Compara los precios de NiuMa en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Game Star. Publicado por Game Star. Lanzado el 13/8/2025. Disponible en PC. Géneros: Action, Casual, Indie.

Ninety-one percent positive Steam reviews don't lie: NiuMa is the chaos party your friend group actually needs, as long as nobody shows up expecting ranked depth or a skill ceiling worth chasing.

I came into NiuMa expecting the usual low-effort indie party game and got something that's genuinely harder to put down in a group session than it has any right to be. The pitch is simple: up to eight players control chunky, rounded animals across a set of arenas, mixing brawl modes with parkour-style platform stages where positioning and timing matter more than raw aggression. It is not trying to be Apex. It is not trying to be anything with a ranked ladder. That's fine, but it shapes exactly who this is and isn't for. The asymmetric design is the actual hook. Each animal character carries distinct abilities, with some built around speed-dashing through the pack and others relying on stealth mechanics to grab advantageous spots on the map. There is also a size progression layer: you collect scattered food and drinks during a match to grow your character, boosting combat output, but you can deliberately shed that mass too, which creates some genuinely tactical moments when the map tightens. It is light, but it is not nothing. The variety between a straightforward brawl session and a parkour map keeps rotations feeling fresh for at least a few hours before the loop starts to show its seams. Here is where I have to be honest about the ceiling. Character ability overlap is real. Several animals feel like palette swaps once you get past the visual differences, and the playstyle variety that looks generous on paper compresses quickly when your lobby has been running matches for ninety minutes. There is no meaningful progression system to pull you forward, no unlocks earned through grind, and no ranked structure to give context to wins. For a shooter specialist like me, that itch goes unscratched. The Workshop mod support is the wild card here: if the community builds enough variety into the level and mode pool, longevity could surprise people. Right now it is an open question. The co-op side holds up decently well for mixed-skill groups. Teaming up against enemy-controlled animals in the versus modes is accessible enough that you can hand a controller to someone who barely touches games and they will not be a dead weight immediately. Online matchmaking functions, though the player base is predominantly Chinese-speaking which will affect lobby culture for Western players. No red flags on connectivity from what community feedback exists, which clears the lowest bar. The game recommends SSD storage, a sensible call given arena loading. If you have a regular group of four to eight people who want something to play between harder sessions, NiuMa earns its place in the rotation. Solo or with strangers only, its shallow progression becomes a problem faster than the fun can outrun it. The Workshop support keeps a ceiling-lift possible, and the Steam review curve is healthy enough that the game is not abandoned territory. Go in with the right expectations and it delivers exactly what it promises: messy, cheerful, short-burst multiplayer with just enough asymmetry to keep people from calling the same winner every round. Fred, Scout Team

NiuMa

NiuMa

13 ago 2025Game Star
GamerScout opina

Ninety-one percent positive Steam reviews don't lie: NiuMa is the chaos party your friend group actually needs, as long as nobody shows up expecting ranked depth or a skill ceiling worth chasing.

PC
Steam Deck Playable
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €1.49

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I came into NiuMa expecting the usual low-effort indie party game and got something that's genuinely harder to put down in a group session than it has any right to be. The pitch is simple: up to eight players control chunky, rounded animals across a set of arenas, mixing brawl modes with parkour-style platform stages where positioning and timing matter more than raw aggression. It is not trying to be Apex. It is not trying to be anything with a ranked ladder. That's fine, but it shapes exactly who this is and isn't for. The asymmetric design is the actual hook. Each animal character carries distinct abilities, with some built around speed-dashing through the pack and others relying on stealth mechanics to grab advantageous spots on the map. There is also a size progression layer: you collect scattered food and drinks during a match to grow your character, boosting combat output, but you can deliberately shed that mass too, which creates some genuinely tactical moments when the map tightens. It is light, but it is not nothing. The variety between a straightforward brawl session and a parkour map keeps rotations feeling fresh for at least a few hours before the loop starts to show its seams. Here is where I have to be honest about the ceiling. Character ability overlap is real. Several animals feel like palette swaps once you get past the visual differences, and the playstyle variety that looks generous on paper compresses quickly when your lobby has been running matches for ninety minutes. There is no meaningful progression system to pull you forward, no unlocks earned through grind, and no ranked structure to give context to wins. For a shooter specialist like me, that itch goes unscratched. The Workshop mod support is the wild card here: if the community builds enough variety into the level and mode pool, longevity could surprise people. Right now it is an open question. The co-op side holds up decently well for mixed-skill groups. Teaming up against enemy-controlled animals in the versus modes is accessible enough that you can hand a controller to someone who barely touches games and they will not be a dead weight immediately. Online matchmaking functions, though the player base is predominantly Chinese-speaking which will affect lobby culture for Western players. No red flags on connectivity from what community feedback exists, which clears the lowest bar. The game recommends SSD storage, a sensible call given arena loading. If you have a regular group of four to eight people who want something to play between harder sessions, NiuMa earns its place in the rotation. Solo or with strangers only, its shallow progression becomes a problem faster than the fun can outrun it. The Workshop support keeps a ceiling-lift possible, and the Steam review curve is healthy enough that the game is not abandoned territory. Go in with the right expectations and it delivers exactly what it promises: messy, cheerful, short-burst multiplayer with just enough asymmetry to keep people from calling the same winner every round.

Fred
Fred · Scout Team

Shooters

Etiquetas

multiplayerpvponline-pvpcooponline-coopachievementsworkshopcloud-savestier:sub-5Asymmetric PvPSize ProgressionArena BrawlerWorkshop ModdingShort-Session MultiplayerParty PlatformerTeam-Based Combat

Requisitos del sistema

Mínimos

OS
Windows 10,11
Storage
2 GB available space
Graphics
GTX 1060/RX 580
Processor
2.0 Ghz

Recomendados

OS
Windows 10,11
Storage
2 GB available space
Graphics
RTX 2060/RX 6600XT
Processor
4.0 Ghz

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Información del juego

Desarrolladora
Game Star
Distribuidora
Game Star
Fecha de lanzamiento
13 ago 2025

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¿En qué plataformas está disponible NiuMa?

NiuMa está disponible en PC.

¿Cuándo se lanzó NiuMa?

NiuMa se lanzó el 13 de agosto de 2025.

¿Quién desarrolló NiuMa?

NiuMa fue desarrollado por Game Star.