
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 →
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/day in the week to Sep 7 → 0.14/day in the week after.
About
Add-ons
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
A fantastic platformer The controls are great and very responsive The artstyle is pretty nice The level design is fantastic and the alternate levels really switch things up The final level was hard but really satisfying to conquer Overall if you like platformers this one is a must play
Me gustó el juego, está entretenido y se ve muy bonito, los tonicos le agregan detalles buenos, recomendado, la verdad.
Overworld is awesome, wish it was just more of that. Some of the levels are just... odd. Not thematically, just structurally. They go from baby mode to challenging in just seconds of each other. There are also a lot of odd item and enemy placements. It's tough to describe, but sometimes in a level you do a little challenge to get a bomb, which usually is used to blow up a door/cage for a coin, then there are times you get one and are holding it the whole rest of the level not needing it at all. There's also no 'flow' to the levels like the classic DK country. It's very much stop and go with very strange pacing. Music is great though and, as said previously, the overworld is simple, fun, and well thought-out. Overall worth getting on sale if you are really itching for a platformer, but otherwise I'd wait.
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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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
Genres
Stats
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
What can I say, I'm a sucker for this flavor of platformer. Something about jumping in midair in the middle of a roll never gets old no matter how many times I do it. I wish there were more games like this.
Yooka-Laylee and the Impossible Lair is a joy from start to finish. The music is fantastic and instantly memorable, and it pairs perfectly with the game's bright, charming art style. Every level oozes personality, and the sheer creativity on display kept me curious about what the next stage would throw at me. The visuals are colorful and polished, and across my entire playthrough I never ran into a single bug or any lag, which made the whole experience feel smooth and well-crafted. My favorite part is the concept behind the Impossible Lair itself. I love that the final level is brutally difficult yet available to attempt from the very start. It flips the usual progression on its head and gives you this looming challenge you can chip away at or dive straight into whenever you feel bold enough. It is a genuinely clever design choice that sets the game apart. On the downside, I really wish there had been an achievement for beating the Lair hitless, something like an ULTIMATE CHALLENGE reward. Pulling that off would have felt incredible, and having recognition for it would have been the perfect cherry on top. A few collectables were also more annoying to grab than they needed to be, mostly because of where the checkpoints were placed. And some levels run noticeably longer than others, though that is more of a personal pet-peeve than a real flaw. The intro screen also drags on just slightly too long for my taste. None of that holds the game back much, though. This is a stylish, creative, and beautifully made platformer that is well worth your time.
Questo gioco stava diventando per quanto mi riguarda, il gioco più bilanciato ed onesto del genere platform 2D a scorrimento laterale (più tendente al facile, ma tutto sommato impegnativo) e stava per diventare tra i miei giochi preferiti. Poi, il NOT The Impossible Lair (Nemmeno quello più difficile, pensa te...) rovina totalmente l'esperienza di gioco. Tutta un'altra roba, non tanto per la difficoltà aumentata. Per me non era difficilissimo, sarà che sono un veterano dei platforming, ma quanto per la durata e lo sbilanciamento attorno ai checkpoint. Il gioco si mostra in un modo e poi il finale diventa un vero e proprio calvario, quasi come se si stesse giocando a Celeste praticamente con l'aggravante dei mancati checkpoint, perché il sistema