Compare Skybolt Zack prices across 50+ stores and find the best deal. Developed by ISART. Published by TyGAMES. Released on 11/7/2019. Available on PC, Nintendo Switch. Genres: Action, Adventure, Indie. Metacritic score: 73/100.

What happens when a grad school experiment escapes the classroom and becomes its own genre? Skybolt Zack is what happens, and it will humble you before it sets you free.

I spent a good while in denial about what kind of game Skybolt Zack actually is. On the surface it reads as a colourful side-scrolling action platformer, the sort of thing you glance at and immediately file away. But it only takes about five minutes of play to understand that the genre label is almost useless here. The developers called it a "button dasher" and, absurd as that sounds, it is probably the most honest description available. Every enemy and interactive object in each of the 48 levels is colour-coded to one of your controller's face buttons. Press the matching button inside your targeting radius and Zack rockets toward that enemy with his mechanical arms outstretched, redirecting mid-air in whatever direction you aim the stick. Get a sequence right and you will chain across an entire level without once touching the floor. It is closer in feel to a rhythm game or a homing-attack Sonic level stretched out into its own full system than to anything that normally calls itself a platformer. The origin story matters here, and I say that as someone who cares about craft. This started as a graduation project at ISART Digital in Paris, and you can feel the intensity of a small team trying to prove something in every frame. The visual style mixes 3D models against digitally painted environments with a brightness and confidence that punches well above its budget. More importantly, the soundtrack is genuinely reactive. When your combo is flowing and you are stringing together red, blue, and green rocket punches without pause, the music builds with you. Take a hit and it cuts out, which is quietly devastating and also a perfect mechanical signal. The whole audiovisual design is built around reinforcing the rhythm, and it works in a way that most bigger-budget games never bother to attempt. Here is the thing the Metacritic 73 does not fully capture: the learning curve is severe, but it is also fair. The game offers multiple colour customisation presets mapped to Xbox, PlayStation, and Nintendo controller schemes, plus a fully custom option. There is a small combo range indicator around Zack at all times, a focus mechanic that temporarily extends that range by holding a button, and a mid-air dash for bridging awkward gaps. Each level branches vertically, with higher exits routing you into harder stages and lower exits keeping things more manageable, much like the lane-choice system in classic Outrun. The ranking system rewards speed, staying airborne, and unbroken chains, which gives Time Attack and Score Attack modes genuinely distinct strategic goals backed by separate worldwide leaderboards. If you are the type who replays single levels until every movement feels automatic, this game has an almost meditative depth waiting for you. The legitimate criticisms are worth naming plainly. The difficulty escalation is steep enough that players who resist the muscle-memory stage will hit a wall hard, and a few enemy placements feel more punishing than purposeful. The colour differentiation between blue and green targets trips up a meaningful number of players before the button mapping becomes instinct, even with the cheat-sheet indicator at the screen edge. The game also has no adjustable difficulty slider, so there is no softer entry point beyond simply taking the lower-altitude routes. For players who want narrative depth or mechanical variety beyond the colour-matching system, there is not much here. The story is a whisper-thin revenge setup and the game knows it, leaning entirely on its kinetic moment-to-moment feel rather than any fictional scaffolding. For people wired for this kind of challenge, though, the payoff is real and rare. When the button presses stop being conscious decisions and start being reactions, when you clear a level chain-intact without a single floor touch, the satisfaction is the specific kind that only well-designed arcade games produce. It did not come from a studio with a marketing department. It came from students who built something genuinely singular and then polished it until it shone. That is the kind of game I will always make time for. Kai, Scout Team

Skybolt Zack
ActionAdventureIndie

Skybolt Zack

Nov 7, 2019ISARTTyGAMES
GamerScout Says

What happens when a grad school experiment escapes the classroom and becomes its own genre? Skybolt Zack is what happens, and it will humble you before it sets you free.

