Compara los precios de Spectrum Break en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Jason Hein. Publicado por Jason Hein. Lanzado el 29/3/2018. Disponible en PC, Mac. Géneros: Adventure, Indie.

A solo-dev neon platformer that smuggles puzzle logic into a zero-gravity light show, and somehow keeps both feelings intact across all 55 levels.

I gravitate toward the one-person Steam pages that get maybe ten reviews and zero coverage, and Spectrum Break is exactly that kind of quiet find. Solo developer Jason Hein built the whole thing after accidentally applying physics scripts to every block in a static platformer and realizing the chaos was more fun than the original game. That honest, accidental origin shows in every level: nothing here feels overdesigned or focus-tested to death. The core loop is deceptively plain. You play a small character who can run, jump, and wall-jump across floating blocks that drift in zero gravity. Touch a block and it lights up; light all of them to clear the stage and move on. What the description undersells is how much the physics rearrange the problem mid-attempt. Blocks you nudge early drift into corners or stack against walls, changing what the back half of a level even looks like. Some levels reward fast, instinctive platforming; others quietly demand that you think two or three touches ahead, like a low-key billiards puzzle dressed in neon. The game never labels which mode you should be in, and that ambiguity is largely a feature. Thruster blocks add another layer later in the run, launching themselves in fixed directions when you land on them, so routing around them becomes a small physics puzzle of its own. The controls strip all friction away: move, jump, wall-jump. Respawn on death is near-instant and the music does not reset, which is a genuinely considerate design choice that keeps the atmosphere intact even when you are failing repeatedly. The synth-and-chiptune soundtrack from Halifax-based collaborator Christopher is the element I keep returning to in memory. It sits somewhere between ambient and upbeat, the kind of thing that makes a 40-minute play session feel like ten. The neon color palette reacts to the blocks you have and have not lit, so there is a constant low-level visual feedback loop that feels rewarding even when you are fumbling. The honest caveats: at 55 levels the game is genuinely short, and the last five jump in difficulty noticeably compared to everything before them. Players who want a meaty challenge will need to lean on the built-in timer and achievement hunting to extend replay. The soundtrack, while atmospheric, does loop without a clear melodic arc, so if you are sensitive to repetition it can wear thin before the final levels. And the Steam review count is tiny, which means community resources for tricky stages are basically nonexistent. You are on your own. For what it is, though, Spectrum Break knows its edges. It does not try to be a 20-hour game. It commits to one strange physical idea, teaches it through well-paced level design, hides a secret block in every stage for the completionists, and stops before it runs out of things to say. There is a secret block in each level for those who like to hunt, and a completion timer for anyone who wants to speedrun a compact, hypnotic game with a distinctly handmade feel. If you have ever wished Lumines had a platformer mode and a chill synth score, this is the closest thing I have found. Kai, Scout Team

Spectrum Break

Spectrum Break

29 mar 2018Jason Hein
GamerScout opina

A solo-dev neon platformer that smuggles puzzle logic into a zero-gravity light show, and somehow keeps both feelings intact across all 55 levels.

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Acerca de Spectrum Break

I gravitate toward the one-person Steam pages that get maybe ten reviews and zero coverage, and Spectrum Break is exactly that kind of quiet find. Solo developer Jason Hein built the whole thing after accidentally applying physics scripts to every block in a static platformer and realizing the chaos was more fun than the original game. That honest, accidental origin shows in every level: nothing here feels overdesigned or focus-tested to death. The core loop is deceptively plain. You play a small character who can run, jump, and wall-jump across floating blocks that drift in zero gravity. Touch a block and it lights up; light all of them to clear the stage and move on. What the description undersells is how much the physics rearrange the problem mid-attempt. Blocks you nudge early drift into corners or stack against walls, changing what the back half of a level even looks like. Some levels reward fast, instinctive platforming; others quietly demand that you think two or three touches ahead, like a low-key billiards puzzle dressed in neon. The game never labels which mode you should be in, and that ambiguity is largely a feature. Thruster blocks add another layer later in the run, launching themselves in fixed directions when you land on them, so routing around them becomes a small physics puzzle of its own. The controls strip all friction away: move, jump, wall-jump. Respawn on death is near-instant and the music does not reset, which is a genuinely considerate design choice that keeps the atmosphere intact even when you are failing repeatedly. The synth-and-chiptune soundtrack from Halifax-based collaborator Christopher is the element I keep returning to in memory. It sits somewhere between ambient and upbeat, the kind of thing that makes a 40-minute play session feel like ten. The neon color palette reacts to the blocks you have and have not lit, so there is a constant low-level visual feedback loop that feels rewarding even when you are fumbling. The honest caveats: at 55 levels the game is genuinely short, and the last five jump in difficulty noticeably compared to everything before them. Players who want a meaty challenge will need to lean on the built-in timer and achievement hunting to extend replay. The soundtrack, while atmospheric, does loop without a clear melodic arc, so if you are sensitive to repetition it can wear thin before the final levels. And the Steam review count is tiny, which means community resources for tricky stages are basically nonexistent. You are on your own. For what it is, though, Spectrum Break knows its edges. It does not try to be a 20-hour game. It commits to one strange physical idea, teaches it through well-paced level design, hides a secret block in every stage for the completionists, and stops before it runs out of things to say. There is a secret block in each level for those who like to hunt, and a completion timer for anyone who wants to speedrun a compact, hypnotic game with a distinctly handmade feel. If you have ever wished Lumines had a platformer mode and a chill synth score, this is the closest thing I have found.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayerachievementscontroller-supportcloud-savestier:sub-5Zero-Gravity PhysicsChiptune SoundtrackMomentum-Based PlatformingHidden CollectiblesSpeedrun TimerSolo DevShort-Form Indie

Requisitos del sistema

Mínimos

OS
Windows 7 64 bit
Memory
2 GB RAM
DirectX
Version 11
Storage
200 MB available space
Graphics
256 MB or Intel hd graphics
Processor
1.6 Ghz+
Sound Card
Intel hd graphics or AMD Radeon HD 6520G

Recomendados

OS
Windows 10 64 bit
Memory
4 GB RAM
DirectX
Version 12
Storage
200 MB available space
Graphics
1 GB
Processor
2 Ghz+
Sound Card
GeForce GTX 760

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Información del juego

Desarrolladora
Jason Hein
Distribuidora
Jason Hein
Fecha de lanzamiento
29 mar 2018

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¿En qué plataformas está disponible Spectrum Break?

Spectrum Break está disponible en PC, Mac.

¿Cuándo se lanzó Spectrum Break?

Spectrum Break se lanzó el 29 de marzo de 2018.

¿Quién desarrolló Spectrum Break?

Spectrum Break fue desarrollado por Jason Hein.