Compare 140 prices across trusted key stores and find the best deal. Developed by Carlsen Games. Published by Carlsen Games. Released on 10/16/2013. Available on PC. Genres: Action, Indie. Metacritic score: 80/100.

140 is a brutally tight minimalist platformer where every obstacle pulses to the beat. Short, precise, and quietly hypnotic.

Some games explain themselves in the first ten seconds. 140 is one of them. You are a small shifting shape, the world is made of colored geometry, and everything, absolutely everything, moves in sync with an electronic soundtrack that sits somewhere between trance and melancholy. There are no words, no tutorial popups, no handholding. Just rhythm, reflex, and the creeping sense that the music and the level design share the same nervous system. The core mechanic is pure: run, jump, and roll through abstract side-scrolling stages where platforms activate, projectiles fire, and obstacles rotate in strict time with the beat. Mess up the rhythm in your head and you will die. Internalize it and the game starts to feel less like a platformer and more like playing an instrument badly, then less badly, then almost well. That progression, from chaos to fluency, is where 140 lives. It is genuinely challenging without ever feeling unfair, because every hazard telegraphs itself through sound before it appears visually. Listen first, react second. The aesthetic does a lot of heavy lifting here. Carlsen Games built something that looks like a screensaver from 1995 and somehow made it feel intentional and precise. Shapes morph when you pick up collectibles. The color palette shifts between levels. The whole thing has a handcrafted sparseness that big-budget titles rarely pull off because they are too afraid of empty space. 140 is not afraid of anything. Boss encounters, which are few but well-designed, flip the rhythm mechanic in clever ways that feel earned rather than gimmicky. The honest caveat is length. You can finish 140 in under two hours on a first run, and in under an hour once you know it. If you need a sprawling experience this is not it. But 140 knows exactly what it is, and it does not overstay. For a game built around tight rhythmic precision, padding would be a lie. There is also no real narrative, no characters, no text. If you need a story hook to stay engaged with a platformer, look elsewhere. What is here is pure sensation: the click of a successful jump landing on the downbeat, the slight visual shimmer when you clear a tough section, the strange emotional weight the soundtrack carries without ever resolving into something comfortable. Who is this for? Fans of Super Hexagon, Bit.Trip Runner, or anyone who has ever wanted a platformer that plays more like music than mechanics. It rewards patience and repetition. It is the kind of game you return to on a quiet evening when you want something small and demanding and strangely calming once you find your groove. At this point it has aged gracefully, the simplicity working in its favor rather than against it. A hidden small gem from 2013 that still holds up. Kai, Scout Team

140

140

Oct 16, 2013Carlsen Games
GamerScout Says

140 is a brutally tight minimalist platformer where every obstacle pulses to the beat. Short, precise, and quietly hypnotic.

PC
Steam Deck VerifiedProtonDB Platinum
Best Price Available
€0.00
at N/A
Historical low: €2.50

GamerScout Verdict

Best for players who want a brief, precise platformer that treats its soundtrack as a game mechanic, not background noise.

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Price History

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Screenshots & Media

About 140

Some games explain themselves in the first ten seconds. 140 is one of them. You are a small shifting shape, the world is made of colored geometry, and everything, absolutely everything, moves in sync with an electronic soundtrack that sits somewhere between trance and melancholy. There are no words, no tutorial popups, no handholding. Just rhythm, reflex, and the creeping sense that the music and the level design share the same nervous system. The core mechanic is pure: run, jump, and roll through abstract side-scrolling stages where platforms activate, projectiles fire, and obstacles rotate in strict time with the beat. Mess up the rhythm in your head and you will die. Internalize it and the game starts to feel less like a platformer and more like playing an instrument badly, then less badly, then almost well. That progression, from chaos to fluency, is where 140 lives. It is genuinely challenging without ever feeling unfair, because every hazard telegraphs itself through sound before it appears visually. Listen first, react second. The aesthetic does a lot of heavy lifting here. Carlsen Games built something that looks like a screensaver from 1995 and somehow made it feel intentional and precise. Shapes morph when you pick up collectibles. The color palette shifts between levels. The whole thing has a handcrafted sparseness that big-budget titles rarely pull off because they are too afraid of empty space. 140 is not afraid of anything. Boss encounters, which are few but well-designed, flip the rhythm mechanic in clever ways that feel earned rather than gimmicky. The honest caveat is length. You can finish 140 in under two hours on a first run, and in under an hour once you know it. If you need a sprawling experience this is not it. But 140 knows exactly what it is, and it does not overstay. For a game built around tight rhythmic precision, padding would be a lie. There is also no real narrative, no characters, no text. If you need a story hook to stay engaged with a platformer, look elsewhere. What is here is pure sensation: the click of a successful jump landing on the downbeat, the slight visual shimmer when you clear a tough section, the strange emotional weight the soundtrack carries without ever resolving into something comfortable. Who is this for? Fans of Super Hexagon, Bit.Trip Runner, or anyone who has ever wanted a platformer that plays more like music than mechanics. It rewards patience and repetition. It is the kind of game you return to on a quiet evening when you want something small and demanding and strangely calming once you find your groove. At this point it has aged gracefully, the simplicity working in its favor rather than against it. A hidden small gem from 2013 that still holds up.

Kai
Kai · Scout Team

Indie & narrative

Tags

steamRhythm-BasedMinimalistAbstract ArtPrecision PlatformerShort-FormSynesthesiaElectronic SoundtrackSingle Developer

System Requirements

Minimum

Processor
1.5 Ghz
Memory
1 GB RAM
DirectX
Version 9.0c
Storage
100 MB available space

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Reviews & Ratings

Metacritic
80
Steam
93%(4,678)

Game Info

Developer
Carlsen Games
Publisher
Carlsen Games
Release Date
Oct 16, 2013

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Frequently asked questions about 140

How much does 140 cost?

140 pricing changes often and varies by store, edition and region. The live price table on this page compares the cheapest in-stock offers from trusted key stores like Eneba and Kinguin, so you always see the current lowest price before you buy.

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What platforms is 140 available on?

140 is available on PC.

When was 140 released?

140 was released on 16 October 2013.

Who developed 140?

140 was developed by Carlsen Games.

Is 140 worth buying?

140 holds a Metacritic score of 80/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.