Compare Almost There: The Platformer prices across trusted key stores and find the best deal. Developed by Bony Yousuf. Published by The Quantum Astrophysicists Guild. Released on 2/19/2019. Available on PC. Genres: Action, Casual, Indie, Strategy.

A brutal precision platformer built purely to punish you. Saw blades, lasers, crumbling floors, no hand-holding, no mercy.

Almost There: The Platformer is a hardcore precision platformer from developer Bony Yousuf, published by The Quantum Astrophysicists Guild. The core loop is stripped to its bones: get from A to B without dying. What fills the space between those two points is a relentless gauntlet of saw blades, homing missiles, crumbling floors, and laser grids that demand pixel-perfect timing and movement. There is no combat system, no upgrade tree, no build to optimize. The only variable is your own execution, and the game is entirely comfortable making you feel bad about that. Now, I spend most of my time in games where the decision space is wide enough to get lost in for months. Almost There is the opposite of that. Every level is a closed puzzle with one correct solution: move correctly, or start over. That kind of design lives or dies on its level construction, and the results here are mixed. The early stages build difficulty at a pace that feels intentional and fair. Mid-game ramps sharply, and the obstacle combinations get genuinely creative, stacking hazard types in ways that force you to think about movement paths rather than just react. If you enjoy that style of spatial problem-solving, there is real satisfaction buried in the repetition. The problems are harder to ignore past the halfway point. Control response is solid but not exceptional, and in a game where a single frame of input lag is the difference between progress and a reset, that margin matters. Some later levels tip from "challenging" into "memorize this exact sequence" territory, which shrinks the decision-making space rather than expanding it. For a strategy-minded player, that shift from reactive skill to rote repetition is where engagement drops off. The AI is not a factor here (this is a single-player experience with no opponents to outsmart), and there is no mod ecosystem or post-launch content pipeline that has meaningfully extended the game since release. Steam reviews sit at a mixed 65%, and that number tracks with the experience: people who love the genre's punishing rhythm will find enough here to justify the time, and players expecting anything outside that very narrow lane will bounce off quickly. The tutorial respects your time in the best way possible: it barely exists. You are shown controls and thrown in. For a genre-literate player, that is the right call. For a newcomer curious about hardcore platformers, Almost There is not the recommended entry point. Something like Super Meat Boy or Celeste offers comparable challenge with better pacing structure and more forgiving learning curves. Almost There assumes you already know why you are here. Bottom line for Scout readers: if precision platforming is your thing and you want a compact, no-frills challenge without any systems padding, there is enough level craft here to occupy you for several sessions. If you need depth of decision-making, replayability, or a reason to come back after the credits, this one will feel shallow fast. Diego, Scout Team

Almost There: The Platformer

Almost There: The Platformer

Feb 19, 2019Bony YousufThe Quantum Astrophysicists Guild
GamerScout Says

A brutal precision platformer built purely to punish you. Saw blades, lasers, crumbling floors, no hand-holding, no mercy.

PC
Steam Deck VerifiedProtonDB Platinum
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Historical low: €0.15

GamerScout Verdict

Solid if punishing for precision platformer fans, but too shallow and repetitive to hold anyone outside that specific audience.

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About Almost There: The Platformer

Almost There: The Platformer is a hardcore precision platformer from developer Bony Yousuf, published by The Quantum Astrophysicists Guild. The core loop is stripped to its bones: get from A to B without dying. What fills the space between those two points is a relentless gauntlet of saw blades, homing missiles, crumbling floors, and laser grids that demand pixel-perfect timing and movement. There is no combat system, no upgrade tree, no build to optimize. The only variable is your own execution, and the game is entirely comfortable making you feel bad about that. Now, I spend most of my time in games where the decision space is wide enough to get lost in for months. Almost There is the opposite of that. Every level is a closed puzzle with one correct solution: move correctly, or start over. That kind of design lives or dies on its level construction, and the results here are mixed. The early stages build difficulty at a pace that feels intentional and fair. Mid-game ramps sharply, and the obstacle combinations get genuinely creative, stacking hazard types in ways that force you to think about movement paths rather than just react. If you enjoy that style of spatial problem-solving, there is real satisfaction buried in the repetition. The problems are harder to ignore past the halfway point. Control response is solid but not exceptional, and in a game where a single frame of input lag is the difference between progress and a reset, that margin matters. Some later levels tip from "challenging" into "memorize this exact sequence" territory, which shrinks the decision-making space rather than expanding it. For a strategy-minded player, that shift from reactive skill to rote repetition is where engagement drops off. The AI is not a factor here (this is a single-player experience with no opponents to outsmart), and there is no mod ecosystem or post-launch content pipeline that has meaningfully extended the game since release. Steam reviews sit at a mixed 65%, and that number tracks with the experience: people who love the genre's punishing rhythm will find enough here to justify the time, and players expecting anything outside that very narrow lane will bounce off quickly. The tutorial respects your time in the best way possible: it barely exists. You are shown controls and thrown in. For a genre-literate player, that is the right call. For a newcomer curious about hardcore platformers, Almost There is not the recommended entry point. Something like Super Meat Boy or Celeste offers comparable challenge with better pacing structure and more forgiving learning curves. Almost There assumes you already know why you are here. Bottom line for Scout readers: if precision platforming is your thing and you want a compact, no-frills challenge without any systems padding, there is enough level craft here to occupy you for several sessions. If you need depth of decision-making, replayability, or a reason to come back after the credits, this one will feel shallow fast.

Diego
Diego · Scout Team

Strategy & simulation

Tags

steamPrecision PlatformerHardcoreSingle-Player OnlyObstacle CourseTrial and ErrorNo Upgrade SystemShort RuntimeReflex-Based

System Requirements

Minimum

Processor
SSE2 instruction set support
Memory
1 GB RAM
Graphics
No dedicated graphics card required
DirectX
Version 9.0
Storage
255 MB available space

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Reviews & Ratings

Steam
65%(486)

Game Info

Developer
Bony Yousuf
Publisher
The Quantum Astrophysicists Guild
Release Date
Feb 19, 2019

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What platforms is Almost There: The Platformer available on?

Almost There: The Platformer is available on PC.

When was Almost There: The Platformer released?

Almost There: The Platformer was released on 19 February 2019.

Who developed Almost There: The Platformer?

Almost There: The Platformer was developed by Bony Yousuf and published by The Quantum Astrophysicists Guild.