

Freedom Planet
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Freedom Planet
Freedom Planet is a combat-focused platform adventure set in Avalice. Lilac uses dragon powers to strike enemies, spin through the air and fly at speed; Carol fights with punches and kicks and rides motorcycles up walls. Search stages for hidden paths and treasures, or race for the fastest time. Adventure mode follows the effort to save the world through voiced cutscenes, while Classic moves through stages without dialogue. Steam player rating: 95% from 3,322 reviews.
Credits
Lowest recorded in 36 months
$4.492024-08-21 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | Yes |
| French | Yes | Yes | — |
| German | Yes | Yes | — |
Show 3 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Spanish | Yes | Yes | — |
| Japanese | Yes | Yes | — |
| Korean | Yes | Yes | — |
Steam PC edition data · 2026-11-08
02Before you buy
Combat and movement
Lilac fights with dragon powers, while Carol uses punches, kicks and motorcycles. Both tackle action-focused platform stages.
Modes and controls
Adventure has fully voiced cutscenes; Classic runs stages without interruptions or dialogue. The Steam PC version has full controller support.
Languages
Interface and subtitles are available in English, German, French, Italian, Japanese and Spanish. Full audio is in English.
03Frequently asked questions
What is Freedom Planet about?
Lilac and her friends face an alien force and set out to save the world of Avalice.
Can I explore stages freely?
Yes. You can explore stages at your own pace to seek hidden paths and treasures.
How do the modes differ?
Adventure includes fully voiced cutscenes, while Classic runs stages without dialogue.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
The CD-player in my car is busted, the disc won't eject. So, imagine having to listen to Jamiroquai's "Traveling Without Moving" constantly. It's a good album though, came out in 1996, had classics like "Seven Days in Sunny June", "Canned Heat" and "Supersonic". Speaking of Super Sonic, the lack of a certain hedgehog on the Sega Saturn was very strange. There were a couple spin-offs and Sonic X-treme (which was never released), but no Sonic 4. In fact, Sega still hasn't released a Sonic 4, I can't understand it. During the 16 and 32-bit days, the mascot-platformer was the most over-stuffed genre on store shelves. These games were mostly garbage like Bubsy & Awesome Possum. Anytime there was an actual hit (like Earthworm Jim), publishers would run it into the ground through a combination of uninspired sequels and marketing. Still, there were a lot of good games released during this time: Rocket Knight Adventures, Socket, Pulseman, High Seas Havoc, Adventures of Little Ralph, Keio Flying Squadron 2, Tryrush Deppy, Ristar, DoReMi Fantasy, Super Tempo Popful Mail, Astal, Clockwork Knight, etc. It was a rough transitional period for the platformer. Due to the popularity of Mario 64, most developers went 3D (or at least 2.5D) with varying levels of success. The 2D platformers released around the time were by small teams, and unless you read Diehard GameFan, you didn't know of their existence. Freedom Planet could have been one of those games. If it had released in 1996, it would have toiled in obscurity for nearly a decade, until it was purchased by somebody in a random ebay auction. This guy played through the game, thought "Wow this is really good!", and told everyone in his gaming forum about it. I'd wager that by 2008, Freedom Planet achieved some mid/high-level of notoriety, and commanded about $80 per disc through online auctions. Freedom Planet follows the adventures of Lilac, Carol, and Millia. Three heroines, three kingdoms, one war, an alien menace, and that's the short version. There are a lot of cut-scenes in this game, and the story takes some unexpectedly dark turns. Saying anything else is liable to turn this review into spoiler-central, but I'll say this much: there's at least one scene in this game that I'd be perfectly content with never seeing again. But enough about that mess, let's talk about the actual game. There are three playable characters, and they have a variety of unique skills. This is a fast-moving platformer, not unlike the Sonic games, so expect loops, ramps, and so on. The stages are all fairly large, with numerous optional paths, secrets, traps. and enemy robots. This is also a combat-oriented platformer, and the later stages throw a lot of baddies at the player. Freedom Planet certainly isn't lacking in boss-fights either, you can expect two or more in every stage. How you deal with adversity depends on the character. Lilac soars with her various aerial maneuvers (including a flying dash-attack & a shoryuken), Carol has her claws, Chun-Li kicks, and a motorcycle, while Millia creates blocks and shields to frustrate anything capable of firing bullets. These skills are also necessary for getting around the stages, whether it's flying over massive cliffs, driving up walls, or even subtle