
Ski Jumping World Cup
Niche ski jumping sim that rewards obsessive timing practice - sharply focused, honestly limited, and surprisingly fun in hot-seat with friends.
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About Ski Jumping World Cup
My radar for competitive online modes goes off fast with sports sims, and Ski Jumping World Cup pinged it in a way I didn't expect from a winter sports indie. This is a side-view, physics-driven ski jumping game from Polish studio Storm Trident, sitting firmly in the lineage of the old Deluxe Ski Jump series that was huge in Central Europe around the turn of the century. If you grew up with DSJ on a family PC, there's a nostalgia pull here that's real. If you didn't, the pitch is simpler: nail your takeoff timing, manage in-air stability, and stick a clean landing while wind conditions actively mess with your trajectory. The core input loop breaks into three phases - takeoff, flight, and landing - and the game lives or dies on how tight those inputs feel. Takeoff timing is the sharpest window, and getting it wrong compounds into a messy flight every time. Wind management during the flight phase adds actual decision-making rather than just holding a direction, which I respect. The landing requires a proper telemark position, and the feedback when you get it right is satisfying in a way that low-budget sports sims often fumble. That said, the physics have drawn consistent criticism from the player base: flight behavior and landing interactions can feel inconsistent, and the AI doesn't seem to correctly respond to wind conditions, which makes single-player competition feel unbalanced in spots. Content is where the questions pile up. The hill count sits around 15 to 18 depending on the store listing, including five illuminated night-mode venues, inspired by real-world venues. That's a lean roster. There's no single-player career mode - an absence that stings for a game that otherwise has the bones to support long-term progression. Customization is basic: nationality and suit color, nothing deeper. Developers have been patching actively and player feedback about things like season competition counts has already prompted updates, which is a decent sign for a small studio. But right now, the content ceiling is low. Online multiplayer is there, and so is a hot-seat local mode. The hot-seat mode is genuinely where this game gets a second life - passing the keyboard around and competing on a single machine is the kind of low-friction multiplayer that bigger games have mostly abandoned. Online is rougher: players have reported black screens and matchmaking difficulties finding opponents, which for a niche title with a modest player base is a legitimate concern. If you're buying this specifically to grind ranked online, the active lobby count may not cooperate. Bottom line for the kind of player who's going to read this: if you want a deep simulation that rewards repetition and timing precision and you're not precious about roster depth or career structure, there's something here. It runs on nearly anything - minimum specs are a Core i3 and 128MB VRAM - so barrier to entry is low. Community sentiment sits around 75 percent positive on Steam with a small but engaged player base, and the developers are listening. It's a game for a specific type of patient, sports-nerd player. I had fun in hot-seat. Online felt half-built. Solo got thin after a few hours. Fred, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows 7 / 8 / 10
- Memory
- 2 GB RAM
- Storage
- 4 GB available space
- Graphics
- DirectX Compatible graphics card with at least 128MB of video memory
- Processor
- Core i3 2x1.8 GHz
Recommended
- OS
- Windows 10
- Memory
- 4 GB RAM
- Storage
- 4 GB available space
- Graphics
- DirectX 11/12 compatible graphics card with at least 1 GB of video memory
- Processor
- Intel Core i5 2.5–3.0 GHz or equivalent
Reviews & Ratings
No ratings available
Game Info
- Developer
- Storm Trident S.A.
- Publisher
- Forever Entertainment S. A.
- Release Date
- Nov 21, 2025