di save a fasi è illusorio. Si, parti più avanti ma ti tiene conto di ogni ape persa il ché alla lunga NON SERVE perché avrai così poche api che sarà un parto e ti converrà PER FORZA masterare ogni singola fase al meglio prima di tenertela come salvata e avanzare, quasi come se fosse un gioco a parte. Ma dico io... mettermelo come post-game no? No, me lo piazzi nell'esperienza base. Totalmente insane onestamente, sinceramente a 30 anni non c'ho proprio voglia né la pazienza di torturarmi coi try & error. Non ci provo alcuno stimolo, è solo perdita di tempo se non mi tieni congelato i progressi precedenti. C'ho investito un'oretta e pensa un pò, ero arrivato quasi già allo scontro finale con circa 11 api ma ovviamente la mia bravura non basta. Serve allenamento, ripartire da 0, rimasterare le api e arrivare lì con almeno 20-25 api perché poi c'è una quarta boss fight filata e in più un ennesimo e 5 fase platforming complessa e A TEMPO che se non corri perdi e ti rifai tutto daccapo. Cioè, ma tutto apposto? Sto titolo per me aveva tutto per essere un capolavoro, e s'è perso in un bicchiere d'acqua nel finale. Grafica super ok, gestione dei comandi a parte qualche incertezza solidi, profondità dei livelli e progressione di sblocco mappa molto figo ed originale. Davvero poco da criticare, e stavo preparando una recensione super lodevole ma sto finale ha sporcato tutto. Non sarò ipocrita e lo consiglio ugualmente, perché tutto sommato lo si può anche godere fino al capitolo20 e rimanere soddisfatti skippando quella merda di livello finale, però è un gran peccato e se lo sapevo prima probabilmente non lo acquistavo. Perché di giocare sapendo che per completarlo dovevo sottopormi a tale tortura non avrei condiviso, ma oramai. Però per coloro che non hanno problemi lo consiglio perché il resto del gioco è tanta roba. Sia chiaro, il The Impossible Lair NOT non è difficile da terminare, è LUNGO DA FARE SCHIFO. Richiede almeno 1/2h se tutto va bene. Perché l'intero livello in sé dura una mezz'ora abbondante, con 5 fasi e 4 boss fight tutte DI FILA. E seppur ti danno checkpoint pre-bossfight (dovendo risfidare il boss ogni volta) ti conteggia ciò che hai perso percui alla lunge è useless. Il miglior modo è masterare al meglio le fasi, specie le prime 2. Arrivare per la 3 fase sulle 25-30 api il ché richiede tanto allenamento e pratica, anche perché il gioco non è perfetto nei comandi e nei pixel perfect spesso prendi danni gratuiti. Perciò io lo mollo, per mancanza di stimoli. Per me questa non è sfida. La sfida e quando mi fai affrontare un ostacolo impegnativo anche esagerato ma GIUSTO. E qui per me non lo è. Preferisco riaffrontare il boss finale dell'atto3 in Silksong, guardate cosa vi arrivo a dire. E lì ci misi molto eh perché era progettato male l'ultima fase, ma almeno E' UNA. Finisci quello termina il gioco. Qui no, è circa mezz'ora abbondante di platform + boss fight da fare perfettamente. Chiudo col dire che lessi un commento che disse più o meno le mie stesse robe, senza entrare nei dettagli ed io non gli diedi retta. Pensai fosse solo scarso e invece aveva ragionissima e se lo avessi saputo manco lo installavo il gioco. Perché ok, alla fine me lo so goduto e so comunque contento ma da giocatore che vuole provare a completare il gioco al 100% se so in anticipo di meccaniche disgustose evito proprio di metterci mano perché non mi vivo bene l'esperienza.
作为老rare原班人马出走后的作品,《尤卡莱莉与无望巢穴》确实几乎完完整整地保留了上世纪90年代巅峰期rare的那种狂想与倔强。作为尤卡莱莉这个IP的第二部作品,他们没有继续试图致敬《班卓熊大冒险》做3D收集马拉松,而是致敬自己的另一座高峰《咚奇刚国度》,做出了一部既有关卡设计之严谨,又有视觉上的演出享受的2D平台跳跃游戏。但是本作与传统的2D平台跳跃有几个不同:首先,最终boss关卡上来就呈现在玩家眼前,玩家也能随时去挑战,但难度非常非常高(正如游戏名所说的“无望巢穴”),但随着玩家的过关,会收集到许多蜜蜂,而每一只蜜蜂都能在无望巢穴里为玩家抵挡一次致命伤害;第二点,本作并不像传统平台跳跃,使用直接的选关地图,游戏具有一个3d大地图,玩家可以在其中进行解谜和探索,从而解锁新关卡,寻找药水等;第三点,本作虽然名义上只有20关+最终关,但是实际上20个关卡都可以在3d大地图探索中,解锁一些变体:例如,把第一章的城镇钓起来,关卡就会变为“混乱”状态,引水流到第五章,关卡就会变为“成熟”状态,拿箱子卡住第二十章的矿车,关卡就会变为“停泊”状态,这种变化不是简单地换个滤镜,而是运用相同的元素构造出几乎完全不同的关卡,甚至还有以上下颠倒或横向变竖向为设计思路的变种关卡,可谓诚意满满。本作的40个关卡中,也有4个隐藏出口供玩家寻找,而且引导难度也算适中。游戏中有很多的药水可供收集,有的是增加难度和钱币获取率,如操作反转,地图镜像,减少关卡中途存档点等,有的则是降低难度和钱币获取率,如增加存档点,跑得更快,滚动更快等等,还有的则是纯粹的加滤镜和调整人物形象。然而,绝大多数药水的获取都没有什么解谜可言,甚至可以说有很多就是纯粹的在一个毫无引导的地方下砸一下,然后给你一个,我认为这是非常垃圾的设计,建议收集药水这部分直接跟着攻略走,节省时间。此外,本作还有一些特点,我能接受,但未必适合所有玩家,首先就是手感比较粘滞,有一定操作延迟而且人物惯性较大;而且,如果你以为全收集后就能靠48只蜜蜂给的48次容错横闯最终关,那你就大错特错了,实际上,即使全收集,最终关的难度曲线还是有一个台阶式的上涨的,简而言之就是又难又长,分为整整四部分高强度的平台跳跃挑战和多阶段boss战。但好在,失败后可以直接从已经经过的部分继续挑战,这大大节省了时间成本。游戏中台词文本中充斥着大量英式冷幽默,让玩家会心一笑。而且,Grant Kirkhope与David Wise共同谱写的OST毫无疑问是一张高质量的专辑,大大增强了关卡的沉浸感,即使你不能上手这个游戏,我也建议你搜来听听。总而言之,我认为这是一部既有老游戏的奇思妙想和古怪癖好,又能在绝大多数地方让现代玩家玩的开心的游戏。
