Compare Rooftops & Alleys: The Parkour Game prices across 50+ stores and find the best deal. Developed by MLMEDIA. Published by MLMEDIA. Released on 6/16/2025. Available on PC, Xbox. Genres: Indie, Simulation, Sports.

Tony Hawk's DNA spliced with Mirror's Edge, built by a single dev - the movement ceiling is real, but the content holding it up is thin.

I've spent enough time with movement-first games to know that the controls are the whole product, and Rooftops and Alleys clears that bar. Sprinting, vaulting, wall-running, flipping and rolling all feed into a combo-scoring system that genuinely rewards timing and creativity rather than just button-mashing. The comparison reviewers keep reaching for is Tony Hawk's Pro Skater, and it earns that comparison - this is parkour treated as a sport, not as a traversal shortcut bolted onto something else. When it clicks, stringing together a wall-run into a flip into a precision landing across a shipping container feels properly satisfying. The skill ceiling is high, and getting there is the actual game. The six open maps cover a decent range of vertical geometry: a steel yard, a container ship, a school district, a construction site, a Mediterranean-style village, and an indoor parkour park. Each one is built with the movement system in mind, so even generic-looking spots become interesting once you start reading lines. The problem is that the structured content sitting on top of those maps is thin. Time trials and trick challenges provide the only real solo objectives, and while gold medals are genuinely tough to hit, the challenge variety runs dry faster than the movement mastery does. There's no progression ladder, no unlockable stages, and the tutorial only covers the basics before dropping you cold into the deep end - vital mechanics like sliding, ziplines, and pole-grabbing are left for you to discover on your own. Some players will love that. A lot won't. Multiplayer is where the whole thing finally justifies itself. Tag mode in particular is worth the price of entry alone - one player hunts, everyone else runs, and suddenly every box and ledge becomes a tactical decision. Capture the Flag and Trick Battles add more structure, and free roam with a few friends flips the thin solo experience into something chaotic and fun. The online player count at launch seems healthy enough going by Steam reviews, though you will want an active friends list as a backup for the more niche modes. Controller is strongly recommended here; mouse and keyboard can work but the trigger-heavy sprint and vault controls are clearly designed around a pad. Character customization lets you dress up a robot-ish humanoid with unlockable tops, headgear, pants, shoes, and backpack pieces - color-adjustable, which is a nice touch for standing out in lobbies. The honest summary is this: the movement engine is the real achievement, solo developer MLMEDIA built something mechanically precise that most studios with bigger budgets haven't managed. What surrounds that engine is still in early stages of being a full game. The soundtrack sits too low-key for the energy the movement generates, the maps could use more visual identity, and solo players will hit a content wall before they hit a skill wall. Whether post-launch updates add the depth this foundation deserves is an open question. Right now, bring friends or manage your expectations going in solo. Fred, Scout Team

Rooftops & Alleys: The Parkour Game
IndieSimulationSports

Rooftops & Alleys: The Parkour Game

Jun 16, 2025MLMEDIA
GamerScout Says

Tony Hawk's DNA spliced with Mirror's Edge, built by a single dev - the movement ceiling is real, but the content holding it up is thin.

PCXbox
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About Rooftops & Alleys: The Parkour Game

I've spent enough time with movement-first games to know that the controls are the whole product, and Rooftops and Alleys clears that bar. Sprinting, vaulting, wall-running, flipping and rolling all feed into a combo-scoring system that genuinely rewards timing and creativity rather than just button-mashing. The comparison reviewers keep reaching for is Tony Hawk's Pro Skater, and it earns that comparison - this is parkour treated as a sport, not as a traversal shortcut bolted onto something else. When it clicks, stringing together a wall-run into a flip into a precision landing across a shipping container feels properly satisfying. The skill ceiling is high, and getting there is the actual game. The six open maps cover a decent range of vertical geometry: a steel yard, a container ship, a school district, a construction site, a Mediterranean-style village, and an indoor parkour park. Each one is built with the movement system in mind, so even generic-looking spots become interesting once you start reading lines. The problem is that the structured content sitting on top of those maps is thin. Time trials and trick challenges provide the only real solo objectives, and while gold medals are genuinely tough to hit, the challenge variety runs dry faster than the movement mastery does. There's no progression ladder, no unlockable stages, and the tutorial only covers the basics before dropping you cold into the deep end - vital mechanics like sliding, ziplines, and pole-grabbing are left for you to discover on your own. Some players will love that. A lot won't. Multiplayer is where the whole thing finally justifies itself. Tag mode in particular is worth the price of entry alone - one player hunts, everyone else runs, and suddenly every box and ledge becomes a tactical decision. Capture the Flag and Trick Battles add more structure, and free roam with a few friends flips the thin solo experience into something chaotic and fun. The online player count at launch seems healthy enough going by Steam reviews, though you will want an active friends list as a backup for the more niche modes. Controller is strongly recommended here; mouse and keyboard can work but the trigger-heavy sprint and vault controls are clearly designed around a pad. Character customization lets you dress up a robot-ish humanoid with unlockable tops, headgear, pants, shoes, and backpack pieces - color-adjustable, which is a nice touch for standing out in lobbies. The honest summary is this: the movement engine is the real achievement, solo developer MLMEDIA built something mechanically precise that most studios with bigger budgets haven't managed. What surrounds that engine is still in early stages of being a full game. The soundtrack sits too low-key for the energy the movement generates, the maps could use more visual identity, and solo players will hit a content wall before they hit a skill wall. Whether post-launch updates add the depth this foundation deserves is an open question. Right now, bring friends or manage your expectations going in solo. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvpachievementscontroller-supportcloud-savestier:aaaTrick CombosFreerunningTag ModeRagdoll PhysicsScore AttackMovement TechController RecommendedOpen Maps

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Reviews & Ratings

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Game Info

Developer
MLMEDIA
Publisher
MLMEDIA
Release Date
Jun 16, 2025

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