tricks such as using a phantom block shield blast to propel Millia a few feet. The controls are exceptionally fluid, and the mechanics are very solid. While the levels are fun to explore, they're even more entertaining, when using every ability to its fullest extent to speed through them. Also, unlike some platformers that emphasize speed, there's no worry over taking damage from simple enemy contact. As I mentioned earlier, Freedom Planet has a lot of boss-fights, and they can be pretty tough. Most of the challenge is in reading their patterns. They move quickly, and while you might see this as a sign to move fast yourself, it's all a smokescreen. What's liable to happen is that you'll bump into their attacks and get yourself killed. Instead, you want to stop, wait, and see what happens. They'll jump from one of the screen to the next, present some opening, and that's when you attack. Each character has a move that gives them some invincibility, such as Lilac's flying, Carol's kicks, or Millia's shield. Using those moves, even in last-ditch situations, could save your life. All that said, even the easy setting will lead to some boss-related deaths. The most devastating attacks tend to juggle you, which eats through a ton of life. Also, Millia has half the health of the other heroines, but she tends to kill bosses faster so it balances out. Where this game really excels is in level-design variety. All too often, variety is a double-edged sword. Yeah it's fun to see something new and different, but when you're flying from one set-piece to the next, you never really get a feel for how the game actually plays. You buy a game, expecting a third-person shooter, but every other level involves turrets, vehicles, flying, swimming, sex QTEs, and so on. Each stage in Freedom Planet is different from one another, but not so different that you feel like you're playing another game. It's also important to note that the level-design never completely shifts gears. One stage might feature more enemies, another probably has some extra puzzles, but it never feels like "this is a puzzle stage" or "this is the stage where you fight all the time". Everything comes together naturally, and you're always in complete control. Although, yes there is a 2D shooter stage. Of course there would be a 2D shooter stage. I've been a platformer-fan for decades and this happens every time...EVERY SINGLE TIME. Apparently, there's always someone out there that thinks "Our game is too good, we should throw in a really weak section to give reviewers something to complain about". Towards the end of Freedom Planet, there is a 2D shooter stage. It's not particularly bad, but it's just...there. All told, I guess I can deal with a few minutes out of a 2+ hour game being merely passable. Freedom Planet is a relic, and I mean that in the most affectionate way. It's a mid-90s platformer that has all the elements of a forgotten classic, but it was released in 2014. It's unfortunate that more games aren't released that emulate this style. It seems that for most indie-developers, their favorite system growing up was the NES. That's cool and all but eh, I prefer the days of the Genesis/SNES/Saturn/PSX. I'd rather see more games that prey upon my nostalgia, and if they turned out to be half as good as Freedom Planet, then I'd be in for a treat.Show moreShow less
Despite dozens of games and a legacy spanning decades, Sonic The Hedgehog’s popularity has always puzzled me immensely. He’s one of gaming’s most iconic characters (whose fan devotion can take on an almost religious feeling in some circles), a cultural icon, and still the stalwart face of Sega so many years later. Yet, I’ve never been able to understand how he became that, and continue to be so incredibly popular even today. His recent offerings have been almost unanimously panned, fans reminiscing about the good ‘ol days of the Sega Genesis, and yet going back to those original games I become even more confused. The controls feel loose, the level designs seem to work against the mechanics, and everything feels like it’s almost intentionally undercooked so as to keep the spotlight on its lead. I’ve tried for years, dipping into nearly every “golden era” Sonic game repeatedly, and have always come away unimpressed and confused as to what it is I’m not seeing that everyone else is. Is it just nostalgia? I’d like to think not. At this point you may be wondering if I’ve accidentally published the wrong review, but I feel it important to talk about my feelings toward Sonic before I can discuss Freedom Planet. I try to stay away from relying on direct comparisons between games in my reviews, but Freedom Planet is such a direct response to the cries of Sonic fans for Sega to bring him back to the 16-bit era that it would be almost disingenuous not to mention how it relates. It’s also important because it’s the first time I’ve been able to see what it is about this formula that people love, and for a moment make me sad it’s been underserved for so long. It’s