Compare Backbone prices across 50+ stores and find the best deal. Developed by StevenHarmonGames. Published by Raw Fury. Released on 5/5/2017. Available on PC. Genres: Indie.

A first-person vaporwave skateboard trip that doubles as an interactive mixtape. Chill, meditative, and uninterested in your high score.

Backbone is not a skating game in any competitive sense. There are no trick meters, no leaderboards, no tutorial nagging you to land a kickflip. What StevenHarmonGames built instead is closer to a moving mood piece you happen to steer - a first-person glide through lo-fi vaporwave corridors and sun-drenched geometry that exists primarily to make you feel a specific kind of calm. If that sounds thin on paper, give it ten minutes before you judge it. The vaporwave aesthetic here is committed and consistent. Pastel gradients, retro grid floors, the occasional floating palm tree rendered in that particular shade of pink that the genre has made its own. It never tips into parody or nostalgia-bait. The visuals feel handpicked rather than assembled from an aesthetic mood board, and that intentionality shows. The soundtrack does most of the emotional heavy lifting, cycling through synth-soaked tracks that sit right at the border between ambient and groove. Skating becomes the physical gesture you make while the music washes over you, which is exactly the right relationship between the two. Controls are simple and loose in a way that feels deliberate. You are not going to practice lines for hours to optimize flow. The looseness IS the point - it mirrors the dreamy, slightly weightless quality of the whole experience. Players looking for mechanical depth or challenge will find almost none. This game is transparently not for them, and it is honest about that from the first moments. What it does deliver is a rare quality in games: genuine, unpretentious rest. It is something you put on when you want your hands to be doing something while your brain quietly decompresses. The "interactive mixtape" framing in the game's own description is probably the most accurate thing you can say about it. Sessions feel like flipping through tracks rather than playing levels. There is no narrative, no stakes, no failure state to speak of. For some players that will read as emptiness. For others - and I suspect the 93% positive review crowd skews heavily toward this camp - it reads as breathing room. The runtime is short, which is the right call. A game this focused on a single emotional frequency should not overstay its welcome, and Backbone does not. If you need a reason to pass: zero mechanical challenge, no progression systems, and the vaporwave palette is very specifically flavored - if that aesthetic leaves you cold, the whole package falls flat. If you need a reason to try it: sometimes a small, sincere, one-person vision that does one thing well is exactly what an overstimulated gaming diet needs. Kai, Scout Team

Backbone
Indie

Backbone

May 5, 2017StevenHarmonGamesRaw Fury
GamerScout Says

A first-person vaporwave skateboard trip that doubles as an interactive mixtape. Chill, meditative, and uninterested in your high score.

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About Backbone

Backbone is not a skating game in any competitive sense. There are no trick meters, no leaderboards, no tutorial nagging you to land a kickflip. What StevenHarmonGames built instead is closer to a moving mood piece you happen to steer - a first-person glide through lo-fi vaporwave corridors and sun-drenched geometry that exists primarily to make you feel a specific kind of calm. If that sounds thin on paper, give it ten minutes before you judge it. The vaporwave aesthetic here is committed and consistent. Pastel gradients, retro grid floors, the occasional floating palm tree rendered in that particular shade of pink that the genre has made its own. It never tips into parody or nostalgia-bait. The visuals feel handpicked rather than assembled from an aesthetic mood board, and that intentionality shows. The soundtrack does most of the emotional heavy lifting, cycling through synth-soaked tracks that sit right at the border between ambient and groove. Skating becomes the physical gesture you make while the music washes over you, which is exactly the right relationship between the two. Controls are simple and loose in a way that feels deliberate. You are not going to practice lines for hours to optimize flow. The looseness IS the point - it mirrors the dreamy, slightly weightless quality of the whole experience. Players looking for mechanical depth or challenge will find almost none. This game is transparently not for them, and it is honest about that from the first moments. What it does deliver is a rare quality in games: genuine, unpretentious rest. It is something you put on when you want your hands to be doing something while your brain quietly decompresses. The "interactive mixtape" framing in the game's own description is probably the most accurate thing you can say about it. Sessions feel like flipping through tracks rather than playing levels. There is no narrative, no stakes, no failure state to speak of. For some players that will read as emptiness. For others - and I suspect the 93% positive review crowd skews heavily toward this camp - it reads as breathing room. The runtime is short, which is the right call. A game this focused on a single emotional frequency should not overstay its welcome, and Backbone does not. If you need a reason to pass: zero mechanical challenge, no progression systems, and the vaporwave palette is very specifically flavored - if that aesthetic leaves you cold, the whole package falls flat. If you need a reason to try it: sometimes a small, sincere, one-person vision that does one thing well is exactly what an overstimulated gaming diet needs. Kai, Scout Team

Tags

steamVaporwaveMeditativeFirst-PersonSkateboardingAmbient SoundtrackNo Fail StateShort ExperienceSingle Developer

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Reviews & Ratings

Steam
93%(540)

Game Info

Developer
StevenHarmonGames
Publisher
Raw Fury
Release Date
May 5, 2017

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