and has a good OST, but it's not very fun. The biggest problem is that it never feels good enough to justify all the friction around it. There are too many little pauses and animations, the dialgue is forced and uninteresting and gets in the way of playing, and even the act of entering a stage feels slower than it should. The controls and overall movement also feel slow and floaty in a way that makes the platforming less satisfying and less inspiring than it should be. The overworld acting like a satage itself sounds like a fun idea on paper, but in practice I found it bland, and more like busywork than adventure. The levels themselves are very hit or miss, and mostly miss and very few of them were memorable. That is the killer for me. In great platformers, I remember the worlds and moods: pirate ships, factories, caves, lava, snow, jungles, water stages, swamps, haunted forests, beehives, carnivals, etc... Here, after 8 chapters (16 stages with their B side variants) almost nothing stuck with me. Overall, this feels like a polished but mediocre platformer that copies the surface of better games without capturing their charm, flow, or memorable level identity. I really wanted to like it, but if you are hoping for spiritual successor of Banjo Kazooie in 2D, Donkey Kong Country or Tropical Freeze, I would honestly say replay those instead.
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Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 24 → 0.14/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.
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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, Japanese, Simplified Chinese, Polish
| $5.99−80% |
| 62ratings |
| 80% |
| — |
| not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not a bad game, but it didn't compel me. You can go to the final level right from the start, and the rest is building up your health bar to make the lair easier. It's a neat concept, but unfortunately it makes the whole game kinda feel like grinding. You get cool upgrades, but the tradeoff for using them is fewer resources, so I soon wasn't using them or bothering to buy them. It just feels like it's lacking a sense of narrative escalation, and while some of the platforming is fun, I just don't feel any need to keep playing. Lovely music and visual design though.
I never played the original Yooka-Laylee despite the initial promise and overall reception being very divisive at the time. Eventually, this game was revealed as a standalone game and follows more closely towards 2D platformer games than it's counterpart. Gameplay and post reactions were on the positive side this time, so I took a chance to see if it's something I would like, and I'm happy to report that this is a solid indie platformer that most can enjoy on it's own! Capital Bee took all the bees from the kingdom, and it's up to Yooka and Laylee to stop him. Simple as it gets, but that's where the titular Impossible Lair comes in! You immediately start in the last level of the game, and unless your a professional, you harshly discover that it lives up to the name and reputation. The game is split up in two ways, with regular 2D levels that each hold a bee to help you at the final stage and an overhead hub world where you can find levels, secrets, hints, NPC's and Tonics which grant various perks or flaws depending on your playstyle. The levels themselves are plentiful with a good amount of variety, challenge, and discoverability, some compare this to the DKC games, but I'd also argue it heavily reminds me of Rayman Origins as well! There's 20 levels, but each one can be altered in the hub world to create an new stage altogether, making it 40 levels instead that can range from playing the stage with snow, water, more aggressive enemies, etc! Special mention goes to my favorite level and it's second act, Cliffside Quest, where you need to gather five keys at your own pace, and the music becoming more lively the more keys you gather! The impossible lair itself will be a make it or break it for a lot of people, since you do need to beat it in order to complete the game, but while it's very challenging, there has been an update that eases the difficulty by adding in checkpoints. Besides the final boss, there are no mini or main bosses to defeat along your journey, and there's no true upgrades to your move-set from beginning to end, excluding tonics. If the original game disappointed you and had no interest in this one, I say it's worth a shot and play through! It has a lot more going on despite it's shorter length, with fun and tight level designs, a neat hub world full of secrets and interactivity towards said levels, and being a great standalone game that anyone can enjoy! Proud to have beaten the impossible lair without any bees too, I love a challenge haha!
