Compara los precios de Leap Year en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Daniel Linssen. Publicado por Daniel Linssen. Lanzado el 13/6/2024. Disponible en PC. Géneros: Action, Adventure, Indie.

What looks like a joke about bad jumping is actually one of the most quietly ingenious puzzle-platformers in recent indie memory. Two hours that will rearrange how you think about falling.

I went in expecting a charming oddity and came out genuinely floored. The premise sounds almost throwaway: collect the pages of a February calendar scattered across a hand-drawn world, except your tiny blocky character can jump roughly twice their own height but only survive a fall of one. That single, absurd rule is the seed for everything, and Daniel Linssen and Sokpop Collective let it grow without ever stopping to explain themselves. The opening rooms are designed to make you feel incompetent, and that is completely intentional. Jumping across flat ground sends your character on what one reviewer aptly called a parabolic flight of death. Slopes and single-block steps become your best friends. You will faceplant. You will groan. You will also start paying very close attention to the architecture, because every room in this game's 40-plus screens has been placed with purpose. Weird symbols on walls, oddly-shaped empty rooms, peculiar ledge configurations: none of it is decorative. The game has been called a "Knowledgevania" by its own community, and that label fits better than any genre tag I could reach for. Progress is gated not by keys or power-ups but by understanding, by the slow accumulation of physical and mechanical literacy that the world quietly teaches you through your own failures. The secrets layer in a way that genuinely surprised me. Going back to early rooms with new knowledge feels like lifting a veil: clues that were invisible become obvious, and the level design rewards the backtrack rather than punishing it. There is a moment involving what falling actually does to your character that I will not spoil, because its discovery is the heart of the whole experience. What the game has led you to believe about yourself, and then quietly contradicts, is the kind of design move that stays with you. One critic drew a comparison to Outer Wilds in terms of how irreversible that first discovery is, and it is not an overreach. The hand-drawn visual style sits somewhere between a Flash animation notebook and a schoolroom diagram, lo-fi enough to feel personal and precise enough to communicate intent. The six-track soundtrack shifts between the game's distinct biomes without ever overstaying itself: quiet, slightly peculiar, the kind of music that knows it is there to support discovery rather than announce itself. The whole package clocks in at roughly two hours on a first run, with speed-runners reportedly completing it in under twenty minutes once the mechanics are fully internalized. There is also a DLC expansion called Leap Year: March that adds over fifty new rooms and around four more hours for players who want to stay in this world longer. If I have a reservation it is the one note of frustration some players report with the snow section, which leans harder on precision than the rest of the game and can feel like the design slipping out of its own gentle rhythm for a moment. A minor complaint against a near-immaculate whole. This is a game that knows exactly what it is, knows exactly when to end, and trusts you completely, which is rarer than it has any right to be. Kai, Scout Team

Leap Year

Leap Year

13 jun 2024Daniel Linssen
GamerScout opina

What looks like a joke about bad jumping is actually one of the most quietly ingenious puzzle-platformers in recent indie memory. Two hours that will rearrange how you think about falling.

PC
Steam Deck VerifiedProtonDB Gold
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Mínimo histórico: €6.40

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I went in expecting a charming oddity and came out genuinely floored. The premise sounds almost throwaway: collect the pages of a February calendar scattered across a hand-drawn world, except your tiny blocky character can jump roughly twice their own height but only survive a fall of one. That single, absurd rule is the seed for everything, and Daniel Linssen and Sokpop Collective let it grow without ever stopping to explain themselves. The opening rooms are designed to make you feel incompetent, and that is completely intentional. Jumping across flat ground sends your character on what one reviewer aptly called a parabolic flight of death. Slopes and single-block steps become your best friends. You will faceplant. You will groan. You will also start paying very close attention to the architecture, because every room in this game's 40-plus screens has been placed with purpose. Weird symbols on walls, oddly-shaped empty rooms, peculiar ledge configurations: none of it is decorative. The game has been called a "Knowledgevania" by its own community, and that label fits better than any genre tag I could reach for. Progress is gated not by keys or power-ups but by understanding, by the slow accumulation of physical and mechanical literacy that the world quietly teaches you through your own failures. The secrets layer in a way that genuinely surprised me. Going back to early rooms with new knowledge feels like lifting a veil: clues that were invisible become obvious, and the level design rewards the backtrack rather than punishing it. There is a moment involving what falling actually does to your character that I will not spoil, because its discovery is the heart of the whole experience. What the game has led you to believe about yourself, and then quietly contradicts, is the kind of design move that stays with you. One critic drew a comparison to Outer Wilds in terms of how irreversible that first discovery is, and it is not an overreach. The hand-drawn visual style sits somewhere between a Flash animation notebook and a schoolroom diagram, lo-fi enough to feel personal and precise enough to communicate intent. The six-track soundtrack shifts between the game's distinct biomes without ever overstaying itself: quiet, slightly peculiar, the kind of music that knows it is there to support discovery rather than announce itself. The whole package clocks in at roughly two hours on a first run, with speed-runners reportedly completing it in under twenty minutes once the mechanics are fully internalized. There is also a DLC expansion called Leap Year: March that adds over fifty new rooms and around four more hours for players who want to stay in this world longer. If I have a reservation it is the one note of frustration some players report with the snow section, which leans harder on precision than the rest of the game and can feel like the design slipping out of its own gentle rhythm for a moment. A minor complaint against a near-immaculate whole. This is a game that knows exactly what it is, knows exactly when to end, and trusts you completely, which is rarer than it has any right to be.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supporttier:indieKnowledgevaniaPhysics-Based PuzzlesEnvironmental StorytellingNo-Tutorial DesignGlyph SecretsSpeed-Run FriendlyDLC AvailableSokpop Collective

Requisitos del sistema

Mínimos

OS
Windows 7+
Memory
1 GB RAM
DirectX
Version 10
Storage
50 MB available space
Graphics
GPU with at least 256MB of VRAM
Processor
3.0 GHz Dual Core CPU

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Información del juego

Desarrolladora
Daniel Linssen
Distribuidora
Daniel Linssen
Fecha de lanzamiento
13 jun 2024

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¿En qué plataformas está disponible Leap Year?

Leap Year está disponible en PC.

¿Cuándo se lanzó Leap Year?

Leap Year se lanzó el 13 de junio de 2024.

¿Quién desarrolló Leap Year?

Leap Year fue desarrollado por Daniel Linssen.