Compare 1001 Spikes prices across 50+ stores and find the best deal. Developed by Nicalis, Inc.. Published by Nicalis, Inc.. Released on 6/3/2014. Available on PC. Genres: Action, Adventure, Indie. Metacritic score: 80/100.

A brutally precise platformer that hands you 1001 lives and dares you to waste them all. Old-school cruelty, pixel-perfect joy.

1001 Spikes is a precision platformer from Nicalis built around one simple, merciless premise: the world wants Aban Hawkins dead, and it will try very hard to prove that point. Spike pits, crushing traps, crumbling floors, and instant-kill projectiles fill every room of a temple you genuinely have no right to be in. The game knows this about you. It laughs warmly, then kills you again. If you have ever loved the kind of arcade game that respects you enough to be unfair, this one understands. The premise is pulpy and charming - Aban is a rough-edged adventurer chasing both treasure and the ghost of his absent archaeologist father across frozen Antarctic ruins and the vine-choked caverns of South America. The story is thin by design, a coat-hook for the real content, which is room after room of handcrafted trap choreography. And that handcraft is genuinely what elevates this above basic retro-punishment games. Each screen has a rhythm to it. Die enough times and you stop seeing the spikes as obstacles; you start hearing them as a percussion track you just need to sync with. That shift, when it happens, is genuinely satisfying in a way that feels earned. The core toolkit is deliberately small. Aban throws knives, jumps with stiff precision, and can wall-jump when the geometry allows. No dash, no double-jump, no power creep. The 1001 lives the title promises are not a gimmick - you will spend them. But the game uses multiple playable characters beyond Aban, each with slightly different movement profiles, which adds replay texture without complicating the core loop. Unlocking those characters and hunting the hidden treasures scattered through stages is the long-game carrot for players who clear the main path and want more punishment. What does not fully land is the pacing across the full run. The middle chapters can feel like the game recycling trap vocabulary without introducing new ideas, and a handful of sections lean on trial-and-error memorization in ways that feel less like skill expression and more like a toll. The soundtrack does a lot of heavy lifting during those stretches - the chiptune compositions have real personality, the kind where you catch yourself humming a stage theme hours later. The pixel art is meticulous without being showy, all readable silhouettes and expressive environmental detail. For players who bounced off Super Meat Boy for being too twitchy or found VVVVVV too gentle, 1001 Spikes sits in its own specific pocket of difficulty - measured, spatial, punishing on the first attempt and almost meditative on the fifth. It knows exactly how long a good run should feel, and it knows when a stage has made its point. Six-hour games that understand their own length are rarer than they should be. This one does. Kai, Scout Team

1001 Spikes
ActionAdventureIndie

1001 Spikes

Jun 3, 2014Nicalis, Inc.
GamerScout Says

A brutally precise platformer that hands you 1001 lives and dares you to waste them all. Old-school cruelty, pixel-perfect joy.

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About 1001 Spikes

1001 Spikes is a precision platformer from Nicalis built around one simple, merciless premise: the world wants Aban Hawkins dead, and it will try very hard to prove that point. Spike pits, crushing traps, crumbling floors, and instant-kill projectiles fill every room of a temple you genuinely have no right to be in. The game knows this about you. It laughs warmly, then kills you again. If you have ever loved the kind of arcade game that respects you enough to be unfair, this one understands. The premise is pulpy and charming - Aban is a rough-edged adventurer chasing both treasure and the ghost of his absent archaeologist father across frozen Antarctic ruins and the vine-choked caverns of South America. The story is thin by design, a coat-hook for the real content, which is room after room of handcrafted trap choreography. And that handcraft is genuinely what elevates this above basic retro-punishment games. Each screen has a rhythm to it. Die enough times and you stop seeing the spikes as obstacles; you start hearing them as a percussion track you just need to sync with. That shift, when it happens, is genuinely satisfying in a way that feels earned. The core toolkit is deliberately small. Aban throws knives, jumps with stiff precision, and can wall-jump when the geometry allows. No dash, no double-jump, no power creep. The 1001 lives the title promises are not a gimmick - you will spend them. But the game uses multiple playable characters beyond Aban, each with slightly different movement profiles, which adds replay texture without complicating the core loop. Unlocking those characters and hunting the hidden treasures scattered through stages is the long-game carrot for players who clear the main path and want more punishment. What does not fully land is the pacing across the full run. The middle chapters can feel like the game recycling trap vocabulary without introducing new ideas, and a handful of sections lean on trial-and-error memorization in ways that feel less like skill expression and more like a toll. The soundtrack does a lot of heavy lifting during those stretches - the chiptune compositions have real personality, the kind where you catch yourself humming a stage theme hours later. The pixel art is meticulous without being showy, all readable silhouettes and expressive environmental detail. For players who bounced off Super Meat Boy for being too twitchy or found VVVVVV too gentle, 1001 Spikes sits in its own specific pocket of difficulty - measured, spatial, punishing on the first attempt and almost meditative on the fifth. It knows exactly how long a good run should feel, and it knows when a stage has made its point. Six-hour games that understand their own length are rarer than they should be. This one does. Kai, Scout Team

Tags

steamPrecision PlatformerTrap-Based DesignMultiple Playable CharactersChiptune SoundtrackLives SystemUnlockable CharactersHidden CollectiblesArcade-Style Difficulty

System Requirements

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Reviews & Ratings

Metacritic
80
Steam
83%(765)

Game Info

Developer
Nicalis, Inc.
Publisher
Nicalis, Inc.
Release Date
Jun 3, 2014

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