6.5/10 I never played the original YL, but I did play the remake. And while this is a decent 2d platform that is similar to donkey kong country, there are a lot of issues and strange design choices that really hold it back and hinder enjoyment. The good part of the game, the actual stages, are mostly well done. They look fairly good and offer a good amount of challenge, until you get to the impossible layer, in which the difficulty spikes hard, especially if you don't collect most or all of the bees that act as shield points. The soundtrack is one thing that is improved upon the original game and the remake. If the game was simply the platforming stages, I would have have an easier time recommending the game to all 2d platformer fans. But like I said, it has problems. The most glaring issue is how the overworld and tonics work. Between levels you explore the overworld which acts like a hub. And while you might think its just a glorified level select like in DKC or 2d mario, you'd be wrong. The map is free roam and there is a lot of puzzle solving and exploration that makes it feel like a sort of 2d zelda like experience. The problem is that it really breaks up the flow of the platforming, and it would have been better if they had just chosen 1 lane and stuck with it. The other issue is the tonics. While some are in plane sight, others require ground pounding or throwing items at specific points, which you learn through buying hints. (One of which trolls the player by telling you to look it up online). And even once you collect the tonic, you then have to buy the right to use it. And these things get expensive, especially since you also have to use currency to unlock cages to progress the overworld. And the game once again trolls you buy giving you a fake 4th tonic slot, requiring you to collect all 200 coins to have the real one. And by that point, its pointless. The impossible layer doesn't allow the use of the tonics. Speaking of progressing, there are several gates that block overworld progression that you unlock with coins collected in the stages. You need half of them to unlock the entire map. I prefer when these kinds of things are optional. Still, the game can be fun when everything comes together properly, and it is a fun DKC like game. Its just that you have to be willing to put up with a lot of issues that slow or hinder progress. I would recommend checking out the far superior Yooka Replaylee first
Nie sugerujcie się liczbą godzin, ja przeszedłem i mi się podobało, ale córka wsiąknęła na dobre, serio. Kilka pierwszych etapów dość prostych, ale później robi się całkiem trudno i naprawdę zręcznościowo. Moim zdaniem zdecydowanie to nie jest gra dla najmłodszych. Jeżeli szukacie dobrej platformówki z masą sekretów, to zdecydowanie tutaj to znajdziecie!
I really want to like this game but being forced to play chapters multiple times in order to get Coins and Feathers is insane. I stopped playing right past level 8 where you have to spend 1,000 feathers to unlock a key and 20 Coins to unlock the next area. Given you at this point I have 700 feathers and 0 Coins because I spent 15 Coins just 2 minutes ago to unlock this new area. If you want to spend 20+ hours doing tedious work, rinse and repeat, then this game is for you.
Tedious game to play if you're a completionist as it doesn't respect the player's time whatsoever: One of the greatest sins you can commit when designing long, intricate levels is locking the player out of previous sections or collectibles upon reaching certain checkpoints--forcing them to play the entire level again from the start instead of letting them explore and see what they may have missed. In the DKC games (2 in particular), if you missed any collectibles, it didn't feel as punishing since almost all levels were short, movement was fast, and controls felt tight. Impossible Lair, on the other hand, feels floaty and unwieldy with its momentum, adding to the friction of having to go through levels to find missed collectibles again. Being transported out of a stage via surprise "secret exits" before I've finished collecting everything is incredibly upsetting and feels more punishing than rewarding. Impossible Lair provides a fun challenge and has some interesting level ideas for DKC enjoyers but it is an absolute chore to get through if you don't want to miss any TWIT coins. Also the title screen is obnoxious.