in the way the game moves, speedily and in every direction, characters zipping through loop-de-loops and scaling walls, all while cheekily shrugging it off as no big deal. The way level designs build upon themselves provides a sense of discovery whether you bounce up onto a hidden ledge, or miss a jump and fall within a secret passage. Momentum is built into the levels themselves, and watching it all fly past at a speed you can barely keep up with is intense and delightful. Give it a brilliant chiptune soundtrack and it’s an easy task getting in the zone and forgetting about the minimal input required to get through many levels. It was a wonderful handful of stages, but then I hit upon the same thing that had turned me off Sonic in the past, and by extension was now eating away at my enjoyment of Freedom Planet. In a consistently tragic fashion, Freedom Planet’s level designs begin a war with its mechanics. It’s a game best served going as fast as possible, and yet after the first few levels it insists on slowing you down constantly, whether to fight enemies, solve tedious puzzles, or retrace your steps to find keycards and the doors they go in. As soon as Freedom Planet slowed down the moment was broken, and I began to aggravatingly fiddle with the slippering platforming controls and awkward attacks. In any other game this sort of self destruction would be disappointing, but in this case it’s doubly so because it’s the same problem Sonic has suffered from for so long. Even when he’s not the star, it would seem his problems follow anyway, in an almost poetic commitment to making a game that as closely mirrors its inspiration as possible, for better or worse. This happens again in a less disastrous, almost amusing way, with how Freedom Planet has adopted not only Sonic’s mechanical design but also its narrative aesthetic that has become overly present in more recent games. There’s an inordinate amount of exposition in Freedom Planet, all of it overdone and melodramatic, stretching a convoluted plot across a needlessly large cast that mostly exist for the sake of boss fights. It’s not that the story is bad though that gets me, it’s that it’s a Sonic story with new faces. The writing has the same self indulgent elongation and fabricated self awareness that reads like a rejected cartoon, though at least unlike Sonic the voice acting is shockingly almost competent. I’m not ashamed to admit at times I was almost on board with its nonsense, for which the voice work is solely responsible. None of this makes the story good, but in this context it’s at least understandable? Maybe expected, even. Where Freedom Planet’s mechanics made me sad with how true they stayed to form, I couldn’t help but just be amused that developer GalaxyTrail had managed to copy the Sonic everyone would like to forget, and merge it with the one everyone but myself loves. It sort of makes me hate myself for not being able to enjoy Sonic and its contemporaries, because Freedom Planet clearly loves the franchise immensely and does its best to carry the torch Sega dropped some time ago. Whether it’s a torch worth picking up again will probably depend entirely on how you feel about Sonic, and how much you want to revisit his Genesis days in a new form. In that sense it was probably predetermined that Freedom Planet was never going to be my thing. I wanted it to, like I wanted every Sonic game I struggled through to be, but its problems are impossible for me to look beyond. I can only assume they aren’t seen as issues in many people’s eyes, but I can only speak for myself, and continue wondering why I feel like the only one stuck on the outside looking in at all the fun others are having. You can read more of my writing on Kritiqal.Show moreShow less
"But this game looks like a Sonic ripo... " <FALCON PUNCH> YOU KNOW NOTHING! Play the demo, check the gameplay, read the reviews! This game is a Saturn-era platformer that NAILED IT. We are talking here about levels of quality used to describe games like: Shovel Knight, Megaman X4 or Sonic 3 & Knuckles. While game certainly is a nostalgia trip, it firmly stands on it's own in this day and age. Whole experience is delivered in awesome package with suprisingly varied gameplay mechanics, great level design, smooth controls, soft esthetic and top-level, adrenaline pumping boss encounters (better quality than all Sonic's bosses and on the level of the best from Megaman). On top of that, three distinctive characters to play means high replayability that easly justifies the initial price tag. Game may look like Sonic initially but in reality it plays like a improvement and modernization of Blue Blur's formula with many influences from other awesome platforming classics. It evolved from this ground-up and at the end Freedom Planet does it's own thing. It looks well, sounds well (amazing soundtrack) and even the voice-acting, that is clearly more of indies level of quality, is most times solid. Not amazing mind you, but not bad either. Storyline is nothing super