Compare Jump King prices across trusted key stores and find the best deal. Developed by Nexile. Published by Nexile. Released on 5/3/2019. Available on PC, Xbox. Genres: Action, Adventure, Indie.

Ninety percent of players who reviewed this thing still recommend it after watching their progress evaporate in a single bad jump. That number should tell you everything about the kind of stubbornly beautiful game Nexile built.

I have a soft spot for games that commit completely to one idea and refuse to apologize for it. Jump King commits so hard it borders on philosophical. The whole apparatus is a single vertical climb through a hand-crafted pixel world, and your only tool is a charged jump: hold the button, aim left or right, release, and accept whatever the physics decide. No double-jumps, no mid-air corrections, no checkpoints. Every fall is autosaved. The tower keeps every misjudged leap on the permanent record. The charging mechanic sounds simple until you realize there is no on-screen power indicator, no trajectory preview. You are building muscle memory against a game that keeps quietly rearranging the goalposts. Early screens teach you forest platforms and sewer ledges. Later, wind zones push your arc sideways, icy surfaces erase your footing, and underwater sections slow your charge timing so completely that you have to unlearn everything and relearn it from scratch. The Hidden Kingdom throws invisible platforms at you while showing you decoy ones. The Tower of Antumbra introduces quicksand platforms at the very end, as a parting gift. The level design is not random cruelty. It is deliberate, authored punishment, and there is a meaningful difference between those two things. The audioscape deserves a quiet word. There is almost no music during the climb itself, just high-definition ambient sound tied to each zone: wind through the Stormwall Pass, the muted weight of the Bog, the hollow echo of the sewer. Some reviewers heard silence as emptiness. I heard a developer trusting their world to carry the atmosphere without a safety net. The 16-bit pixel art, described by one critic as beautifully pared-down but still vibrant and evocative, holds up that trust. Each screen is composed rather than generated. Platforms read instantly. The gaps between them read even faster. The honest concern about Jump King is the charge mechanic's relationship with precision. Because hold-duration maps to jump height with no visual feedback, there is a real gap between what you intended and what the King actually does. Skilled players internalize this over hours. Newcomers will encounter falls that feel arbitrary rather than instructive, at least until the muscle memory starts forming. The one-save-slot design also means you cannot run two campaigns in parallel, a small but real friction point. These are not dealbreakers. They are the cost of admission for a game that decided opacity is part of the lesson. Jump King ships with two full free expansions bundled in. New Babe+ remixes the world with additional hazards and a harder layout. Ghost of the Babe is a third, fully realized map set in the desolate land past Philosopher's Forest, tonal and strange in ways the base game only hints at. The speedrunning community around all three maps is genuinely active, with organized tournaments still running years after release, which tells you something about the depth that one jump button can hide. If you approach this as a slow, meditative test of patience and observation rather than a reflex challenge, it rewards that framing more than almost anything else in its genre. Kai, Scout Team

Jump King

Jump King

May 3, 2019Nexile
GamerScout Says

Ninety percent of players who reviewed this thing still recommend it after watching their progress evaporate in a single bad jump. That number should tell you everything about the kind of stubbornly beautiful game Nexile built.

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About Jump King

I have a soft spot for games that commit completely to one idea and refuse to apologize for it. Jump King commits so hard it borders on philosophical. The whole apparatus is a single vertical climb through a hand-crafted pixel world, and your only tool is a charged jump: hold the button, aim left or right, release, and accept whatever the physics decide. No double-jumps, no mid-air corrections, no checkpoints. Every fall is autosaved. The tower keeps every misjudged leap on the permanent record. The charging mechanic sounds simple until you realize there is no on-screen power indicator, no trajectory preview. You are building muscle memory against a game that keeps quietly rearranging the goalposts. Early screens teach you forest platforms and sewer ledges. Later, wind zones push your arc sideways, icy surfaces erase your footing, and underwater sections slow your charge timing so completely that you have to unlearn everything and relearn it from scratch. The Hidden Kingdom throws invisible platforms at you while showing you decoy ones. The Tower of Antumbra introduces quicksand platforms at the very end, as a parting gift. The level design is not random cruelty. It is deliberate, authored punishment, and there is a meaningful difference between those two things. The audioscape deserves a quiet word. There is almost no music during the climb itself, just high-definition ambient sound tied to each zone: wind through the Stormwall Pass, the muted weight of the Bog, the hollow echo of the sewer. Some reviewers heard silence as emptiness. I heard a developer trusting their world to carry the atmosphere without a safety net. The 16-bit pixel art, described by one critic as beautifully pared-down but still vibrant and evocative, holds up that trust. Each screen is composed rather than generated. Platforms read instantly. The gaps between them read even faster. The honest concern about Jump King is the charge mechanic's relationship with precision. Because hold-duration maps to jump height with no visual feedback, there is a real gap between what you intended and what the King actually does. Skilled players internalize this over hours. Newcomers will encounter falls that feel arbitrary rather than instructive, at least until the muscle memory starts forming. The one-save-slot design also means you cannot run two campaigns in parallel, a small but real friction point. These are not dealbreakers. They are the cost of admission for a game that decided opacity is part of the lesson. Jump King ships with two full free expansions bundled in. New Babe+ remixes the world with additional hazards and a harder layout. Ghost of the Babe is a third, fully realized map set in the desolate land past Philosopher's Forest, tonal and strange in ways the base game only hints at. The speedrunning community around all three maps is genuinely active, with organized tournaments still running years after release, which tells you something about the depth that one jump button can hide. If you approach this as a slow, meditative test of patience and observation rather than a reflex challenge, it rewards that framing more than almost anything else in its genre.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementscontroller-supportcloud-savesNo CheckpointsCharged Jump MechanicRage PlatformerVertical ClimbingFree Expansions IncludedSpeedrun CommunityMuscle MemoryAmbient SoundscapeSingle-Button Depth

System Requirements

Minimum

Processor
Dual Core 2.4 GhZ
Memory
2 GB RAM
Storage
1700 MB available space

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Reviews & Ratings

Steam
90%(13,184)

Game Info

Developer
Nexile
Publisher
Nexile
Release Date
May 3, 2019

Game Modes

singleplayer

Languages

Audio (9)
EnglishSimplified ChineseFrenchGermanSpanish - SpainPortuguese - Brazil+3 more
Subtitles (10)
EnglishSimplified ChineseFrenchGermanSpanish - SpainPortuguese - Brazil+4 more

Features

AchievementsController SupportCloud Saves

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Frequently asked questions about Jump King

How much does Jump King cost?

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What platforms is Jump King available on?

Jump King is available on PC, Xbox.

When was Jump King released?

Jump King was released on 3 May 2019.

Who developed Jump King?

Jump King was developed by Nexile.