Compare Lovely Planet prices across trusted key stores and find the best deal. Developed by quicktequila. Published by tinyBuild. Released on 7/31/2014. Available on PC, Mac, Linux, Xbox. Genres: Action, Indie. Metacritic score: 61/100.

Pastel skies, bouncy music, and a gun that fires slow purple bullets at cute enemies, do not let any of that fool you. This is a merciless speedrun test wearing the costume of a Sunday stroll.

My first twenty minutes with Lovely Planet felt like getting lightly trolled by a one-person studio from Delhi. The world looks like a kindergarten art project, soft pastels, flat-shaded polygons, little enemies that are essentially angry geometric shapes, and the upbeat Calum Bowen soundtrack hums along like it belongs in a kart racer. Then a flying apple missed the ground, the level reset instantly, and I understood exactly what kind of game I was actually holding. This is a speedrunning-focused micro-level shooter built around roughly a hundred stages spread across five worlds. The core loop is stripped to the bone: reach the goal post, kill every enemy, don't get hit, don't fall, do it all as fast as possible. Your only tool is a semi-automatic that fires big, slow-moving projectiles with no aiming reticle, so you are constantly leading your shots, reading enemy positions, and committing each stage layout to memory through repetition. There is no story, no ability unlocks, no loadout tinkering. What you get instead is a three-star scoring system that tracks completion, enemy clears, and time simultaneously, giving obsessive players a layered target to chip away at across every level. Restarts are instantaneous, which is the design choice that keeps all of this from feeling punishing in the wrong way, the game wants you to fail fast and try again, not to sit with a loading screen. The difficulty split is where critics fell out sharply, and honestly both camps are right. The first world, Village, eases you in at a reasonable pace. By City, the second world, the game starts throwing apple projectiles that fail the level if they touch the ground before you shoot them, a rule that feels almost deliberately absurd until the rhythm clicks. Later worlds escalate into the kind of twitch-precision gauntlet that will end casual runs entirely. Players who love the language of speedrunning, memorization, frame-level accuracy, shaving milliseconds, will find the game opens into a surprisingly deep obsession. Everyone else will likely bounce off somewhere in the middle and feel vaguely insulted. The lack of a reticle, in particular, has divided people since launch: some see it as elegant design that forces real aim discipline, others see it as a frustration multiplier dressed up as philosophy. The aesthetic works better than its mixed reception suggests. The low-poly, texture-free environments, mostly clean greens and blues, with little floating islands and scattered props like umbrellas and toy planes, have a strange handmade warmth to them. Kanji floats up when you eliminate enemies. The whole thing lands somewhere between Katamari Damacy's visual logic and a Flash game made by someone with genuinely good taste. The soundtrack, upbeat to the point of feeling satirical against the wall of deaths you will accumulate, is one of those small audio pleasures that indie players tend to notice and appreciate. It is not a complex score, but it earns its place. If you need narrative hooks, RPG loops, or anything resembling forward momentum outside of a three-star score screen, this game will feel empty. But if you have ever watched a speedrun and thought about what it would feel like to build that kind of mastery from the ground up, Lovely Planet is a rare thing, a small, quietly confident game that knows exactly what it is and does not apologize for it. Kai, Scout Team

Lovely Planet

Lovely Planet

Jul 31, 2014quicktequilatinyBuild
GamerScout Says

Pastel skies, bouncy music, and a gun that fires slow purple bullets at cute enemies, do not let any of that fool you. This is a merciless speedrun test wearing the costume of a Sunday stroll.

PCMacLinuxXbox
Steam Deck PlayableProtonDB Platinum
Best Price Available
€0.29
at Kinguin
Lowest tracked: €0.29
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GamerScout Verdict

Built for speedrun obsessives willing to memorize 100 micro-levels; everyone else should try before they buy.

Compare Prices(6 stores)

KinguinBest price
StandardGlobalSteam KeyKey
€0.29
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€0.55-91%
Priced in EUR by the store
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StandardGlobalSteam KeyKey
€0.95
Priced in EUR by the store
Buy
StandardGlobalSteam KeyKey
€5.20-12%
Priced in EUR by the store
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StandardEurope (EU)Steam KeyKey
€5.89
Priced in EUR by the store
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StandardGlobalSteam KeyGift copy
€6.89
Priced in EUR by the store
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Price History

Lowest tracked
€0.2931 Aug 2026
Current best
€0.29
Lowest since we started tracking
Official storesKeyshops
€0.19€0.52€0.86€1.195 Jun29 Jun22 Jul15 Aug7 Sept
5 Jun — 7 Sept
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Screenshots & Media

