Compara los precios de Moustache Mountain en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Nauris Amatnieks. Publicado por Nauris Amatnieks. Lanzado el 31/3/2016. Disponible en PC. Géneros: Action, Casual, Indie.

Fifteen randomized levels, three lives, and one very determined moustache enthusiast stand between you and the summit. Tighter than it looks, more replayable than it has any right to be.

I have a soft spot for solo-dev games that commit fully to a single absurd premise, and Moustache Mountain is one of the more charmingly deranged examples I have encountered on Steam. Nauris Amatnieks built this entirely alone, and the result is a compact rogue-lite precision platformer that wears its influences openly but earns enough of its own personality to be worth a look. The structure is simple by design: fifteen increasingly punishing levels stack vertically toward a summit, and your job is to reach the top without dying. You get three lives per run. Lose them all and the mountain reshuffles itself, serving up mirrored stages, upside-down configurations, or rearranged hazard layouts, so muscle memory only gets you so far. The core move-set is minimal but deliberate: standard jumps, wall-jumps that let you cling momentarily to surfaces before launching upward, long jumps, and a mid-air slow that buys you fractions of a second to dodge impalement on spikes. None of these feel like throwaway additions. The later levels are specifically designed around the wall-jump in ways that will take most players several runs to read properly. Community feedback has noted some inconsistency in how the wall-jump registers, especially on keyboard, and that criticism is fair. A controller is the right tool here and the difference in feel is significant. The pixel art is clean and confident without overreaching. Spike traps, crumbling platforms, and the mountainous backdrops do exactly what good environmental design should: communicate danger clearly enough that a death feels like your fault, not the game's. The tone throughout is knowingly ridiculous. The lore involves an ancient civilization wiped out by plague, a legendary hair product, and a dying man's final climb. It is the kind of backstory that understands it exists only to justify the title and the chase. That self-awareness is part of the appeal. Speedrunners have found a home here, with global leaderboards and a sub-three-minute achievement that turns a casual curiosity into a tight challenge for anyone who wants to push it. Local co-op adds a competitive race-to-the-top mode that works well as a couch distraction, though the core game is clearly built around the solo climb. The honest caveat: this is a short game. Average playtime sits well under three hours for most players, and someone skilled at precision platformers may see the credits much sooner. If you need a vast world or a sprawling system to feel satisfied, Moustache Mountain will not hold you. But for a game that knows exactly what it wants to be and executes it with conviction, there is something genuinely pleasing about how it handles its scope. It ends when it should. It does not pad. It lets the leaderboard and the achievement list do the work of extending play for those who want more. Kai, Scout Team

Moustache Mountain

Moustache Mountain

31 mar 2016Nauris Amatnieks
GamerScout opina

Fifteen randomized levels, three lives, and one very determined moustache enthusiast stand between you and the summit. Tighter than it looks, more replayable than it has any right to be.

PC
Mejor precio disponible
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en N/A
Mínimo histórico: €0.38

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I have a soft spot for solo-dev games that commit fully to a single absurd premise, and Moustache Mountain is one of the more charmingly deranged examples I have encountered on Steam. Nauris Amatnieks built this entirely alone, and the result is a compact rogue-lite precision platformer that wears its influences openly but earns enough of its own personality to be worth a look. The structure is simple by design: fifteen increasingly punishing levels stack vertically toward a summit, and your job is to reach the top without dying. You get three lives per run. Lose them all and the mountain reshuffles itself, serving up mirrored stages, upside-down configurations, or rearranged hazard layouts, so muscle memory only gets you so far. The core move-set is minimal but deliberate: standard jumps, wall-jumps that let you cling momentarily to surfaces before launching upward, long jumps, and a mid-air slow that buys you fractions of a second to dodge impalement on spikes. None of these feel like throwaway additions. The later levels are specifically designed around the wall-jump in ways that will take most players several runs to read properly. Community feedback has noted some inconsistency in how the wall-jump registers, especially on keyboard, and that criticism is fair. A controller is the right tool here and the difference in feel is significant. The pixel art is clean and confident without overreaching. Spike traps, crumbling platforms, and the mountainous backdrops do exactly what good environmental design should: communicate danger clearly enough that a death feels like your fault, not the game's. The tone throughout is knowingly ridiculous. The lore involves an ancient civilization wiped out by plague, a legendary hair product, and a dying man's final climb. It is the kind of backstory that understands it exists only to justify the title and the chase. That self-awareness is part of the appeal. Speedrunners have found a home here, with global leaderboards and a sub-three-minute achievement that turns a casual curiosity into a tight challenge for anyone who wants to push it. Local co-op adds a competitive race-to-the-top mode that works well as a couch distraction, though the core game is clearly built around the solo climb. The honest caveat: this is a short game. Average playtime sits well under three hours for most players, and someone skilled at precision platformers may see the credits much sooner. If you need a vast world or a sprawling system to feel satisfied, Moustache Mountain will not hold you. But for a game that knows exactly what it wants to be and executes it with conviction, there is something genuinely pleasing about how it handles its scope. It ends when it should. It does not pad. It lets the leaderboard and the achievement list do the work of extending play for those who want more.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayerlocal-coopachievementscontroller-supporttrading-cardstier:sub-5Precision PlatformerRoguelitePermadeathSpeedrun-FriendlyWall-JumpLocal RaceLeaderboardShort-Run

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
256mb

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Información del juego

Desarrolladora
Nauris Amatnieks
Distribuidora
Nauris Amatnieks
Fecha de lanzamiento
31 mar 2016

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¿Cuánto cuesta Moustache Mountain?

El precio de Moustache Mountain cambia a menudo y varía según la tienda, la edición y la región. La tabla de precios en vivo de esta página compara las ofertas más baratas en stock de tiendas de claves de confianza como Eneba y Kinguin, para que siempre veas el precio más bajo actual antes de comprar.

¿Dónde puedo comprar Moustache Mountain más barato?

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¿En qué plataformas está disponible Moustache Mountain?

Moustache Mountain está disponible en PC.

¿Cuándo se lanzó Moustache Mountain?

Moustache Mountain se lanzó el 31 de marzo de 2016.

¿Quién desarrolló Moustache Mountain?

Moustache Mountain fue desarrollado por Nauris Amatnieks.