
Storm in a Teacup
Whimsical physics platforming that arrived quietly from mobile and never got the PC attention it deserved. Short, sweet, and surprisingly precise once the teacup's inertia clicks.
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Screenshots & Media

About Storm in a Teacup
I have a soft spot for games that carry the energy of a bedtime story told with real craft, and Storm in a Teacup lands squarely in that space. Cobra Mobile built this as a mobile title first, and the PC port arrived in early 2012 carrying all of the charm intact. It is a 2D platformer, but the central mechanic sets it apart from anything that moves on legs: your character Storm rides a flying teacup, and that cup has genuine physics-driven inertia. You do not jump so much as glide in short, energy-managed bursts. Each tap of the action button lifts you, but the energy meter drains fast, and when it runs dry you drift back down while it recharges. Learning to read that rhythm, to time your floats over saw blades and storm-cloud enemies, is where the game quietly reveals itself. The structure across roughly 40 main levels is collect-and-survive. Sugar cubes are scattered through each stage and act as the primary pickup, while hidden stickers unlock cosmetic customisations for Storm's teacup and outfit. Neither are required for progression, which keeps the pacing gentle, but completionists will find the sticker hunt legitimately tricky in later worlds. Enemies and hazards include storm clouds, fire, water hazards, and spinning blades, and the game threads in mini-games to break things up: cannon target shooting and key-collecting door puzzles appear between the standard platforming stretches. There is also a survival mode that unlocks as you push through the main campaign, where sugar cubes fall from the sky and you outlast traps as long as possible. Checkpoints inside levels mean a bad moment does not spiral into a restart-the-whole-stage situation, which is the right call for a game aimed at a broad age range. The visual design deserves honest praise. The intention, according to the developers, was a cardboard theatre aesthetic, and it shows in the layered, storybook backdrops that scroll behind you with enough detail to cause accidental deaths from rubbernecking. The music fits the same mood: cheerful, light, never intrusive. This is not a game with a brooding soundtrack or ambient tension. It is bright and it knows that. Where it falls short is also honest to note. The early levels are very easy, which can feel slow for anyone picking this up on PC with a controller. The game was designed around touch inputs, and while the PC version supports joypad and the controls translate well, the difficulty ramp takes its time. The second half tightens considerably, and that is where the physics system starts to feel earned rather than decorative. Players wanting a challenge from the opening minutes will need patience. The total runtime is compact, sitting comfortably under three hours for a straight playthrough, though achievement hunters and sticker completionists can stretch it further. This is not a hidden masterpiece fighting for recognition it deserves. It is a modest, well-finished platformer with a genuinely novel movement system, a visual identity that holds up, and the wisdom to stay short. For anyone who wants something gentle and handcrafted to play through in an evening, it delivers exactly what it promises. Kai, Scout Team
Tags
Steam Deck & Linux
Playable on Linux with some workarounds. Based on 4 ProtonDB community reports.
System Requirements
Minimum
- OS
- Windows XP / Vista / 7 & Mac OS 10.6+
- Memory
- 512MB MB RAM
- Graphics
- OpenGL
- DirectX®
- 5.0
- Processor
- 1.5GHz or better
- Hard Drive
- 50 MB HD space
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Reviews & Ratings
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Game Info
- Developer
- Cobra Mobile
- Publisher
- Cobra Mobile
- Release Date
- Jan 19, 2012