Compara los precios de Pichon en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Lisandro Lorea. Publicado por Red Mage Games. Lanzado el 15/3/2018. Disponible en PC, Mac, Linux. Géneros: Action, Casual, Indie.

A one-dev precision platformer that strips the genre down to a single irresistible constraint: your bird never stops bouncing, and that changes everything about how you think.

I have a soft spot for the games that started as a sketch on a napkin and ended up somewhere genuinely surprising, and Pichon is exactly that. Lisandro Lorea spent years slowly growing a bouncing-ball concept into a full precision platformer, porting it across engines before landing on a build polished enough to ship on Steam, and that journey of iterative care shows in how the core mechanic holds together. The central rule is elegant and slightly cruel: Pichon is in perpetual motion, bouncing without pause, and you are only ever steering and timing, never stopping to catch your breath. It is the kind of constraint that sounds like a gimmick until it starts shaping every decision you make. The level design earns its difficulty honestly. Different surface materials alter your bounce height, momentum, and stability, so reading the floor beneath you becomes as important as watching the obstacles ahead. Some blocks crumble on contact, some send you soaring, and activating special blocks can open hidden passages that reward curiosity over raw reflexes. Collecting the required gems to unlock each exit door is the stated goal, but the real puzzle is sequencing your bounces so that gem collection, block activation, and spike avoidance all happen in the right order before the level chews you up. It is tight, arcade-style work dressed in a cartoony pixel art coat, and the two coexist well. The visual presentation is warm and unpretentious. The pixel art leans colorful rather than gritty, giving cave environments more charm than dread, and the whole thing has an early Newgrounds energy that actually suits the mechanical purity of the design. The Steam version is worth noting: it runs on the older Phaser-based build of the game, and a remastered version with a level editor has been in development but has not arrived yet. That means the version you are playing right now is the original, which is not a bad thing, but it is something to know. Mac users running Catalina or above should also be aware that compatibility is broken on that platform. Where Pichon asks for patience is in its unforgiving rhythm. There is no adjustment period where the game holds your hand; the bounce starts immediately and the spikes are real from the first few levels. Players expecting a gentle puzzle game because of the cute bird mascot will get a corrective surprise. That said, the skill ceiling is genuine and the loop of retrying short levels is satisfying rather than punishing, provided you enjoy arcade-style mastery runs. The community around it is small but the Steam reception has been warm, sitting at a positive rating from the players who did find it. For a sub-five-dollar title from a solo developer, the honesty of its design trades well for the price. Kai, Scout Team

Pichon

Pichon

15 mar 2018Lisandro LoreaRed Mage Games
GamerScout opina

A one-dev precision platformer that strips the genre down to a single irresistible constraint: your bird never stops bouncing, and that changes everything about how you think.

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Mínimo histórico: €1.76

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I have a soft spot for the games that started as a sketch on a napkin and ended up somewhere genuinely surprising, and Pichon is exactly that. Lisandro Lorea spent years slowly growing a bouncing-ball concept into a full precision platformer, porting it across engines before landing on a build polished enough to ship on Steam, and that journey of iterative care shows in how the core mechanic holds together. The central rule is elegant and slightly cruel: Pichon is in perpetual motion, bouncing without pause, and you are only ever steering and timing, never stopping to catch your breath. It is the kind of constraint that sounds like a gimmick until it starts shaping every decision you make. The level design earns its difficulty honestly. Different surface materials alter your bounce height, momentum, and stability, so reading the floor beneath you becomes as important as watching the obstacles ahead. Some blocks crumble on contact, some send you soaring, and activating special blocks can open hidden passages that reward curiosity over raw reflexes. Collecting the required gems to unlock each exit door is the stated goal, but the real puzzle is sequencing your bounces so that gem collection, block activation, and spike avoidance all happen in the right order before the level chews you up. It is tight, arcade-style work dressed in a cartoony pixel art coat, and the two coexist well. The visual presentation is warm and unpretentious. The pixel art leans colorful rather than gritty, giving cave environments more charm than dread, and the whole thing has an early Newgrounds energy that actually suits the mechanical purity of the design. The Steam version is worth noting: it runs on the older Phaser-based build of the game, and a remastered version with a level editor has been in development but has not arrived yet. That means the version you are playing right now is the original, which is not a bad thing, but it is something to know. Mac users running Catalina or above should also be aware that compatibility is broken on that platform. Where Pichon asks for patience is in its unforgiving rhythm. There is no adjustment period where the game holds your hand; the bounce starts immediately and the spikes are real from the first few levels. Players expecting a gentle puzzle game because of the cute bird mascot will get a corrective surprise. That said, the skill ceiling is genuine and the loop of retrying short levels is satisfying rather than punishing, provided you enjoy arcade-style mastery runs. The community around it is small but the Steam reception has been warm, sitting at a positive rating from the players who did find it. For a sub-five-dollar title from a solo developer, the honesty of its design trades well for the price.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayercontroller-supporttrading-cardscloud-savestier:sub-5Precision-Bounce MechanicArcade Retry LoopOne-Dev HandcraftMaterial-Based PlatformingReflex PuzzleShort-Session DesignCave ExplorationPixel Art Charmer

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
2 GB RAM
Storage
200 MB available space
Graphics
lo-end gpu from 2010 or later
Processor
mid-end cpu from 2010 or later
Sound Card
Recommended

Recomendados

OS
Windows 10
Memory
4 GB RAM
Storage
200 MB available space
Graphics
mid-end gpu from 2010 or later
Processor
hi-end cpu from 2010 or later
Sound Card
Recommended

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Información del juego

Desarrolladora
Lisandro Lorea
Distribuidora
Red Mage Games
Fecha de lanzamiento
15 mar 2018

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¿Dónde puedo comprar Pichon más barato?

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¿En qué plataformas está disponible Pichon?

Pichon está disponible en PC, Mac, Linux.

¿Cuándo se lanzó Pichon?

Pichon se lanzó el 15 de marzo de 2018.

¿Quién desarrolló Pichon?

Pichon fue desarrollado por Lisandro Lorea y publicado por Red Mage Games.