Compara los precios de Insurmountable en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por ByteRockers' Games. Publicado por Daedalic Entertainment. Lanzado el 29/4/2021. Disponible en PC, Xbox. Géneros: Adventure, Indie, Simulation, Strategy. Puntuación Metacritic: 74/100.

Permadeath on a hex-grid mountain sounds dry until your oxygen bar hits single digits on the descent and every tile choice feels like a coin flip. Worth your attention if resource-management tension is your genre.

I pulled up the stat screen on my third run and counted six separate values draining in real time: health, energy, oxygen, warmth, sanity, and experience. That is the moment I understood what Insurmountable actually is. It is not a hiking sim dressed up in roguelite clothing. It is a resource-allocation puzzle that slowly tightens every constraint until one bad hex choice collapses the whole run. The hex-tile movement system means time only advances when you move or act, which gives the game a genuinely tactical rhythm. Every step costs something, stone costs less energy than ice, ice costs less than broken shale, and elevation plus a deteriorating weather system quietly multiplies every drain rate in the background. The day-night cycle and dynamic snowstorms are not decoration; they are active modifiers you have to path around. The three-character roster, the adventurer, the scientist, and the journalist, each carries a different skill weighting that changes your optimal route logic. The adventurer leans into raw endurance; the scientist trades movement costs for kit efficiency; the journalist bends random text events in her favor. Those differences are real enough that replaying with a new character genuinely reshapes how you read the mountain. The post-launch 2.0 update added a narrative campaign with side missions, team-level upgrades, and character-specific unlockable skill trees, which gave the original sparse loop a backbone it was missing at launch. The story itself is thin and text-heavy, more connective tissue than actual drama, but the mechanical additions from that update are meaningful. Proficiencies and team upgrades mean progress carries forward between runs in a way the launch version never allowed. The critical consensus sits around 74 on Metacritic and roughly 78 percent positive on Steam, which is a fair summary: reviewers consistently praised the tension of the climb and the freshness of the setting inside an overcrowded genre, and just as consistently flagged that variety runs thin after five or six attempts. The event pool is not large, and once you have seen most of the random encounters, the procedural generation starts to feel more like rearranging furniture than building new rooms. The camera can also get stuck in ravines, limiting your sightlines at exactly the wrong moments. These are real problems, not nitpicks. For the strategy and sim crowd specifically, the decision density here is lower than something like FTL or Slay the Spire, but the pacing is slower and more deliberate, closer to a board game than an action roguelite. If you play games in short focused sessions and want a run you can complete in ninety minutes that still demands real planning, Insurmountable fits that slot well. The three difficulty modes, Standard, Hard, and the aptly named Insurmountable mode, scale the stakes credibly; newcomers can find their footing on Standard before the later mountains expose every inefficiency in their resource management. The tutorial is functional without being generous, which is fine, because the stat interactions are legible enough to learn by dying once or twice. Diego, Scout Team

Insurmountable

Insurmountable

29 abr 2021ByteRockers' GamesDaedalic Entertainment
GamerScout opina

Permadeath on a hex-grid mountain sounds dry until your oxygen bar hits single digits on the descent and every tile choice feels like a coin flip. Worth your attention if resource-management tension is your genre.

PCXbox
Steam Deck PlayableProtonDB Gold
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I pulled up the stat screen on my third run and counted six separate values draining in real time: health, energy, oxygen, warmth, sanity, and experience. That is the moment I understood what Insurmountable actually is. It is not a hiking sim dressed up in roguelite clothing. It is a resource-allocation puzzle that slowly tightens every constraint until one bad hex choice collapses the whole run. The hex-tile movement system means time only advances when you move or act, which gives the game a genuinely tactical rhythm. Every step costs something, stone costs less energy than ice, ice costs less than broken shale, and elevation plus a deteriorating weather system quietly multiplies every drain rate in the background. The day-night cycle and dynamic snowstorms are not decoration; they are active modifiers you have to path around. The three-character roster, the adventurer, the scientist, and the journalist, each carries a different skill weighting that changes your optimal route logic. The adventurer leans into raw endurance; the scientist trades movement costs for kit efficiency; the journalist bends random text events in her favor. Those differences are real enough that replaying with a new character genuinely reshapes how you read the mountain. The post-launch 2.0 update added a narrative campaign with side missions, team-level upgrades, and character-specific unlockable skill trees, which gave the original sparse loop a backbone it was missing at launch. The story itself is thin and text-heavy, more connective tissue than actual drama, but the mechanical additions from that update are meaningful. Proficiencies and team upgrades mean progress carries forward between runs in a way the launch version never allowed. The critical consensus sits around 74 on Metacritic and roughly 78 percent positive on Steam, which is a fair summary: reviewers consistently praised the tension of the climb and the freshness of the setting inside an overcrowded genre, and just as consistently flagged that variety runs thin after five or six attempts. The event pool is not large, and once you have seen most of the random encounters, the procedural generation starts to feel more like rearranging furniture than building new rooms. The camera can also get stuck in ravines, limiting your sightlines at exactly the wrong moments. These are real problems, not nitpicks. For the strategy and sim crowd specifically, the decision density here is lower than something like FTL or Slay the Spire, but the pacing is slower and more deliberate, closer to a board game than an action roguelite. If you play games in short focused sessions and want a run you can complete in ninety minutes that still demands real planning, Insurmountable fits that slot well. The three difficulty modes, Standard, Hard, and the aptly named Insurmountable mode, scale the stakes credibly; newcomers can find their footing on Standard before the later mountains expose every inefficiency in their resource management. The tutorial is functional without being generous, which is fine, because the stat interactions are legible enough to learn by dying once or twice.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:aaaHex-Grid MovementPermadeath RogueliteMulti-Stat ManagementThree-Difficulty ScalingCharacter Skill TreesText-Based EventsProcedural MountainsShort-Session FriendlyPost-Launch Campaign

Requisitos del sistema

Mínimos

OS
WINDOWS® 7, 8.1, 10 (64 or 32 BIT)
Memory
8 GB RAM
DirectX
Version 11
Storage
4 GB available space
Graphics
NVIDIA® GeForce® GTX 670 or AMD Radeon™ R7 260x
Processor
Intel® Core™ i5-4460, AMD FX™-6300

Recomendados

OS
WINDOWS® 7, 8.1, 10 64-BIT
Memory
8 GB RAM
Storage
4 GB available space
Graphics
NVIDIA® GeForce® GTX 970 with 6GB VRAM, AMD Radeon™ RX 480 with 8GB VRAM, or better
Processor
Intel® Core™ i7-3770, AMD FX™-9590, or better

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Reseñas y valoraciones

Metacritic
74

Información del juego

Desarrolladora
ByteRockers' Games
Distribuidora
Daedalic Entertainment
Fecha de lanzamiento
29 abr 2021

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¿En qué plataformas está disponible Insurmountable?

Insurmountable está disponible en PC, Xbox.

¿Cuándo se lanzó Insurmountable?

Insurmountable se lanzó el 29 de abril de 2021.

¿Quién desarrolló Insurmountable?

Insurmountable fue desarrollado por ByteRockers' Games y publicado por Daedalic Entertainment.

¿Merece la pena comprar Insurmountable?

Insurmountable tiene una puntuación Metacritic de 74/100, lo que lo convierte en uno de los títulos destacados de Adventure. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.