special, but characters are likeable enough to let some plot problems and incosistencies slide. Cutscenes can be really lenghty sometimes. I liked them, but those who highly prefer gameplay over story can disable them by choosing Classic Mode. Some people also complained about difficulty curve. Bosses are in fact a bit challenging on Normal difficulty, but for me, fair checkpoint system and painless continues are more than enough to balance this out. If you are not reckless and do recognize some boss patterns, you should be fine. There are also plenty difficulty settings to choose from - you can pick Easy or Casual, if you want a sweat-less experiece. This isn't a flawleess ride, but the overall quality of the game is unbelievably high for the first major project from this developer and only $25,000 gained from kickstarter. Again, check the demo. It gives a correct glimpse how the game really looks like and it should definietly tell you if you will enjoy the game. All in all, I highly recommend this game! It is much more than it looks at first glance!Show moreShow less
I want to love this game. I really do. But it breaks one of the cardinal sins of game design: If you design a game around two characters with different movesets, YOU HAVE TO REMEMBER BOTH CHARACTERS WHEN DESIGNING LEVELS. When playing as Lilac the game is great, plays well, and is well balanced. But however fun Carol's unique set of skills are, playing as her is like pulling teeth, especially in boss battles where the ability to not only FLY, but DEAL DAMAGE WHILE FLYING, is an assumed ability. Which...only one of the two main characters have. In a campaign that is almost entirely identical between the two of them. I'd give the game a solid B+ if I'd opted to playing a Lilac to start with, but Carol's campaign, outside of the specific levels designed for her, just feels tacked on and woefully unbalanced. Like a bad Kickstarter stretch goal.Show moreShow less
Literally blows all Sonic games out of the water. Never really grew up with Sonic, played Sonic 1-3 and others years later on the PS2 collection and generally enjoyed them, although I had my problems with them. Freedom Planet is basically my Sonic, so to say, as I feel more connected to FP than Sonic, despite only having 1 (now 2) games. That's how solid Freedom Planet is. The game obviously takes inspiration from Sonic, Gunstar Heroes, and some other games. Played Gunstar a bit later after FP, loved that too. Hands down, one of the best things FP does over Sonic (and just in general compared to a lot of 2D platformers) is that enemies have to actively attack you in order for you to receive damage. Instead of 80% of enemy attacks just being contact damage, and when there is contact damage in FP, there's a good reason for it, like the enemy is spiked, or it's on fire, etc. Also, in FP, you have a life bar, and can take a fair amount of hits, and get health pickups, which is great, because getting one shot in a Sonic game just cause you don't have any rings gets old real fast. Also, there is very few pitfalls of death in FP, they mostly save them for the last few levels, which is great, cause pitfalls are old hat. The combat's pretty decent (a bit better in the sequel), the music is memorable, the bosses are neato, and the stages are rad. The stages can stretch on for a bit too long at times, someone dubbed it as "Freedom Planet Syndrome" where a level in a platformer stretches on for waaaaaaay too long, which I don't really have a problem with usually, unless it's stupid long. Klonoa 2 did this over a decade earlier, where some levels are like half an hour long, while most levels are like 8-15 min long. I'm sure there's a bunch of other platformers that do something similar. The protagonists are very charming and memorable too, and have fitting voices to go with their personalities. There are 3 different playable protagonists, each with their own playstyle, mostly sharing the same levels, but have some levels unique to each of them. Here's to an eventual release of FP2 on GoG as well, as I'm allergic to Steam, but bought it on here anyway.Show moreShow less
This is a game that makes me wish Steam allowed for a middling review, because it's not a terrible game. However three things in particular really kept me from really enjoying it: 1. I got this because people kept comparing it to classic Sonic games. It sort of is, except it screws up critical things that make Sonic fun and interesting. In particular, the concept of "momentum" has been aggressively eliminated from the game design. As long as you don't let go of a direction, you can keep going in that direction, meaning that you can walk straight up walls at an absolute snail's pace, and then start building speed once you get to the ceiling. In addition to this, the camera is pretty zoomed in, meaning it's hard to go fast and you're better off treating it like Castlevania, moving at a moderate pace and focusing on melee attacks. This wouldn't be a bad thing except so much about the level design and movement seems inspired by Sonic, that it turns into this weird soup of level design and mechanics that never really meshes together. 