Compare STUMPER prices across 50+ stores and find the best deal. Developed by THIRTEENTH FLOOR. Published by THIRTEENTH FLOOR . Released on 4/28/2019. Available on PC. Genres: Action, Casual, Indie, Early Access.

A VR-only rhythm brawler where you block color-coded crystals with two shields to the beat, with a real-time global ranking mode that looked promising in 2019 and hasn't been updated since.

I'll be straight with you: I came into STUMPER expecting something in the vein of the VR rhythm shooters I keep going back to, and what I found is a game that had a genuinely interesting idea stuck inside an Early Access shell that the developers quietly abandoned. The core loop has you holding a motion controller in each hand as two steel shields, blocking incoming crystals that fly at you from multiple directions in time with the music. The color-matching twist, matching the crystal's color to the corresponding shield to score, gives it a split-second decision layer that goes beyond pure timing. On higher difficulties, when the crystal patterns speed up and come from oblique angles, your arms are working and your brain is actually engaged. That part works. The mode structure is where things get complicated. STUMPER launched in April 2019 with a 1v1 battle mode and a real-time global leaderboard, which was a legitimately bold pitch for a VR rhythm game at the time. Competing on a live ranking system, head to head, with rhythm as the combat language, is a concept I respect. The problem is that the developer's last update to the game was over six years ago. The community never grew to the size needed to make that competitive mode feel alive, and right now you are mostly looking at a solo experience against leaderboard ghosts. If you were hoping to grind ranked matches, that dream is on ice. The music library spans EDM, hip-hop, jazz, and pop, with paid packs planned alongside the base content. In practice, the track count at launch was thin, and the roadmap for those 800-plus promised songs never materialized in any meaningful way. What you are buying is what shipped, and that is a small but functional game. Supports HTC Vive, Valve Index, Oculus Rift, and Windows Mixed Reality headsets via SteamVR, standing or room-scale. The GTX 1070 minimum spec is a baseline worth taking seriously since the visuals, while not technically demanding, need consistent framing to stay in sync with the beat. Comfort-wise, the physical motion is real, short sessions will get your shoulders moving, which is either a selling point or a warning depending on your setup. For the VR rhythm crowd, the honest comparison point is Beat Saber, and STUMPER does not beat that standard on content volume, polish, or long-term support. What it has is a different physical vocabulary, shields instead of sabers, and the color-lock mechanic gives it a reaction-based flavor that feels closer to a reflex trainer than a pure music game. Whether that distinction matters to you depends entirely on how saturated you already are with the saber-swing format. If you own a headset, have played through Beat Saber's base library, and want something that hits your arms at a different angle, STUMPER is a functional, if threadbare, diversion. Anyone expecting an active multiplayer scene or ongoing content drops should look elsewhere. Fred, Scout Team

STUMPER
ActionCasualIndieEarly Access

STUMPER

Apr 28, 2019THIRTEENTH FLOORTHIRTEENTH FLOOR
GamerScout Says

A VR-only rhythm brawler where you block color-coded crystals with two shields to the beat, with a real-time global ranking mode that looked promising in 2019 and hasn't been updated since.

PC
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Screenshots & Media

Screenshot

About STUMPER

I'll be straight with you: I came into STUMPER expecting something in the vein of the VR rhythm shooters I keep going back to, and what I found is a game that had a genuinely interesting idea stuck inside an Early Access shell that the developers quietly abandoned. The core loop has you holding a motion controller in each hand as two steel shields, blocking incoming crystals that fly at you from multiple directions in time with the music. The color-matching twist, matching the crystal's color to the corresponding shield to score, gives it a split-second decision layer that goes beyond pure timing. On higher difficulties, when the crystal patterns speed up and come from oblique angles, your arms are working and your brain is actually engaged. That part works. The mode structure is where things get complicated. STUMPER launched in April 2019 with a 1v1 battle mode and a real-time global leaderboard, which was a legitimately bold pitch for a VR rhythm game at the time. Competing on a live ranking system, head to head, with rhythm as the combat language, is a concept I respect. The problem is that the developer's last update to the game was over six years ago. The community never grew to the size needed to make that competitive mode feel alive, and right now you are mostly looking at a solo experience against leaderboard ghosts. If you were hoping to grind ranked matches, that dream is on ice. The music library spans EDM, hip-hop, jazz, and pop, with paid packs planned alongside the base content. In practice, the track count at launch was thin, and the roadmap for those 800-plus promised songs never materialized in any meaningful way. What you are buying is what shipped, and that is a small but functional game. Supports HTC Vive, Valve Index, Oculus Rift, and Windows Mixed Reality headsets via SteamVR, standing or room-scale. The GTX 1070 minimum spec is a baseline worth taking seriously since the visuals, while not technically demanding, need consistent framing to stay in sync with the beat. Comfort-wise, the physical motion is real, short sessions will get your shoulders moving, which is either a selling point or a warning depending on your setup. For the VR rhythm crowd, the honest comparison point is Beat Saber, and STUMPER does not beat that standard on content volume, polish, or long-term support. What it has is a different physical vocabulary, shields instead of sabers, and the color-lock mechanic gives it a reaction-based flavor that feels closer to a reflex trainer than a pure music game. Whether that distinction matters to you depends entirely on how saturated you already are with the saber-swing format. If you own a headset, have played through Beat Saber's base library, and want something that hits your arms at a different angle, STUMPER is a functional, if threadbare, diversion. Anyone expecting an active multiplayer scene or ongoing content drops should look elsewhere. Fred, Scout Team

Tags

singleplayermultiplayerpvponline-pvptier:indieVR-OnlyRhythm-ActionColor-MatchingShield MechanicGlobal Leaderboard1v1 Battle ModeMotion ControllerAbandoned Early AccessPhysical Gameplay

System Requirements

Minimum

OS
Windows® 8.1 or better (64 bit)
Memory
8 GB RAM
DirectX
Version 11
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
NVIDIA® GeForce® GTX1060 / AMD Radeon™ RX480 or better
Processor
Intel® Core™ i5 Haswell Refresh or AMD Vishera better
VR Support
SteamVR. Standing or Room Scale

Recommended

OS
Windows® 8.1 or better (64 bit)
Memory
8 GB RAM
DirectX
Version 12
Network
Broadband Internet connection
Storage
1 GB available space
Graphics
NVIDIA® GeForce® GTX1070 / AMD Radeon™ RX Vega 56 betterNVIDIA® GeForce® GTX1080 / AMD Radeon™ RX Vega 64 better
Processor
Intel® Core™ i7 Skylake or AMD Ryzen 7 beter

Reviews & Ratings

No ratings available

Game Info

Developer
THIRTEENTH FLOOR
Publisher
THIRTEENTH FLOOR
Release Date
Apr 28, 2019

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