About Lovely Planet

My first twenty minutes with Lovely Planet felt like getting lightly trolled by a one-person studio from Delhi. The world looks like a kindergarten art project, soft pastels, flat-shaded polygons, little enemies that are essentially angry geometric shapes, and the upbeat Calum Bowen soundtrack hums along like it belongs in a kart racer. Then a flying apple missed the ground, the level reset instantly, and I understood exactly what kind of game I was actually holding. This is a speedrunning-focused micro-level shooter built around roughly a hundred stages spread across five worlds. The core loop is stripped to the bone: reach the goal post, kill every enemy, don't get hit, don't fall, do it all as fast as possible. Your only tool is a semi-automatic that fires big, slow-moving projectiles with no aiming reticle, so you are constantly leading your shots, reading enemy positions, and committing each stage layout to memory through repetition. There is no story, no ability unlocks, no loadout tinkering. What you get instead is a three-star scoring system that tracks completion, enemy clears, and time simultaneously, giving obsessive players a layered target to chip away at across every level. Restarts are instantaneous, which is the design choice that keeps all of this from feeling punishing in the wrong way, the game wants you to fail fast and try again, not to sit with a loading screen. The difficulty split is where critics fell out sharply, and honestly both camps are right. The first world, Village, eases you in at a reasonable pace. By City, the second world, the game starts throwing apple projectiles that fail the level if they touch the ground before you shoot them, a rule that feels almost deliberately absurd until the rhythm clicks. Later worlds escalate into the kind of twitch-precision gauntlet that will end casual runs entirely. Players who love the language of speedrunning, memorization, frame-level accuracy, shaving milliseconds, will find the game opens into a surprisingly deep obsession. Everyone else will likely bounce off somewhere in the middle and feel vaguely insulted. The lack of a reticle, in particular, has divided people since launch: some see it as elegant design that forces real aim discipline, others see it as a frustration multiplier dressed up as philosophy. The aesthetic works better than its mixed reception suggests. The low-poly, texture-free environments, mostly clean greens and blues, with little floating islands and scattered props like umbrellas and toy planes, have a strange handmade warmth to them. Kanji floats up when you eliminate enemies. The whole thing lands somewhere between Katamari Damacy's visual logic and a Flash game made by someone with genuinely good taste. The soundtrack, upbeat to the point of feeling satirical against the wall of deaths you will accumulate, is one of those small audio pleasures that indie players tend to notice and appreciate. It is not a complex score, but it earns its place. If you need narrative hooks, RPG loops, or anything resembling forward momentum outside of a three-star score screen, this game will feel empty. But if you have ever watched a speedrun and thought about what it would feel like to build that kind of mastery from the ground up, Lovely Planet is a rare thing, a small, quietly confident game that knows exactly what it is and does not apologize for it.

Kai
Kai · Scout Team

Indie & narrative

Tags

singleplayerachievementstrading-cardscloud-savestier:indieSpeedrunningPrecision ShootingMicro-LevelsInstant RestartMemory-BasedScore AttackNo ReticleTwitch Reflexes

System Requirements

Minimum

OS
Windows XP SP2, 7 or 8
Memory
512 MB RAM
DirectX
Version 9.0c
Storage
100 MB available space
Graphics
512 MB, Shader Model 2.0
Processor
1.0 Ghz Dual Core

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Reviews & Ratings

Metacritic
61

Game Info

Developer
quicktequila
Publisher
tinyBuild
Release Date
Jul 31, 2014

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Frequently asked questions about Lovely Planet

How much does Lovely Planet cost?

As of 7 September 2026, the cheapest in-stock offer for Lovely Planet is €0.29 at Kinguin, out of 7 live offers we track across verified key stores. Prices change daily — the table on this page is refreshed continuously.

Where can I buy Lovely Planet cheapest?

The lowest in-stock price we track for Lovely Planet is €0.29 at Kinguin (7 September 2026). We compare 7 live offers from verified key stores — the full table with every store and its trust score is on this page.

What platforms is Lovely Planet available on?

Lovely Planet is available on PC, Mac, Linux, Xbox.

When was Lovely Planet released?

Lovely Planet was released on 31 July 2014.

Who developed Lovely Planet?

Lovely Planet was developed by quicktequila and published by tinyBuild.

Is Lovely Planet worth buying?

Lovely Planet holds a Metacritic score of 61/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.