2. The writing/story is totally inane. This one is down to personal taste, and if you are not picky about what anime you watch then you'll probably like it. If you don't watch any anime then you should skip every cutscene. 3. The difficulty is all over the place. It's been a while since I played, but if I recall correctly I was playing on Hard and lost one life in the first world, zero lives in the second world, and had to Continue 4+ on the world 3 boss. It doesn't ride a good difficulty curve, so you're either bored because it's too easy and you can't coast through fast enough to reach stuff more your level, or you hit a difficulty wall where you need a level of skill with the combat system that you've never been encouraged to develop. Besides that it looks nice and has some interesting ideas, and although there's a general lack of tightness in the design, they definitely at least knew what they were doing, so the levels aren't too confusing or frustrating to get through. Again, it's not a terrible game, but it does feel like a missed opportunity.Show moreShow less
Good indie game that isn't nearly recognized as much as it should be, meanwhile an indie franchise that has been done to death and rehashed is far more popular (fnaf). I'll never understand you people.Show moreShow less
I'll start out with the positives. The character animation is great and the graphics overall are very nice. There's also three different characters you can play as and they play differently. The devs clearly put in a lot of time and effort on this game. Now to the bad stuff. The bosses are too hard, and bad part is they're hard for cheap reasons. This is tied into the the character field of view being too close the character. If the camera was pulled back a bit, a lot of the frustration of the bosses would be removed since there are many instances of attacks coming from off-screen blindsiding your character. I'm not ♥♥♥♥♥♥ at games but from the halfway point on, some of these bosses aren't even coming down to memorization, just a matter if I'm getting lucky with not getting hit by some off-screen projectile at various points of the fight. The close-in camera also makes navigating the large levels not as fun as it should be. This leads into my next point. Levels are also too large. I know a lot of people will disagree with this but the stages just go on and on and by the time I get to the third or fourth screen of them, I'm more than ready for them to be over. Pathfinding is also a bit of an issue since there are times when you have to go what appears to be backward to go forward. I do give the devs credit for making the levels multi-tiered but they took it to far. The story is bad and the voicework/audio recording is very inconsistent. I normally wouldn't care about this in this sort of game since the gameplay is the thing that matters but there is a ton of story bits going on in Freedom Planet. Your character also has audio cues every time they jump/attack/whatever and it can be annoying since you can't turn it off. Unless you read or wrote Sonic fan-fiction at some point, you'll probably want to play the game on classic mode, which from my understanding, skips the story bits. In short, a game with great animation but unless you're really down with hard, cheap bosses, you'll probably play the game and enjoy it enough until you hit a frustrating road block and just put the game aside. It's not that the game is hard, I've played and beaten a lot of hard games, it's just that the hardness feels like it stems more from poor design in the later portions than a true sense of difficulty. That said, if you're into hard 2-D games, you're likely to have a good time with Freedom Planet.Show moreShow less
A Sonic game that's better than most recent Sonic games and it doesn't even has Sonic in it.Show moreShow less
While it does scratch the itch some of us have had for another spin (hurr hurr) on 16-bit Sonic, Sparkster, and a helping of Mega Man X, it's just not quite there. While the platforming itself is very fun, offering colorful stages with unique themes and gimmicks, multiple routes, collectables, and a fair share of replay value... The game is mired by a cringe-inducing (although optional) story mode with segments clocking up longer than the levels themselves and numerous breaks in core gameplay as you wait for either the characters' special moves to charge up for additional mobility or to figure out the direction you should be going in. Worse, there's an extremely bipolar set of bosses ranging from piss easy, fun, challenging, and then going all the way to "you'll lose instantly until you learn to exploit a pattern" with no real flow bewteen them. I just can't comfortably recommend this to anyone. The soundtrack is really nice, though.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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