Parece um jogo feito por alguém que não joga video games, especialmente plataformas A definição desse jogo é "o jogo de schrödinger": -Você pode atravessar o "teto" da tela? Sim e não, depende se o Dev quiser esconder algo -Você vai precisar levar essa bomba que você encontrou em alguma parte da fase até o final dela? Sim e não, depende se o Dev quiser esconder algo -Essa Pena vai te dar alguma moeda? Sim e não, depende se o dev quiser que ela dê -Tudo que é abaixo da tela mata? Sim e não, depende se o dev vai querer esconder algo -O caminho obvio geralmente é o principal, ele é o principal? Sim e não, depende se o dev vai querer te ferrar e te trancar e impedir de retornar Esse jogo é um imenso CatMario onde os devs acham hilario esconder uma coisa, te fazer passar por um ponto sem retorno e então esfregar na tua cara o item que você "perdeu", te forçando a ter que refazer a fase do zero varias vezes se quiser pegar todas as moedas, elas nem ao menos estão escondidas de maneiras inteligentes ou divertidas, são sempre maneiras zuadas que como falei, quando você deixa passar, os devs fazem questão de esfregar na tua cara que você perdeu elas, fazendo você ver elas e colocando algo que te impossibilita de voltar. Se fosse só uma fase ou outra, ok, mas quase todas são assim O mundo do jogo é uma piada ambulante, não existem segredos, todos eles são "Vá nesse lugar absurdamente especifico e dá bundada no chão pra conseguir um tonico (poder)" Tonicos são as coisas mais idiotas que já vi alguém colocando em um jogo, são como amuletos de hollow knight que você encaixa pra ganhar algum beneficio em troca de ganhar mais ou menos "Penas" (moeda do mario) durante as fases, que podem ser usadas pra comprar coisas no mapa pra liberar novas fases ou outros tonicos. O problema que os tonicos que te dão mais penas são coisas extremamente não divertidas ou ridiculas como inverter todas as direções + botões ou deixar a camera de ponta cabeça, enquanto as coisas que tiram suas penas são coisas extremamente irrelevantes como "voce fica ivuneravel mais tempo depois de tomar dano" ou "a sua morcega demora mais tempo pra deixar o mapa" Sobre essa morcega (sua "segunda vida"), os devs pensaram "Que tal pegarmos a droga de mecanica de Yoshi island que o mario fica fugindo de você e você tem que pegar ele de volta, mas vamos aumentar a velocidade dessa porra de morcega e fazer ela ser 200% mais frenetica indo pra todas as direções?" e que mecanica BURRA, a quantidade de vezes que ela só foi pra baixo do mapa, ou entrou em uma parede ficando presa me impedindo de pegar ela é imensa. Outro problema é que quando você chega num checkpoint, você não pega ela de volta, então 11/10 vezes você se mata logo em seguida quando pega um checkpoint pra recuperar a Morcega Não só isso, se você aperta ATAQUE no ar, o personagem dá um rodopio que te deixa um pouco no ar, semelhante ao rodopio em Mario Galaxy, INCRIVELMENTE esse movimento que você aperta o botão de ATAQUE no ar não é um ATAQUE, como? Por que? A quantidade de vezes que você instintivamente aperta ATAQUE no ar esperando acertar um bicho pra ele tirar uma vida sua (Morcega) é imensa Outro problema do jogo é que você não tem controle nenhum do personagem, ele não é nem um pouco fluido, maleavel, dinamico. Tudo dele desliza e é extremamente dificil de ter precisão. Existem mais coisas que não me lembro agora, mas caralho, o que diabos aconteceu aqui? Edit: Coisas que lembrei: - O jogo não deixa você mexer a camera, nem para cima, nem para baixo, nem para os lados (EM UM JOGO DE PLATAFORMA) -Os personagens não calam a boca, balões e balões de texto falando coisas obvias mas de maneira longa e demorada, é um jogo de plataforma sem história, só faz o personagem dar um grunhido e um sinal de "Ok". Não estamos vendo algo profundo como senhor dos aneis ou sei la, isso aqui é tipo mario -Tudo é muito lento, todo final de fase tem que ver uma animação longa da abelha indo pro Impossible Lair e livros piscando, toda conversa tem delays entre os balões, tudo sempre tem alguma demora que te deixa mais "Pelo amor de deus só vai logo"
