
A well-crafted action experience, Thumper is well worth your time.
89
Verdict
92%
Steam
84
IGDB
Verdict score based on confidence-adjusted Steam reviews?
Very Positive on Steam (92% positive from 4.3K reviews)
Critically acclaimed (84/100 critic average)
Outstanding soundtrack
Standout indie gem
Steep difficulty curve may not appeal to casual players
Thumper is a rhythm game developed and published by Drool and released in October 2016 on Microsoft Windows and PlayStation 4, with optional virtual reality (VR) support for the Oculus, HTC Vive, and PlayStation VR headsets. It was later released on the Nintendo Switch in May 2017, the Xbox One in August 2017, iOS in January 2018, Oculus Go in September 2018, Android in February 2019, Oculus Quest in May 2019, and Stadia in November 2019. The game was shown at the Experimental Game Workshop during the 2015 Game Developers Conference.

Runs well on modern hardware.
Last updated 2d ago
What a blast. I loved the visuals, the sounds, and the challenge. Controls are simple just one button and directions, but the track moves fast. Loud, flashy, and fun.
A low-input rhythym game. Fun to play, feels very chaotic.
I'm glad I finally got around to actually checking this game out. It's pretty good, yeah, I like the *feel* of the game. Sometimes it's the blisteringly fast speed, sometimes it's the actual feedback of the game? Hitting those air-slams on the thump pads and making the game freeze for like a fraction of a second, jolting back up to high speeds, landing *ANOTHER* air-slam on an already charged pad hits a certain feeling in me that I can't quite express, it's just a thing you need to see and feel. It feels good to be good at this game, when I'm good at it. I wouldn't say it's an easy game, either. It is, technically, a rhyhtm game, I assume. I know absolutely nothing about music, I bring no music theory to this table. What I can say is that the game feels like, to me, is that it has some kind of rhythm. The problem, though, is when the game starts to get *too* hectic for me. Everything I'm supposed to react to has a sound, a ping, a ding, a clap, a *vroooo*, and so on. The game gets to a point where it's so hectic I can't actually process any of that audio, some of the late game turns end up being frustrating because the only thing that gives them away, a clap, when I can't *see* the turn coming up, is drowned out in every other kind of noise and there's no way to separate THE MUSIC from THE SOUNDS. That's my biggest issue with this game? Those are the only times I've felt genuinely frustrated with the game. It's pretty unique, imo, or maybe at least it once was. From the audio design, to the visuals, to the weird premise that genuinely makes me want some kind of story for a game that probably didn't have much thought to its 'story(?)' other than "what if you were a beetle on a rail and there was an evil face sometimes", it's a decent fit for the steam deck (he says, having spent most of his time at the PC playing this), the control scheme is probably about as simple as it gets these days as it only utilises your analogue stick and the A button. Or the D-Pad and shoulder button, whatever floats your beetle you FREAK
Reviews sourced from Steam. All reviews belong to their respective authors.
Data sourced from RAWG, Steam, IGDB, CheapShark, Wikipedia, HLTB, and GX Corner. Sources: rawg, steam, igdb, wikipedia.
All game titles, trademarks, and copyrights belong to their respective owners.