Enjoyable
Pra quem tá querendo matar a saudade de jogar Donkey Kong de SNES e tem preguiça de mexer com emulador, essa sequência de Yooka-Laylee é a pedida perfeita. Pra ser um 10/10, faltam algumas coisas importantes. Acho que as fases tinham que ser mais curtas e, principalmente, com menos transições de um cenário pra outro; chega uma hora que as portinhas verdes enchem o saco, assim como algumas fases que se arrastam por quatro ou cinco sessões. A trilha sonora também poderia ser melhor; cumpre bem o papel, mas não é nem um pouco memorável — assim como a história, que é qualquer coisa. Ainda assim, é um game excelente, com ótimo level design, identidade visual daorinha e uma curva de dificuldade bem legal, que agrada tanto um player casual quanto os mais viciadinhos — que, inclusive, podem tentar enfrentar o último chefe logo de cara. Gostei bastante também do fato que é um jogo 2 em 1. No total, são 20 fases no side-scrolling clássico, cada uma com uma variante que deve ser desbloqueada geralmente resolvendo algum puzzle, e esses puzzles são encontrados explorando um mapa com várias áreas temáticas, em uma jogabilidade que lembra muito os jogos antigos de Zelda, com uma câmera aérea. Recomendo, principalmente porque quase sempre ele tá no precinho!
yooka-laylee and the impossible lair is playtonic's 2nd game, and yooka-laylee's 2nd entry, and this time, it's a 2D platformer - and an incredibly strong one at that. one could chalk this down to the poor reception the 1st game received, and the fact a lot of playtonic's developers are responsible for some of the greatest 2D platformers ever made such as the donkey kong country trilogy. the game boasts 40 levels, half of which are altered versions of the other half, accessed by a very compelling overworld system which is the best overworld i've seen implemented in a game like this (think super mario 3D world). it weaves collecting tonics, interesting puzzles, and character interactions in a pretty simple "zelda-like" top down format, and the alterations made to each level are cleverly conveyed through things you do in the overworld, such as blowing air onto a level, or submerging it in water. the actual level design is mostly very good, every single level introduces a unique gimmick ensuring the game practically never gets stale, and the tonic system is a brilliant way of introducing replayability and accessibility; some make the game a joke in terms of difficulty whereas others can make the game feel nearly impossible. some levels do feel pretty easy for where they're placed in the game, and others have the opposite problem, so generally i'd argue the difficulty curve isn't great, but it's not that noticeable and hardly detracts from the experience. by far the hardest level, the titular impossible lair, is no joke. it's genuinely an extremely hard endurance test, and i didn't dare try to beat it all in one single attempt. it's very well put together however and is a testament to playtonic's ability to design a punishing, yet fair challenge (the boss fights in between the level's checkpoints are pretty boring and long, however). my only real gripe with the game is its presentation is lacking in some areas; the jarring text boxes which occasionally pop up during gameplay just looks incredibly cheap and the annoying voices persist in this game, like the last. the bonus stages also look like a flash game, no clue how they made it into the final product. the music, however, is phenomenal, being composed by david wise, grant kirkhope, matt griffin, and daniel murdoch - excellent ambient tracks which ooze atmosphere. i can easily recommend it to anyone who even mildly enjoys 2D platformers and a decent challenge. [b] 7/10 [/b]
Players by region
Where this game's players are, estimated from review languages.
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