Compara los precios de Mainly at Rest en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Daniel Seman. Publicado por Galactic Games. Lanzado el 26/8/2021. Disponible en PC. Géneros: Action, Adventure, Casual, Indie, Strategy.

If Getting Over It broke your spirit and you came back for more, Mainly at Rest will happily finish the job, this time making your legs do all the suffering on a snow-covered mountain full of malicious traps.

I'll be straight with you: strategy is my wheelhouse, not rage-platformers. But I know a game designed around a single brutal decision-making loop when I see one, and Mainly at Rest is exactly that. Every step up this unforgiving snow mountain is a micro-choice about momentum, timing, and when to commit to a jump before the terrain punishes your hesitation and sends you sliding back down. That loop, thin as it is, is the entire game. No progression system, no unlocks, no checkpoints to pad the runtime. Just you, a set of legs, and a mountain that would happily erase thirty minutes of progress in a single mistimed hop. The spiritual comparison point here is obvious. Getting Over It with Bennett Foddy built its reputation on deliberate cruelty and physics that rewarded obsessive pattern recognition. Mainly at Rest leans into the same philosophy but swaps the hammer-and-pot setup for a third-person platformer with run, jump, and aerial-spin mechanics that you gradually learn to chain together. The mountain layout places traps and pitfalls in spots that feel almost algorithmic in their pettiness. Whether that reads as charming or infuriating depends entirely on your tolerance for trial-and-error loops with no margin for error. Here is where the honest accounting gets uncomfortable. With only 22 Steam user reviews sitting at a mixed 54% approval rating, this is not a game with a validated track record. The player count data tells a similar story: a ghost town at the concurrent level, a tiny community hub, and no post-launch updates of note. The developer notes that even testers averaged around two hours of play, which is either a selling point for a tight challenge or a warning about the ceiling of what is actually here. The controls, built on Unreal Engine Marketplace assets, feel loose in ways that are hard to separate from intentional sadism, meaning some of your failures will feel earned and others will feel like physics jank you never signed up for. That ambiguity sits right at the center of the mixed reception. Who should actually consider this? Gamers who have already wrung everything out of Getting Over It, Jump King, and ALTF4 and want another short, punishing object to hurl themselves at. The price point and runtime make it a low-commitment experiment rather than a serious recommendation. If you are a newcomer to the rage-platformer subgenre, start elsewhere. The more established titles in this space give you cleaner feedback on whether you failed because of your own skill or because of imprecise controls. Mainly at Rest does not always make that distinction clear, which is the core problem with a game that lives or dies on whether its difficulty feels fair. Diego, Scout Team

Mainly at Rest

Mainly at Rest

26 ago 2021Daniel SemanGalactic Games
GamerScout opina

If Getting Over It broke your spirit and you came back for more, Mainly at Rest will happily finish the job, this time making your legs do all the suffering on a snow-covered mountain full of malicious traps.

PC
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I'll be straight with you: strategy is my wheelhouse, not rage-platformers. But I know a game designed around a single brutal decision-making loop when I see one, and Mainly at Rest is exactly that. Every step up this unforgiving snow mountain is a micro-choice about momentum, timing, and when to commit to a jump before the terrain punishes your hesitation and sends you sliding back down. That loop, thin as it is, is the entire game. No progression system, no unlocks, no checkpoints to pad the runtime. Just you, a set of legs, and a mountain that would happily erase thirty minutes of progress in a single mistimed hop. The spiritual comparison point here is obvious. Getting Over It with Bennett Foddy built its reputation on deliberate cruelty and physics that rewarded obsessive pattern recognition. Mainly at Rest leans into the same philosophy but swaps the hammer-and-pot setup for a third-person platformer with run, jump, and aerial-spin mechanics that you gradually learn to chain together. The mountain layout places traps and pitfalls in spots that feel almost algorithmic in their pettiness. Whether that reads as charming or infuriating depends entirely on your tolerance for trial-and-error loops with no margin for error. Here is where the honest accounting gets uncomfortable. With only 22 Steam user reviews sitting at a mixed 54% approval rating, this is not a game with a validated track record. The player count data tells a similar story: a ghost town at the concurrent level, a tiny community hub, and no post-launch updates of note. The developer notes that even testers averaged around two hours of play, which is either a selling point for a tight challenge or a warning about the ceiling of what is actually here. The controls, built on Unreal Engine Marketplace assets, feel loose in ways that are hard to separate from intentional sadism, meaning some of your failures will feel earned and others will feel like physics jank you never signed up for. That ambiguity sits right at the center of the mixed reception. Who should actually consider this? Gamers who have already wrung everything out of Getting Over It, Jump King, and ALTF4 and want another short, punishing object to hurl themselves at. The price point and runtime make it a low-commitment experiment rather than a serious recommendation. If you are a newcomer to the rage-platformer subgenre, start elsewhere. The more established titles in this space give you cleaner feedback on whether you failed because of your own skill or because of imprecise controls. Mainly at Rest does not always make that distinction clear, which is the core problem with a game that lives or dies on whether its difficulty feels fair.

Diego
Diego · Scout Team

Strategy & simulation

Etiquetas

singleplayerachievementscloud-savestier:sub-5Rage-PlatformerPhysics-BasedTrial and ErrorThird-Person PlatformerPrecision JumpingAerial MechanicsShort RuntimeNo Checkpoints

Requisitos del sistema

Mínimos

OS
Windows Vista
Memory
2 GB RAM
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
Intel HD Graphics 4000 or better
Processor
2 GHz Dual Core CPU

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OS
Windows 10
Memory
4 GB RAM
Network
Broadband Internet connection
Storage
3 GB available space
Graphics
Geforce GTX 970/Radeon RX470 or better
Processor
2.5 GHz Dual Core CPU

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Información del juego

Desarrolladora
Daniel Seman
Distribuidora
Galactic Games
Fecha de lanzamiento
26 ago 2021

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¿En qué plataformas está disponible Mainly at Rest?

Mainly at Rest está disponible en PC.

¿Cuándo se lanzó Mainly at Rest?

Mainly at Rest se lanzó el 26 de agosto de 2021.

¿Quién desarrolló Mainly at Rest?

Mainly at Rest fue desarrollado por Daniel Seman y publicado por Galactic Games.