Full game metadata
| Field | Value |
|---|---|
| Steam app type | game |
| Steam App ID | 2655220 |
| Live current players | 0 |
| SteamPulse tracked peak | 4 |
| Live count (today's peak floor) | 0 |
| Price | Free to play |
| Free to play | Yes |
| Discount | 0% |
| Original price USD | — |
| Current price USD | Free |
| Release date | Sep 26, 2024 |
| Developer | Amiguito Studios |
| Publisher | Amiguito Studios, U-tad |
| Owners estimated | Not available |
| SteamSpy owner estimate minimum | Not available |
| SteamSpy owner estimate maximum | Not available |
| Review type | Very Positive |
| Positive review percent | 90% |
| Positive reviews | 65 |
| Negative reviews | 7 |
| Total reviews | 72 |
| Steam recommendations | Not available |
| Achievements | 11 |
| Average playtime forever | Not available |
| Windows support | Yes |
| macOS support | No |
| Linux support | No |
| Parent game | Not available |
| Store URL | https://store.steampowered.com/app/2655220/ |
Short description
Blast Course is a first-person puzzle-platformer centered around the classic game mechanic of Rocket Jumping. Control Kit in a day at work testing "Hyperboom", a revolutionary transport technology based on explosives.
About this game
Blast Course is a first-person puzzle-platformer centered around the classic game mechanic of Rocket Jumping . Control Kit in a day at work testing "Hyperboom", a revolutionary transport technology based on explosives. Overcome four different levels with the help of your own "Hyperboom" and its set of modifications while testing the viability of this new product. REVISITING A POPULAR AND CLASSIC MECHANIC This game is, in a way, intended as a love letter to kinesthetic gameplay, exemplified through the possibility of combining complex movements with just one singular tool, bringing rocket jumping to the spotlight. MAKING ROCKET JUMPING UNDERSTANDABLE AND ACCESSIBLE The goal of this game is to design rocket jumping from the ground up, bringing home its most engaging aspects, whilst streamlining it for a modern audience by getting rid of unnecessary complexities and making it more intuitive and less fiddly. KINESTHETIC PUZZLE LEVEL DESIGN: TECHNIQUE RATHER THAN SPEED By conceiving complex jumps and maneuvers not as a test of skill, but as a solution to a puzzle, we can create levels that are potentially more complex, with more flexible pacing, and that put less pressure on players. Project made for the B.A. in Interactive Product Design, B.F.A in Animation and B.F.A in Digital Design degrees of U-Tad, University of Technology, Arts and Design.
Supported languages
English * * languages with full audio support