Mid af
Voici ma review à chaud après m'être cassé les dents sur le Impossible Lair et enfin avoir terminé le jeu (attendez vous à une bonne dose de sel pour ce passage qui mérite bien son paragraphe). S'il était possible de mettre un avis qui est moins positif que "recommandé" et qui ne va pas jusqu'à "non recommandé" c'est celui-ci que j'aurais choisi. Yooka Laylee and The Impossible Lair se veut comme étant une lettre d'amour au genre du platformer 2D. Ce jeu a été fait par des experts du domaine : des anciens membres de Rare (studio connu pour la trilogie Donkey Kong Country, Banjo Kazooie, Conker Bad Fur Day, etc), ainsi qu'un David Wise (DKC 1 et 2), un Grant Krikhope (DK64, Banjo Kazooie) et 2 autres jeunes compositeurs qui s'inspirent du travail de leurs ainés afin de créer une bande-son variée et visant à nous replonger à cette époque de 1994 à 2001~, bref un cocktail qui devrait avoir tout pour réussir à plaire aux vétérans de l'ère SNES-N64... [h2]Scénario[/h2] Le scénario dans ce genre de jeu n'est pas spécialement intéressant mais celui-ci est assez drôle car on peut torcher l'histoire en 20-30 min si on est suffisamment doué (fou) pour s'y essayer. Le jeu commence sur un moment de climax où nos deux protagonistes poursuivent Capital B afin de l'empêcher de kidnapper les abeilles du royaume. Après une petite section de plateforme qui sert de tutoriel, on se retrouve au pied de la forteresse de notre ennemi, le fameux Impossible Lair. À partir de là, si on le souhaite, on peut gravir le donjon (un niveau composé de 3 sections toutes plus difficilement compliquées les une que les autres) avec 2 PV (Yooka et Laylee) afin de finir le jeu. Sinon, après s'être fait malmener par celui-ci, la reine des abeilles nous invite à partir à l'aventure afin de retrouver les abeilles kidnappées qui serviront de PV supplémentaires lors de l'assaut final dans le Impossible Lair (jusqu'à 48 PV et ils ne seront pas de trop). [h2]Bande-son[/h2] Que voulez que je dise ? C'est du Rare dans toute sa splendeur avec 2 de ses meilleurs compositeurs et de jeunes talents qui en ont sous la pédale. Chaque niveau a son thème qui se permet le luxe d'être évolutif, un vrai point fort du titre. [h2]Graphismes[/h2] On est sur une oeuvre en 2.5D avec une DA cartoonesque où on traverse des environnements variés. Tous les niveaux possèdent des arrière-plans riches, un aspect souvent délaissé dans le genre mais qui participe à rendre l'aventure bien plus palpitante. Là où un Mario 2D va se contenter de répéter les mêmes fonds sur ses niveaux, Yooka Laylee est dans la continuité d'un Donkey Kong Returns/Tropical Freeze (faits par Retro Studios) et a la bonne idée de proposer de magnifiques panoramas ou des scénettes pour nous émerveiller. [h2]Le Hub World[/h2] Entre les niveaux, nous sommes amenés à traverser le hubworld, celui-ci propose un gameplay en vue du dessus avec des puzzles et autres collectibles cachés. Là où tous ces ajouts ne sont pas forcément intéressants, la vraie force de ce morceau du jeu est de proposer des interactions avec l'environnement qui vont modifier les niveaux. Par exemple, un chaudron parlant est encerclé par des ronces, si on arrive à l'en débarrasser, alors on a la possibilité de renverser un peu de son nectar afin de changer un niveau ayant pour thème des scies circulaires en un niveau qui a du miel partout. [h2]Le Level Design[/h2] Le jeu est globalement très facile (mis à part pour CE niveau). Chaque niveau possède sa propre gimmick, mais celles-ci ne sont jamais exploitées à fond ce qui fait qu'il n'y a pas de section ou de niveau qui soit spécialement mémorable (si ce n'est pour les décors). [h2]Gameplay[/h2] C'est à partir de ce moment que le bât blesse, le jeu se veut comme