Compare JUMP KING QUEST prices across 50+ stores and find the best deal. Developed by Nexile. Published by Nexile. Released on 5/25/2026. Available on PC. Genres: Action, Adventure, Indie, RPG.

Jump King goes RPG: brutal precision platforming meets questing and co-op chaos, still punishing you for every mistimed leap.

Jump King Quest takes the one-button masochism of the original Jump King and wraps it in a full RPG layer, adding exploration, combat, and online co-op to the formula that already broke thousands of controllers. You are still climbing. You are still falling. But now there are enemies on the ledges, quests dangling above you like bait, and friends who can watch you plummet or plummet alongside you. The core identity is intact: this is a punishment platformer first, and the RPG dressing exists to give that punishment more texture. The platforming itself remains tight and unforgiving in the way fans expect. Jump height is controlled by how long you hold the button, and mistiming by even a fraction sends you cascading back down through screens you already conquered. Nexile has layered combat encounters into this vertical world, meaning you now have to manage enemy positioning on top of the already-demanding jump timing. That combination is genuinely brutal in the best moments and genuinely annoying in the worst ones. A poorly placed enemy can punish a good jump, and that friction occasionally feels like bad design rather than intentional challenge. It is worth knowing going in. The RPG elements are real enough to matter. There are builds to consider, gear to find on your climb, and quests that send you off the critical path into optional zones. None of it rivals the depth of a traditional RPG, and players expecting Baldur's Gate levels of systemic complexity will walk away hungry. But the build variety does change how you approach specific sections, and experimenting with different loadouts on repeat attempts adds a layer that the original game simply never had. The writing is sparse and deliberately absurd, leaning hard into the joke of its premise without overstaying the gag. Multiplayer is where this entry makes its clearest argument for existing. Online co-op lets you suffer in real time with another person, which transforms the solo exercise in quiet despair into something louder and more social. PvP modes add a competitive angle, though the competitive depth is modest compared to dedicated fighting or platforming games. Still, racing another player to the top while both of you are falling is a specific kind of comedy that works well. The online infrastructure appears stable at launch, which is not always a given for a small indie release. Who is this for? Existing Jump King fans are the obvious audience, and they will find enough new content to justify returning. Action-platformer players who enjoy high difficulty and do not mind losing progress will find the RPG additions rewarding over time. If you bounced off the original because the falls felt meaningless, the questing structure here gives each attempt slightly more purpose, though the fundamental loop is unchanged. Filler content is blessedly limited. The grind, when it exists, is vertical. Monika, Scout Team

JUMP KING QUEST
ActionAdventureIndieRPG

JUMP KING QUEST

May 25, 2026Nexile
GamerScout Says

Jump King goes RPG: brutal precision platforming meets questing and co-op chaos, still punishing you for every mistimed leap.

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About JUMP KING QUEST

Jump King Quest takes the one-button masochism of the original Jump King and wraps it in a full RPG layer, adding exploration, combat, and online co-op to the formula that already broke thousands of controllers. You are still climbing. You are still falling. But now there are enemies on the ledges, quests dangling above you like bait, and friends who can watch you plummet or plummet alongside you. The core identity is intact: this is a punishment platformer first, and the RPG dressing exists to give that punishment more texture. The platforming itself remains tight and unforgiving in the way fans expect. Jump height is controlled by how long you hold the button, and mistiming by even a fraction sends you cascading back down through screens you already conquered. Nexile has layered combat encounters into this vertical world, meaning you now have to manage enemy positioning on top of the already-demanding jump timing. That combination is genuinely brutal in the best moments and genuinely annoying in the worst ones. A poorly placed enemy can punish a good jump, and that friction occasionally feels like bad design rather than intentional challenge. It is worth knowing going in. The RPG elements are real enough to matter. There are builds to consider, gear to find on your climb, and quests that send you off the critical path into optional zones. None of it rivals the depth of a traditional RPG, and players expecting Baldur's Gate levels of systemic complexity will walk away hungry. But the build variety does change how you approach specific sections, and experimenting with different loadouts on repeat attempts adds a layer that the original game simply never had. The writing is sparse and deliberately absurd, leaning hard into the joke of its premise without overstaying the gag. Multiplayer is where this entry makes its clearest argument for existing. Online co-op lets you suffer in real time with another person, which transforms the solo exercise in quiet despair into something louder and more social. PvP modes add a competitive angle, though the competitive depth is modest compared to dedicated fighting or platforming games. Still, racing another player to the top while both of you are falling is a specific kind of comedy that works well. The online infrastructure appears stable at launch, which is not always a given for a small indie release. Who is this for? Existing Jump King fans are the obvious audience, and they will find enough new content to justify returning. Action-platformer players who enjoy high difficulty and do not mind losing progress will find the RPG additions rewarding over time. If you bounced off the original because the falls felt meaningless, the questing structure here gives each attempt slightly more purpose, though the fundamental loop is unchanged. Filler content is blessedly limited. The grind, when it exists, is vertical. Monika, Scout Team

Tags

singleplayermultiplayerpvponline-pvpcooponline-coopachievementscontroller-supportcloud-savesPrecision PlatformerPunishment PlatformerRPG ElementsBuild VarietyOnline Co-opVertical ProgressionCombat PlatformerIndie RPG

System Requirements

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Reviews & Ratings

Steam
8%(757)

Game Info

Developer
Nexile
Publisher
Nexile
Release Date
May 25, 2026

Game Modes

Online Co-op

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