

Poly Bridge
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 Poly Bridge
Design bridges that carry vehicles across gaps, then test your engineering choices in physics-based puzzles. The Campaign adds increasingly challenging levels and limits the resources available for construction. Sandbox mode lets you create bridge designs and puzzles, while Steam Workshop supports sharing creations and downloading other players’ levels. Steam players rate the game 91%% positive across 17,150 reviews.
Credits
Lowest recorded in 36 months
$0.992023-11-02 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| English | Yes | — | — |
| French | Yes | — | — |
Show 7 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Italian | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Russian | Yes | — | — |
Steam PC edition data · 2026-10-16
02Before you buy
Campaign and Sandbox
Build bridges and solve physics-based puzzles in the Campaign, or create bridges and levels in Sandbox mode.
Workshop and interface languages
Steam Workshop lets you download extra levels and publish your own puzzles. Steam PC interface languages include English, French, German, Italian, Japanese, Polish, Portuguese, Russian, Simplified Chinese, and Traditional Chinese.
03Frequently asked questions
What do you do in Poly Bridge?
You design bridges to solve physics-based challenges, with building resources restricted in some levels.
Can I make my own levels?
Yes. Sandbox mode lets you create bridge designs and puzzle levels, which you can publish through Steam Workshop.
Are there extra levels?
Yes. You can download additional player-submitted levels through Steam Workshop.
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.
Why on earth am I going to school for civil engineering when I could have just bought this for so many thousands of times cheaper?Show moreShow less
In short: Starting out quite promisingly, after a few hours I found myself more and more frustrated with the game. The majority of levels artificially force you to build absurd contraptions instead of bridges. More importantly the physics are not deterministic, which is truly a mortal sin for a physics-based puzzle game about incremental improvements. This is not a complete trainwreck and the price seems very fair given the abundance of content, but there is no way I can recommend Poly Bridge to people who want to play more than a few hours of beginner levels. In long: Poly Bridge does have redeeming aspects in some of its features (The Good). There is a lot of content. The main campaign consists of 7 worlds with 15 levels each. My playtime of over 50 hours reflects solving these 105 levels, with most spent on the last 2 worlds. None of the content is gated, so you can freely skip ahead when you get stuck. The Steam Workshop is stocked with thousands of additional levels of all difficulties, though I didn't try out any of the custom levels (after the main campaign I was completely done with the game). I was quite impressed by the open-endedness of many levels, allowing for very different solutions. There are some really nifty tools avilable, allowing you to create smooth curves or to add to selections, copy/paste, rotate and mirror them. I like the visual style. The game ran well, even on an older system with just an integrated graphics card. The settings menu leaves nothing to be desired - video quality options, resolutions, separate audio sliders, rebindable keyboard shortcuts. This smoothly leads into design flaws (The Bad), because notably absent is any way to control the camera by keyboard. And on the mouse controls, the action button (click LMB) is the same as the camera movement (hold LMB) which is really awkward and makes it nearly impossible to move the camera while building. I also feel like not adding the ability to move groups of objects is a huge oversight. You can adjust each node individually, but that is of little use if the node is connected to its neighbours at maximum distance (which it often will be since it's the cheapest and strongest). Adjusting a single node can mean having to awkwardly cascade through several one-by-one. There is also not really a good support for placing long straight lines that are not on the horizontal/vertical grid, or for regularly spacing nodes. While all the levels are accessible from the start, their difficulty varies wildly, making it hard to judge which levels are approachable. The smoothly integrated leaderboards are a neat idea, but they often enforce broken solutions since there is no separate ranking for bridges without breakages. As a decades-long fan of brdige-building games (BCS, Pontifex, etc) I'm also disappointed that this game is mostly not about bridges. A large number of levels require ramps, loops and nightmareish