Compare Masky prices across 50+ stores and find the best deal. Developed by Digital Melody. Published by Forever Entertainment S. A.. Released on 12/16/2016. Available on PC, Mac, Linux. Genres: Action, Casual, Indie.

Not the shooter I usually cover, but Masky is the kind of sub-dollar arcade reflex game that earns its ten minutes of couch chaos, then runs out of road fast.

I cover shooters, so when Masky landed on my desk I was ready to bounce immediately. Then someone dared me to beat their high score on the local versus mode and I lost forty minutes I will not be getting back. That is essentially the full pitch: a party-adjacent reflex game that punches above its weight for a single session before the loop's thin ceiling becomes impossible to ignore. The core mechanic is deceptively simple. You control a masked character on a flat 2D plane, shuffling left or right to grab other costumed dancers and chain them to your sides. As the chain grows, the weight distribution shifts unpredictably, and you are constantly micro-correcting to avoid tipping over and losing the round. Dancers come in different sizes, so heavier characters on one end demand sharper counter-movement without overcorrecting the other way. On top of that, some dancers wear red masks that trigger random effects: the screen tilts, the whole platform bends, everything flips upside down, or a "disco shake" rattles your balance. These effects clear the moment you grab the next dancer, so there is a fast risk-reward rhythm to how aggressively you chase the chain. Progress through a run by hitting a dancer count threshold, which opens a door to the next area. The color palette changes; the fundamental loop does not. Progression runs through a mask upgrade system, leveling from 1 through 12. Higher-level masks give your character more stability, and each level has distinct visual flair. Grinding to max level takes roughly three to four hours of solo play, after which the single-player side is basically a personal leaderboard competition with nothing structural left to unlock. The achievements have some steep multiplayer requirements that the thin community makes near-impossible to complete organically, which is worth knowing before you commit to 100 percent. The PvP side is where this briefly gets interesting. Online supports cross-platform play and the netcode, while never tested under real competitive load given the low player count, ran without noticeable lag in the sessions I tried. Local versus, however, is the real use case. Up to four players, bots fill empty slots, and watching someone else's chain collapse while yours barely holds is exactly the kind of 30-second dopamine hit couch gaming needs. The problem is that the activity-dead online lobby means finding live opponents on PC is close to luck rather than matchmaking. Controller support is solid and recommended over mouse input for the analog precision the balance mechanic actually needs. Honestly this is not my genre and the long-term appeal is not there for anyone who needs mechanical depth past the first hour. What is here is polished within its scope: tight input response, a distinct audio-visual style with bright colors on stark backgrounds, and a versus mode that works well locally. Treat it as a party warm-up or a five-minute palette cleanser between real sessions, not a primary title. Fred, Scout Team

Masky
ActionCasualIndie

Masky

Dec 16, 2016Digital MelodyForever Entertainment S. A.
GamerScout Says

Not the shooter I usually cover, but Masky is the kind of sub-dollar arcade reflex game that earns its ten minutes of couch chaos, then runs out of road fast.

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About Masky

I cover shooters, so when Masky landed on my desk I was ready to bounce immediately. Then someone dared me to beat their high score on the local versus mode and I lost forty minutes I will not be getting back. That is essentially the full pitch: a party-adjacent reflex game that punches above its weight for a single session before the loop's thin ceiling becomes impossible to ignore. The core mechanic is deceptively simple. You control a masked character on a flat 2D plane, shuffling left or right to grab other costumed dancers and chain them to your sides. As the chain grows, the weight distribution shifts unpredictably, and you are constantly micro-correcting to avoid tipping over and losing the round. Dancers come in different sizes, so heavier characters on one end demand sharper counter-movement without overcorrecting the other way. On top of that, some dancers wear red masks that trigger random effects: the screen tilts, the whole platform bends, everything flips upside down, or a "disco shake" rattles your balance. These effects clear the moment you grab the next dancer, so there is a fast risk-reward rhythm to how aggressively you chase the chain. Progress through a run by hitting a dancer count threshold, which opens a door to the next area. The color palette changes; the fundamental loop does not. Progression runs through a mask upgrade system, leveling from 1 through 12. Higher-level masks give your character more stability, and each level has distinct visual flair. Grinding to max level takes roughly three to four hours of solo play, after which the single-player side is basically a personal leaderboard competition with nothing structural left to unlock. The achievements have some steep multiplayer requirements that the thin community makes near-impossible to complete organically, which is worth knowing before you commit to 100 percent. The PvP side is where this briefly gets interesting. Online supports cross-platform play and the netcode, while never tested under real competitive load given the low player count, ran without noticeable lag in the sessions I tried. Local versus, however, is the real use case. Up to four players, bots fill empty slots, and watching someone else's chain collapse while yours barely holds is exactly the kind of 30-second dopamine hit couch gaming needs. The problem is that the activity-dead online lobby means finding live opponents on PC is close to luck rather than matchmaking. Controller support is solid and recommended over mouse input for the analog precision the balance mechanic actually needs. Honestly this is not my genre and the long-term appeal is not there for anyone who needs mechanical depth past the first hour. What is here is polished within its scope: tight input response, a distinct audio-visual style with bright colors on stark backgrounds, and a versus mode that works well locally. Treat it as a party warm-up or a five-minute palette cleanser between real sessions, not a primary title. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvplocal-multiplayerlocal-coopcross-platformachievementscontroller-supporttrading-cardscloud-savestier:sub-5Balance MechanicCouch PvPScore AttackArcade ReflexChain BuildingBot Fill MultiplayerMask Progression

System Requirements

Minimum

OS
Windows 7
Memory
2 GB RAM
DirectX
Version 9.0c
Storage
300 MB available space
Graphics
nVidia 320M or higher, or Radeon 7000 or higher, or Intel HD 3000 or higher
Processor
Dual core from Intel or AMD at 2.0 GHz

Reviews & Ratings

No ratings available

Game Info

Developer
Digital Melody
Publisher
Forever Entertainment S. A.
Release Date
Dec 16, 2016

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