un mix entre Yoshi's Island et Donkey Kong Country Returns. On contrôle Yooka et Laylee est sur son dos, si on se fait toucher, Laylee va s'envoler et se mettre à faire des mouvements erratiques, on a quelques secondes pour la rattraper avant qu'elle ne s'enfuit. Yooka est assez inconsistant dans sa manière de bouger, ceci n'est pas trop gênant si on essaye de juste finir les niveaux mais lorsqu'on veut explorer on se retrouve avec un personnage qui donne une sensation de lourdeur et d'être pataud, sa courbe d'accélération est trop lente et cela se remarque d'autant plus lorsqu'on fait demi-tour. Laylee est la béquille sur laquelle va se reposer notre lézard afin de rendre l'expérience plus agréable, elle nous permet de ralentir notre chute, d'avoir accès à un Ground Pound et une roulade bien plus efficace. À partir du moment où on la perd, l'expérience de jeu devient tout de suite plus désagréable. Mais même avec Laylee, notre personnage n'est pas assez précis pour demander des sections de plateforme exigeantes (vous voyez où je veux en venir ?). Un dernier point assez mineur mais qui participe à l'imprécision du gameplay en général est la construction des éléments du décor. La plupart des décorations que l'on voit n'ont pas juste une hitbox rectangulaire mais bien du relief, cela veut dire que si on se colle à un mur et que celui à une excroissance aussi infime que ce soit, alors une partie de la hauteur du saut est mangée pour essayer de passer au-dessus de cet élément... C'est assez présent pendant l'intégralité de l'aventure et participe à cette sensation d'imprécision globale. [h2]Le Impossible Lair[/h2] Ce niveau, cette horreur... J'ai rarement vu un défi de fin de jeu aussi abject, il s'agit d'un énorme pic de difficulté comparé au reste de l'aventure. Ce niveau est dur mais pas dans le bon sens du terme, on prend tous les soucis de la partie Gameplay et on met ça dans un challenge qui a la même densité d'obstacles qu'un Super Meat Boy/Celeste. Pour peu que l'on ait exploré l'intégralité du jeu on a alors 50 PV (48 abeilles + nos 2 compères) et ils vont descendre à vitesse grand V, souvent se faire toucher va résulter en la perte de 2 PV car on va perdre notre élan et tomber dans un trou, on a des phases timées au poil du cul qui vont régulièrement résulter en 1 PV perdu et d'autres horreurs qui sont là pour nous troller (les crapauds qui sont placés en fin de section pour nous pousser dans le trou par exemple). Heureusement, la tour a des checkpoints qui vont nous permettre de repartir avec le nombre d'abeilles que l'on avait au moment où on l'atteint, avec possibilité d'améliorer notre run afin de se donner un maximum de chance pour arriver au bout. Comme si la difficulté des sections de plateforme n'était pas suffisante, cette tour est en plus un pseudo boss rush. Entre chaque section on a le droit a un combat contre Capital B, ces affrontements ne sont pas bien compliqués mais il est possible de perdre des abeilles à chaque fois. Et on doit refaire ces combats lorsque l'on commence à un checkpoint. Je n'aurais pas à râler autant si ce challenge était optionnel, mais il est nécessaire afin de finir l'aventure. Le plus beau, c'est qu'il existe une deuxième version de la tour, sans checkpoint et qu'il y a une couleur à débloquer si on arrive à la finir sans aucune abeille (je salue tous les fous qui ont eu la patience de le faire). [h2]Conclusion[/h2] Pour finir, je suis assez triste de de ne pas pouvoir mettre une review mitigée, le jeu a une présentation impeccable mais c'est lorsque l'on gratte plus en profondeur que l'on se rend compte des soucis qu'il possède. Le Impossible Lair est une horreur de game design mais je pense qu'il faut le vivre pour comprendre ce qu'il en retourne.
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Where this game's players are, estimated from review languages.
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