Compare Levelhead prices across trusted key stores and find the best deal. Developed by Butterscotch Shenanigans. Published by Butterscotch Shenanigans. Released on 4/30/2020. Available on PC, Xbox. Genres: Action, Adventure, Casual, Indie, Massively Multiplayer, Simulation, Free To Play.

Free to play and sitting at 94% positive on Steam, Levelhead earns that score by treating its level editor as a first-class citizen rather than a bonus mode bolted onto a campaign.

I have watched enough user-generated-content platformers collapse under the weight of bad curation to be deeply skeptical of the genre's promises. Levelhead made me lower my guard faster than expected. The hook that separates it from a Mario Maker clone is deceptively simple: you control GR-18, a delivery robot whose entire purpose is to retrieve a package and bring it to the exit, not just reach the end of a stage. That two-step structure changes how every single level reads, both as a player and as a designer. You are not racing to a flagpole. You are solving a spatial puzzle about where to stash a box mid-air-dash so you can clear a gap without dropping it into a spike pit. The handcrafted campaign runs over 90 levels and uses each one to introduce a specific mechanic, from battery-activated contraptions and programmable switches to wall-jumping and power-ups that let GR-18 fly or warp through walls. Players who want to 100 percent the campaign, collecting all Jems and tracking down hidden GR-17s via VEND-R requirements, are looking at roughly 20 hours before the community pool even opens. The platforming itself is tight enough that dying feels like your fault, which is the bar that any precision platformer has to clear before I take it seriously. The animation is chunky and expressive, with the kind of squash-and-stretch feedback that makes every jump feel intentional rather than floaty. Couch co-op supports up to four players locally or via Steam Remote Play, and the campaign and level editor both run in co-op, which is a genuinely unusual offering. The level editor is where the long-term value either lives or dies, and here Levelhead has done serious work. The toolset covers enemies, hazards, programmable switches on shared channels (connect a switch and a door to the same channel and they interact automatically), weather, music, secrets, and power-up placements. Community members have already pushed that system well past its intended limits, building pinball machines, boss gauntlets, and musical contraptions. The curation system called the Marketing Department is the real differentiator: playing the game actively promotes your own published levels, so new creators are not permanently buried under established names. The following and search system works more like a content platform than a friend list, which matters for longevity. One caveat for builders: the editor has a learning curve on its relay and channel logic that is genuinely steep, and the Steam community is vocal about specific pain points in switch-linking behavior. From a live-service health perspective, Levelhead does not operate on a battle pass or seasonal currency loop. There are no daily quests demanding 20 minutes of your life before work. The community-made content effectively functions as a permanent content drip, with the Levelhead Community Campaign, a fan-organized follow-up of over 50 levels from more than 30 creators, standing as proof that the player base has enough investment to self-organize. That is the kind of signal I look for when assessing whether a game with this model still has a heartbeat years after launch. The absence of predatory monetization in a free-to-play title is rare enough that it deserves to be said clearly. If you have never touched a level-builder game and just want a solid precision platformer with a campaign, Levelhead delivers that cleanly. If you burned out on Mario Maker 2 and want something structurally different, the package-delivery mechanic changes the creative grammar enough to feel fresh. The community is smaller than Nintendo's ecosystem, and player counts will never match that ceiling, but the tools are deeper than they look on first boot, and the curation actually works. Yuki, Scout Team

Levelhead

Levelhead

Apr 30, 2020Butterscotch Shenanigans
GamerScout Says

Free to play and sitting at 94% positive on Steam, Levelhead earns that score by treating its level editor as a first-class citizen rather than a bonus mode bolted onto a campaign.

PCXbox
Steam Deck VerifiedProtonDB Gold
Best Price Available
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Historical low: €0.39

GamerScout Verdict

Grab it free if you want a tight precision platformer with a level editor that respects both builders and browsers equally.

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About Levelhead

I have watched enough user-generated-content platformers collapse under the weight of bad curation to be deeply skeptical of the genre's promises. Levelhead made me lower my guard faster than expected. The hook that separates it from a Mario Maker clone is deceptively simple: you control GR-18, a delivery robot whose entire purpose is to retrieve a package and bring it to the exit, not just reach the end of a stage. That two-step structure changes how every single level reads, both as a player and as a designer. You are not racing to a flagpole. You are solving a spatial puzzle about where to stash a box mid-air-dash so you can clear a gap without dropping it into a spike pit. The handcrafted campaign runs over 90 levels and uses each one to introduce a specific mechanic, from battery-activated contraptions and programmable switches to wall-jumping and power-ups that let GR-18 fly or warp through walls. Players who want to 100 percent the campaign, collecting all Jems and tracking down hidden GR-17s via VEND-R requirements, are looking at roughly 20 hours before the community pool even opens. The platforming itself is tight enough that dying feels like your fault, which is the bar that any precision platformer has to clear before I take it seriously. The animation is chunky and expressive, with the kind of squash-and-stretch feedback that makes every jump feel intentional rather than floaty. Couch co-op supports up to four players locally or via Steam Remote Play, and the campaign and level editor both run in co-op, which is a genuinely unusual offering. The level editor is where the long-term value either lives or dies, and here Levelhead has done serious work. The toolset covers enemies, hazards, programmable switches on shared channels (connect a switch and a door to the same channel and they interact automatically), weather, music, secrets, and power-up placements. Community members have already pushed that system well past its intended limits, building pinball machines, boss gauntlets, and musical contraptions. The curation system called the Marketing Department is the real differentiator: playing the game actively promotes your own published levels, so new creators are not permanently buried under established names. The following and search system works more like a content platform than a friend list, which matters for longevity. One caveat for builders: the editor has a learning curve on its relay and channel logic that is genuinely steep, and the Steam community is vocal about specific pain points in switch-linking behavior. From a live-service health perspective, Levelhead does not operate on a battle pass or seasonal currency loop. There are no daily quests demanding 20 minutes of your life before work. The community-made content effectively functions as a permanent content drip, with the Levelhead Community Campaign, a fan-organized follow-up of over 50 levels from more than 30 creators, standing as proof that the player base has enough investment to self-organize. That is the kind of signal I look for when assessing whether a game with this model still has a heartbeat years after launch. The absence of predatory monetization in a free-to-play title is rare enough that it deserves to be said clearly. If you have never touched a level-builder game and just want a solid precision platformer with a campaign, Levelhead delivers that cleanly. If you burned out on Mario Maker 2 and want something structurally different, the package-delivery mechanic changes the creative grammar enough to feel fresh. The community is smaller than Nintendo's ecosystem, and player counts will never match that ceiling, but the tools are deeper than they look on first boot, and the curation actually works.

Yuki
Yuki · Scout Team

MMOs & live service

Tags

steamPackage MechanicUser-Generated CampaignsPrecision PlatformerProgrammable SwitchesSteam Remote Play Co-opCommunity CurationNo Battle PassSpeedrun LeaderboardsCouch Co-op 4-PlayerFree To Play No FOMO

System Requirements

Minimum

Processor
2.0 Ghz
Memory
2.5 GB RAM
Graphics
128mb Video Memory
DirectX
Version 9.0
Storage
500 MB available space

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Reviews & Ratings

Steam
94%(1,126)

Game Info

Developer
Butterscotch Shenanigans
Publisher
Butterscotch Shenanigans
Release Date
Apr 30, 2020

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What platforms is Levelhead available on?

Levelhead is available on PC, Xbox.

When was Levelhead released?

Levelhead was released on 30 April 2020.

Who developed Levelhead?

Levelhead was developed by Butterscotch Shenanigans.