Compara los precios de Instant Death en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Tayfun Zeytun. Publicado por My Way Games. Lanzado el 22/1/2018. Disponible en PC. Géneros: Action, Casual, Indie.

Twenty levels, no checkpoints, one rule: don't touch red. Instant Death is the kind of blunt one-person project that either clicks in ten minutes or breaks you in five.

I have a soft spot for games that say exactly what they are and then commit to it without apology. Instant Death, released in January 2018 by solo developer Tayfun Zeytun, is a first-person reflex obstacle game built on a single, almost absurdly clean premise: every surface painted red will kill you the moment you brush against it, and there are no checkpoints anywhere across its twenty levels. That is the whole contract. You either accept it or you close the launcher. The structure is disarmingly simple. You move through three-dimensional spaces, reading geometry for safe paths, trusting your spatial awareness, and building muscle memory through repetition. The early levels feel approachable enough to hook you in, then the later stages introduce layouts that are genuinely punishing. Because there are no mid-level saves, a single misjudged corner at the tail end of a long run sends you back to the very start. That loop - advance, die, restart, advance further - is the game's entire rhythm. Whether that rhythm feels meditative or maddening depends entirely on your tolerance for uncompromising design. Players who love the grind of precision platformers, who felt the pull of getting one step further each time in something like Geometry Dash, will recognize the texture here immediately. The visual language is stark and functional. The red-versus-safe-color contrast does all its communication work without fuss, though extended sessions can make the minimalist spaces feel repetitive. What saves the atmosphere is the techno soundtrack, which pulses underneath every attempt with enough energy to keep you reaching for one more run rather than quitting. It is a small but genuinely well-chosen piece of craft from a one-person operation. The sound and the scenario are matched: both are relentless, both are propulsive. The honest limitations are real. At around seven to eight hours average playtime according to aggregated data, this is not a sprawling experience. The content ceiling is the twenty levels, seven achievements, and whatever personal pride you can wring from a clean completion. There is no narrative, no build variety, no unlocks. What is here is purely the challenge itself - stripped down to its skeleton. For some players, that is a feature. For others, the minimalist aesthetic combined with the difficulty spike will feel like a wall. This is a game for a specific kind of patient, stubborn player who finds genuine satisfaction in mastery over a tight, unforgiving system. It is not trying to be anything broader than that, and I think that honesty deserves some respect. Solo projects that know their own shape are rarer than they look. Kai, Scout Team

Instant Death

Instant Death

22 ene 2018Tayfun ZeytunMy Way Games
GamerScout opina

Twenty levels, no checkpoints, one rule: don't touch red. Instant Death is the kind of blunt one-person project that either clicks in ten minutes or breaks you in five.

PC
Steam Deck Playable
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Mínimo histórico: €0.22

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Acerca de Instant Death

I have a soft spot for games that say exactly what they are and then commit to it without apology. Instant Death, released in January 2018 by solo developer Tayfun Zeytun, is a first-person reflex obstacle game built on a single, almost absurdly clean premise: every surface painted red will kill you the moment you brush against it, and there are no checkpoints anywhere across its twenty levels. That is the whole contract. You either accept it or you close the launcher. The structure is disarmingly simple. You move through three-dimensional spaces, reading geometry for safe paths, trusting your spatial awareness, and building muscle memory through repetition. The early levels feel approachable enough to hook you in, then the later stages introduce layouts that are genuinely punishing. Because there are no mid-level saves, a single misjudged corner at the tail end of a long run sends you back to the very start. That loop - advance, die, restart, advance further - is the game's entire rhythm. Whether that rhythm feels meditative or maddening depends entirely on your tolerance for uncompromising design. Players who love the grind of precision platformers, who felt the pull of getting one step further each time in something like Geometry Dash, will recognize the texture here immediately. The visual language is stark and functional. The red-versus-safe-color contrast does all its communication work without fuss, though extended sessions can make the minimalist spaces feel repetitive. What saves the atmosphere is the techno soundtrack, which pulses underneath every attempt with enough energy to keep you reaching for one more run rather than quitting. It is a small but genuinely well-chosen piece of craft from a one-person operation. The sound and the scenario are matched: both are relentless, both are propulsive. The honest limitations are real. At around seven to eight hours average playtime according to aggregated data, this is not a sprawling experience. The content ceiling is the twenty levels, seven achievements, and whatever personal pride you can wring from a clean completion. There is no narrative, no build variety, no unlocks. What is here is purely the challenge itself - stripped down to its skeleton. For some players, that is a feature. For others, the minimalist aesthetic combined with the difficulty spike will feel like a wall. This is a game for a specific kind of patient, stubborn player who finds genuine satisfaction in mastery over a tight, unforgiving system. It is not trying to be anything broader than that, and I think that honesty deserves some respect. Solo projects that know their own shape are rarer than they look.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementstrading-cardstier:sub-5No CheckpointsReflex PrecisionObstacle CourseMinimalist VisualsTechno SoundtrackSolo DeveloperColor-Based HazardsHigh Frustration Ceiling

Requisitos del sistema

Mínimos

OS
Windows (64-bit versions only)
Memory
3 GB RAM
DirectX
Version 11
Storage
650 MB available space
Graphics
ATI Radeon HD 6670 or better
Processor
Intel Core 2

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Requires a 64-bit processor and operating system

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Información del juego

Desarrolladora
Tayfun Zeytun
Distribuidora
My Way Games
Fecha de lanzamiento
22 ene 2018

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¿En qué plataformas está disponible Instant Death?

Instant Death está disponible en PC.

¿Cuándo se lanzó Instant Death?

Instant Death se lanzó el 22 de enero de 2018.

¿Quién desarrolló Instant Death?

Instant Death fue desarrollado por Tayfun Zeytun y publicado por My Way Games.