Compare 1 Screen Platformer prices across 50+ stores and find the best deal. Developed by Return To Adventure Mountain, LLC. Published by Return To Adventure Mountain, LLC. Released on 3/6/2019. Available on PC, Mac. Genres: Action, Adventure, Indie.

A precision platformer that fits its entire challenge into a single temple screen, then dares you to run it faster, cleaner, and with a different character every time you finish.

I have a soft spot for games that know their shape. Not every project needs forty hours and a skill tree - some of the most satisfying things on Steam are the ones that arrive, do exactly what they promised, and leave you refreshed. 1 Screen Platformer is one of those games, and it earns that economy of form through genuine craft rather than laziness. The setup is small by design. Three interstellar bounty hunters - Nadia Stormhammer, the speedrunner-friendly vanilla run; Vez, with her own particular twist on the route; and Subject X95c, who starts in near-total darkness and must clear a fog-of-war from the entire temple - all share the same single-screen layout packed with 32 traps. Lava pits, spikes, and lasers firing on precise timers make up the obstacle vocabulary. The physics are deliberately stripped back: you get a double jump in normal mode, responsive lateral movement, and ladder climbs. There is no wall-jump, no air-steer floatiness. What the game trades in complexity of movement it reinvests entirely in trap choreography and route memorization. Each character reframes the same geography in a way that feels meaningfully different rather than cosmetically reskinned. Hard mode removes your double jump and adds new obstacles to the same layout - not a separate level, but a more brutal reading of the one you already half-know. The developer built the whole thing with speedrunning in mind: instant respawns, a built-in timer, zero randomness, and a published promise to never patch out shortcuts that improve running. An active community posts times to speedrun.com, and leaderboards track your personal bests. 90 achievements are spread across both difficulty tiers, and finishing hard mode retroactively unlocks everything from normal, which is a small but thoughtful quality-of-life call. A full completion run sits around 90 minutes for most players, though the actual ceiling is wherever your personal best stops satisfying you. The honest critique is a short list. The single-screen scope that gives the game its identity also caps its ceiling hard. One outside reviewer noted there is only one environmental overlap point in the layout, which means the route variety between characters comes from objective changes rather than physical restructuring of the map. Players who arrived expecting something meatier found themselves at credits before they felt settled. That reaction is real, and fair - but it misreads what this game is for. It is a palette cleanser, a lunchbreak challenge, a speedrunner's onramp. The developer has said as much, and the game's price, length, and structure are all calibrated to that purpose with unusual honesty. Where I land: this is a one-person studio making intentional small things, and 1 Screen Platformer hits its target with more precision than many games three times its price hit theirs. If you want a low-friction entry into speedrunning, a tidy achievement sweep, or just something that respects your time and ends cleanly, this is worth the download. Kai, Scout Team

1 Screen Platformer
ActionAdventureIndie

1 Screen Platformer

Mar 6, 2019Return To Adventure Mountain, LLC
GamerScout Says

A precision platformer that fits its entire challenge into a single temple screen, then dares you to run it faster, cleaner, and with a different character every time you finish.

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Screenshots & Media

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About 1 Screen Platformer

I have a soft spot for games that know their shape. Not every project needs forty hours and a skill tree - some of the most satisfying things on Steam are the ones that arrive, do exactly what they promised, and leave you refreshed. 1 Screen Platformer is one of those games, and it earns that economy of form through genuine craft rather than laziness. The setup is small by design. Three interstellar bounty hunters - Nadia Stormhammer, the speedrunner-friendly vanilla run; Vez, with her own particular twist on the route; and Subject X95c, who starts in near-total darkness and must clear a fog-of-war from the entire temple - all share the same single-screen layout packed with 32 traps. Lava pits, spikes, and lasers firing on precise timers make up the obstacle vocabulary. The physics are deliberately stripped back: you get a double jump in normal mode, responsive lateral movement, and ladder climbs. There is no wall-jump, no air-steer floatiness. What the game trades in complexity of movement it reinvests entirely in trap choreography and route memorization. Each character reframes the same geography in a way that feels meaningfully different rather than cosmetically reskinned. Hard mode removes your double jump and adds new obstacles to the same layout - not a separate level, but a more brutal reading of the one you already half-know. The developer built the whole thing with speedrunning in mind: instant respawns, a built-in timer, zero randomness, and a published promise to never patch out shortcuts that improve running. An active community posts times to speedrun.com, and leaderboards track your personal bests. 90 achievements are spread across both difficulty tiers, and finishing hard mode retroactively unlocks everything from normal, which is a small but thoughtful quality-of-life call. A full completion run sits around 90 minutes for most players, though the actual ceiling is wherever your personal best stops satisfying you. The honest critique is a short list. The single-screen scope that gives the game its identity also caps its ceiling hard. One outside reviewer noted there is only one environmental overlap point in the layout, which means the route variety between characters comes from objective changes rather than physical restructuring of the map. Players who arrived expecting something meatier found themselves at credits before they felt settled. That reaction is real, and fair - but it misreads what this game is for. It is a palette cleanser, a lunchbreak challenge, a speedrunner's onramp. The developer has said as much, and the game's price, length, and structure are all calibrated to that purpose with unusual honesty. Where I land: this is a one-person studio making intentional small things, and 1 Screen Platformer hits its target with more precision than many games three times its price hit theirs. If you want a low-friction entry into speedrunning, a tidy achievement sweep, or just something that respects your time and ends cleanly, this is worth the download. Kai, Scout Team

Tags

singleplayerachievementscontroller-supporttier:sub-5Speedrun-FriendlyInstant RespawnZero RNGFog of War ModeCharacter-Specific ObjectivesBuilt-in TimerAchievement SweepPalette CleanserLeaderboard Support

System Requirements

Minimum

OS
Windows 7 or Later
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
50 MB available space
Graphics
512 MB VRAM
Processor
2 GHz
Sound Card
Yes

Recommended

OS
Windows 7 or Later
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
50 MB available space
Graphics
1 GB VRAM
Processor
3 GHz
Sound Card
Yes

Reviews & Ratings

No ratings available

Game Info

Developer
Return To Adventure Mountain, LLC
Publisher
Return To Adventure Mountain, LLC
Release Date
Mar 6, 2019

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