Compara los precios de Thumper en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Drool. Publicado por Drool. Lanzado el 10/10/2016. Disponible en PC, Xbox. Géneros: Action, Indie. Puntuación Metacritic: 86/100.

Thumper is rhythm-action at its most visceral: you are a space beetle hurtling through a psychedelic void, and every missed beat feels like getting hit by a truck.

Thumper calls itself "rhythm violence" and that label earns its keep. This is not the cheerful tap-along of most music games. Drool built something closer to a sensory assault course: a silver beetle rockets down a neon track at speeds that feel genuinely dangerous, and you press one button to hit glowing bars, tilt to carve corners, and time jumps to survive a procession of increasingly hostile obstacles. The inputs are simple enough to learn in two minutes. Mastering them against the game's later levels is a different conversation entirely. The nine worlds that make up the campaign escalate in a way that feels carefully tuned rather than arbitrarily difficult. Early levels establish the grammar - hit, turn, jump, survive - while the soundtrack, composed by one half of Drool, builds from industrial drone into something that sits between metal, electronic, and ritual noise. That word "ritual" is not throwaway. There is a ceremonial quality to Thumper's pacing. The boss encounters at the end of each world are massive, geometric, and deeply weird. A giant head from the future stares you down while the music hammers. These moments land because the game earns them through sustained atmosphere rather than narrative setup. For the audience this was made for - people who want flow states and don't mind repeated failure - Thumper delivers with unusual consistency. The feedback loop is tight enough that a missed beat reads as your fault almost every time, which is the contract rhythm games need to honour to stay compelling. VR support is present on PC, and players who have tried that mode describe it as genuinely overwhelming in the best sense. Even on a flat monitor, the tunnel-vision design works hard to make you feel immersed. The criticisms that follow the game around are legitimate but minor. The visual palette, while striking, leans heavily on a single aesthetic throughout all nine worlds - black void, chrome beetle, sharp geometry, pulsing colours. If you are hoping for variety in setting or tone the way some rhythm games offer, it is not here. The difficulty curve also spikes hard in the back half, and the game offers little in the way of accessibility options to soften that. If precision under pressure is not your thing, worlds seven through nine will feel punishing rather than exhilarating. What Thumper does, it does with a kind of singular focus that most games twice its size never achieve. Drool is two people. The soundtrack, the visual design, the feel of a single button press landing on a beat - all of it points in one direction. That kind of intentionality is rare, and it shows in every second of the roughly six to eight hours it takes to reach the end. For a certain kind of player, this is exactly the game that was missing from their library. Kai, Scout Team

Thumper

Thumper

10 oct 2016Drool
GamerScout opina

Thumper is rhythm-action at its most visceral: you are a space beetle hurtling through a psychedelic void, and every missed beat feels like getting hit by a truck.

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Thumper calls itself "rhythm violence" and that label earns its keep. This is not the cheerful tap-along of most music games. Drool built something closer to a sensory assault course: a silver beetle rockets down a neon track at speeds that feel genuinely dangerous, and you press one button to hit glowing bars, tilt to carve corners, and time jumps to survive a procession of increasingly hostile obstacles. The inputs are simple enough to learn in two minutes. Mastering them against the game's later levels is a different conversation entirely. The nine worlds that make up the campaign escalate in a way that feels carefully tuned rather than arbitrarily difficult. Early levels establish the grammar - hit, turn, jump, survive - while the soundtrack, composed by one half of Drool, builds from industrial drone into something that sits between metal, electronic, and ritual noise. That word "ritual" is not throwaway. There is a ceremonial quality to Thumper's pacing. The boss encounters at the end of each world are massive, geometric, and deeply weird. A giant head from the future stares you down while the music hammers. These moments land because the game earns them through sustained atmosphere rather than narrative setup. For the audience this was made for - people who want flow states and don't mind repeated failure - Thumper delivers with unusual consistency. The feedback loop is tight enough that a missed beat reads as your fault almost every time, which is the contract rhythm games need to honour to stay compelling. VR support is present on PC, and players who have tried that mode describe it as genuinely overwhelming in the best sense. Even on a flat monitor, the tunnel-vision design works hard to make you feel immersed. The criticisms that follow the game around are legitimate but minor. The visual palette, while striking, leans heavily on a single aesthetic throughout all nine worlds - black void, chrome beetle, sharp geometry, pulsing colours. If you are hoping for variety in setting or tone the way some rhythm games offer, it is not here. The difficulty curve also spikes hard in the back half, and the game offers little in the way of accessibility options to soften that. If precision under pressure is not your thing, worlds seven through nine will feel punishing rather than exhilarating. What Thumper does, it does with a kind of singular focus that most games twice its size never achieve. Drool is two people. The soundtrack, the visual design, the feel of a single button press landing on a beat - all of it points in one direction. That kind of intentionality is rare, and it shows in every second of the roughly six to eight hours it takes to reach the end. For a certain kind of player, this is exactly the game that was missing from their library.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

steamRhythm ViolenceFlow StateSingle-Button DepthVR CompatibleBoss RushPsychedelicHigh DifficultyAtmospheric Soundtrack

Requisitos del sistema

Mínimos

Processor
Intel Core i3
Memory
4 GB RAM
Graphics
nVidia GTX 480 / AMD Radeon 7870
DirectX
Version 9.0c
Storage
1400 MB available space So…

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Reseñas y valoraciones

Metacritic
86
Steam
92%(4,355)

Información del juego

Desarrolladora
Drool
Distribuidora
Drool
Fecha de lanzamiento
10 oct 2016

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¿En qué plataformas está disponible Thumper?

Thumper está disponible en PC, Xbox.

¿Cuándo se lanzó Thumper?

Thumper se lanzó el 10 de octubre de 2016.

¿Quién desarrolló Thumper?

Thumper fue desarrollado por Drool.

¿Merece la pena comprar Thumper?

Thumper tiene una puntuación Metacritic de 86/100, lo que lo convierte en uno de los títulos destacados de Action. Mira las reseñas completas, las valoraciones y los tiempos de duración en esta página para decidir.