PCNintendo Switch
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Screenshots & Media

Screenshot

About Skybolt Zack

I spent a good while in denial about what kind of game Skybolt Zack actually is. On the surface it reads as a colourful side-scrolling action platformer, the sort of thing you glance at and immediately file away. But it only takes about five minutes of play to understand that the genre label is almost useless here. The developers called it a "button dasher" and, absurd as that sounds, it is probably the most honest description available. Every enemy and interactive object in each of the 48 levels is colour-coded to one of your controller's face buttons. Press the matching button inside your targeting radius and Zack rockets toward that enemy with his mechanical arms outstretched, redirecting mid-air in whatever direction you aim the stick. Get a sequence right and you will chain across an entire level without once touching the floor. It is closer in feel to a rhythm game or a homing-attack Sonic level stretched out into its own full system than to anything that normally calls itself a platformer. The origin story matters here, and I say that as someone who cares about craft. This started as a graduation project at ISART Digital in Paris, and you can feel the intensity of a small team trying to prove something in every frame. The visual style mixes 3D models against digitally painted environments with a brightness and confidence that punches well above its budget. More importantly, the soundtrack is genuinely reactive. When your combo is flowing and you are stringing together red, blue, and green rocket punches without pause, the music builds with you. Take a hit and it cuts out, which is quietly devastating and also a perfect mechanical signal. The whole audiovisual design is built around reinforcing the rhythm, and it works in a way that most bigger-budget games never bother to attempt. Here is the thing the Metacritic 73 does not fully capture: the learning curve is severe, but it is also fair. The game offers multiple colour customisation presets mapped to Xbox, PlayStation, and Nintendo controller schemes, plus a fully custom option. There is a small combo range indicator around Zack at all times, a focus mechanic that temporarily extends that range by holding a button, and a mid-air dash for bridging awkward gaps. Each level branches vertically, with higher exits routing you into harder stages and lower exits keeping things more manageable, much like the lane-choice system in classic Outrun. The ranking system rewards speed, staying airborne, and unbroken chains, which gives Time Attack and Score Attack modes genuinely distinct strategic goals backed by separate worldwide leaderboards. If you are the type who replays single levels until every movement feels automatic, this game has an almost meditative depth waiting for you. The legitimate criticisms are worth naming plainly. The difficulty escalation is steep enough that players who resist the muscle-memory stage will hit a wall hard, and a few enemy placements feel more punishing than purposeful. The colour differentiation between blue and green targets trips up a meaningful number of players before the button mapping becomes instinct, even with the cheat-sheet indicator at the screen edge. The game also has no adjustable difficulty slider, so there is no softer entry point beyond simply taking the lower-altitude routes. For players who want narrative depth or mechanical variety beyond the colour-matching system, there is not much here. The story is a whisper-thin revenge setup and the game knows it, leaning entirely on its kinetic moment-to-moment feel rather than any fictional scaffolding. For people wired for this kind of challenge, though, the payoff is real and rare. When the button presses stop being conscious decisions and start being reactions, when you clear a level chain-intact without a single floor touch, the satisfaction is the specific kind that only well-designed arcade games produce. It did not come from a studio with a marketing department. It came from students who built something genuinely singular and then polished it until it shone. That is the kind of game I will always make time for. Kai, Scout Team

Tags

singleplayerachievementscontroller-supportcloud-savestier:aaaButton DasherRhythm-PlatformerCombo ChainingScore AttackBranching RoutesLeaderboard ChaserReactive SoundtrackColor-MatchingAir ComboSpeedrun-Friendly

Steam Deck & Linux

ProtonDB Platinum

Runs flawlessly on Linux out of the box. Based on 5 ProtonDB community reports.

System Requirements

Minimum

OS
Windows 7, 8.1, 10 (64bit OS)
Memory
4 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
Intel HD 530
Processor
Intel(R) Pentium(R) / Dual Core

Recommended

OS
Windows 7, 8.1, 10 (64bit OS)
Memory
8 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
5 GB available space
Graphics
GeForce GTX 950M
Processor
6th Gen I5

Community Discussion

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Reviews & Ratings

Metacritic
73

Game Info

Developer
ISART
Publisher
TyGAMES
Release Date
Nov 7, 2019

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Frequently asked questions about Skybolt Zack

Where can I buy Skybolt Zack cheapest?

Compare Skybolt Zack prices across every verified store in the price table on this page. We list the cheapest in-stock key and store offers, updated regularly, so you always see the best current deal before you buy.

What platforms is Skybolt Zack available on?

Skybolt Zack is available on PC, Nintendo Switch.

When was Skybolt Zack released?

Skybolt Zack was released on 7 November 2019.

Who developed Skybolt Zack?

Skybolt Zack was developed by ISART and published by TyGAMES.

Is Skybolt Zack worth buying?

Skybolt Zack holds a Metacritic score of 73/100, making it one of the standout Action titles. See the full reviews, ratings and how-long-to-beat times on this page to decide.