Compara los precios de 5.0 en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Tamerlan Satualdypov. Publicado por KuKo. Lanzado el 17/8/2019. Disponible en PC. Géneros: Indie.

Five seconds. That is your entire world here. If the thought of a ninja platformer where a single mistimed jump resets everything sounds addictive rather than infuriating, you have found your game.

I have a soft spot for the kind of micro-project that strips a game down to a single, almost philosophical constraint, and 5.0 is exactly that kind of thing. One solo developer, one rule: reach your sensei before a five-second timer expires, or start over. No story, no tutorial text, no hand-holding at all. You either clock the rhythm of a level or you don't, and the game has absolutely no interest in explaining itself to you. The format is an infinite arcade loop built around score-chasing. You play a small pixel ninja picking a path through 40 randomly sequenced obstacle layouts, each one demanding a read-and-react decision in under five seconds. The controls are kept deliberately simple, which is the right call for this pace. There is no time to think about a complex moveset when the clock has already eaten two of your five seconds while you were blinking. The pixel art is clean and purposeful rather than ornate, the kind of oldschool aesthetic that communicates obstacles instantly rather than showing off. At this speed, readable art is the only art that matters. Where 5.0 earns its broadly positive player reception is in that one-more-run pull. Because the levels shuffle randomly, muscle memory for a specific sequence doesn't quite save you. You're training reflexes and spatial instinct more than you're memorising a route. There is something quietly meditative about it once you stop fighting the timer and start flowing with it. The absence of any text or explanatory layer is a genuine design decision, and it works. The 40 achievements give chasing players a structured checklist to work through, and community members have already asked for Steam leaderboards, which tells you something about how seriously the score-focused crowd takes it. The limits are real and you should know them going in. This is not a game with depth that reveals itself over hours. The difficulty curve is essentially a flat wall from the first attempt, which some players will love and others will bounce off within three minutes. There is no soundtrack to speak of in the way I usually value a soundscape for indie work, and the atmosphere is functional rather than evocative. If you want pacing, quiet beauty, or a sense of authorial intent layered over twenty hours, look elsewhere. 5.0 is closer to a coin-op cabinet than a personal statement. For the right person at the right moment, though, there is a specific charm in something this uncompromising. The developer made exactly the game they set out to make, nothing padded, nothing inflated. That counts for something. Approach it as a reflexes toy and a score-board ego check, not as a title that will change your relationship with games, and it delivers honestly on its very narrow promise. Kai, Scout Team

5.0

5.0

17 ago 2019Tamerlan SatualdypovKuKo
GamerScout opina

Five seconds. That is your entire world here. If the thought of a ninja platformer where a single mistimed jump resets everything sounds addictive rather than infuriating, you have found your game.

PC
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I have a soft spot for the kind of micro-project that strips a game down to a single, almost philosophical constraint, and 5.0 is exactly that kind of thing. One solo developer, one rule: reach your sensei before a five-second timer expires, or start over. No story, no tutorial text, no hand-holding at all. You either clock the rhythm of a level or you don't, and the game has absolutely no interest in explaining itself to you. The format is an infinite arcade loop built around score-chasing. You play a small pixel ninja picking a path through 40 randomly sequenced obstacle layouts, each one demanding a read-and-react decision in under five seconds. The controls are kept deliberately simple, which is the right call for this pace. There is no time to think about a complex moveset when the clock has already eaten two of your five seconds while you were blinking. The pixel art is clean and purposeful rather than ornate, the kind of oldschool aesthetic that communicates obstacles instantly rather than showing off. At this speed, readable art is the only art that matters. Where 5.0 earns its broadly positive player reception is in that one-more-run pull. Because the levels shuffle randomly, muscle memory for a specific sequence doesn't quite save you. You're training reflexes and spatial instinct more than you're memorising a route. There is something quietly meditative about it once you stop fighting the timer and start flowing with it. The absence of any text or explanatory layer is a genuine design decision, and it works. The 40 achievements give chasing players a structured checklist to work through, and community members have already asked for Steam leaderboards, which tells you something about how seriously the score-focused crowd takes it. The limits are real and you should know them going in. This is not a game with depth that reveals itself over hours. The difficulty curve is essentially a flat wall from the first attempt, which some players will love and others will bounce off within three minutes. There is no soundtrack to speak of in the way I usually value a soundscape for indie work, and the atmosphere is functional rather than evocative. If you want pacing, quiet beauty, or a sense of authorial intent layered over twenty hours, look elsewhere. 5.0 is closer to a coin-op cabinet than a personal statement. For the right person at the right moment, though, there is a specific charm in something this uncompromising. The developer made exactly the game they set out to make, nothing padded, nothing inflated. That counts for something. Approach it as a reflexes toy and a score-board ego check, not as a title that will change your relationship with games, and it delivers honestly on its very narrow promise.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstier:sub-5Score-ChasingReflex-BasedInfinite ArcadeTimer MechanicOne-More-RunPixel PlatformerNo-Tutorial DesignAchievement Hunting

Requisitos del sistema

Mínimos

OS
Microsoft Windows
Memory
512 MB RAM
Storage
100 MB available space
Graphics
Intel HD Graphics
Processor
Intel Celeron 1800 MHz
Sound Card
DirectSound Compatible

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Información del juego

Desarrolladora
Tamerlan Satualdypov
Distribuidora
KuKo
Fecha de lanzamiento
17 ago 2019

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¿En qué plataformas está disponible 5.0?

5.0 está disponible en PC.

¿Cuándo se lanzó 5.0?

5.0 se lanzó el 17 de agosto de 2019.

¿Quién desarrolló 5.0?

5.0 fue desarrollado por Tamerlan Satualdypov y publicado por KuKo.