hydraulics contraptions. These are not whacky optional solutions to cut down on cost - they are mandatory, since on many levels the game will arbitrarily restrict your part-count. This bars you from workshopping ideas freely and forces you to somehow bridge 6 tiles with just 2 roads for example. That's not a bridge, that's just an absurdist death-trap. Having cars land on their roofs and tumble around shouldn't be a core mechanic. Swing levels are the worst offender in my opinion and also very finnicky to set up. What looks like a chill game about building sturdy bridges is actually a very challenging game about abusing the physics just right. And it shows. According to the global achievement stats, the completion rate drops to roughly 3% after the second of seven worlds and even further from there. If 5/7th of your game are so annoying that less than 3% of players complete them - maybe you should rethink your design philosophy? I loved building bridges, drawbridges, optimizing arches to distribute load, etc on the early levels. Spending hours fiddling with ramps to get near-perfect jumps on the later levels was the opposite of enjoyable. It's just not fun. Way too much pixel-perfect trial-and-error fidgeting with giant structures and too little big-picture planning. Yes, finally beating one of those insane levels felt amazing, but mostly it was relief from the immense frustration the game itself built up beforehand. While the level design does its part, this frustration is chiefly caused by the severly bugged physics (The Ugly) leading to non-deterministic outcomes. Yes, you can run the same bridge twice back-to-back without changing anything and get different results. The developers pretty much were aware of the bug from the start and even included it in a FAQ from 2016 where they promised a fix "soon", proclaiming at the same time that they had no control over it since the bug was engine-related. This of course is utter hogwash. The developer had a choice which engine they used. They used a bugged engine and instead of fixing the problem or switching engines, they decided to sell their game anyway and even market it as "physics-based puzzle solving". I'll give you an example just how soul-crushingly awful the bug is: You can build a 10-part level for an hour, having triple-checked the first 9 parts. Then you start working on the last part and suddenly the first part fails, even though it is not even connected in any way to the later structure. Alright, so you undo the last moves. The first part still fails. Yes, once a level is bugged it will never go away, no matter how far you undo and rebuild your structure. Because apart from larger structures making the bug more likely (ie almost all levels towards the end of the game), it's not actually related to the structure. It's random. If you're lucky, half your simulation runs will be affected and lead to different outcomes. If you're unlucky, you end up with 4 different states giving you the physics you built your whole bridge around on maybe 10% of runs. Yes, that means out of no failure of your own you will have to run each simulation about 10 times just to get a proper result. And the worst part is the uncertainty. Poly Bridge is a game about incremental improvement. How on Earth are you supposed to improve your structure if you can never be sure whether the current problem is with your build or with the physics enginge randomly glitching out? It is utterly miserable. How do you release software like this where a core functionality just randomly breaks? In conclusion it's a devastating amount of wasted potential. Seriously, it's a shame. If you're not a completionist (like I am) you might even get a few hours of enjoyment out of the game, since most of my complaints won't affect you on the first 2 worlds. To me Poly Bridge has disappointed even my moderate expecation with its poor difficulty curve and broken physics engine. The game is marketed as a "bridge-building simulator" when actually it's not about bridges and everything but a simulation. The good moments are neat, the bad moments are utterly horrible. There is no compensating for the misery of sitting there, mashing the simulation button 15 times just hoping that your well-tested solution will start working again after it randomly broke. This game is broken with a fundamental and very frustrating flaw that will never be fixed. There is no way I can recommend Poly Bridge.Show moreShow less
☐ Kids ☑ Everyone ☐ Casual players ☐ Pro players ☼ Graphics : ☐ Potato ☐ Really bad ☐ Bad ☐ OK ☑ Good ☐ Beautiful (with few mods) ☐ Masterpiece € Price / quality : ☑Full price ☐ Wait for sale ☐ Average ☐ Refund it if you can ☐ Dont do it ☐ Free € Requirments : ☐ 90' PC ☑ Minimum ☐ Medium ☐ Fast ☐ High end ☐ NASA computer ☼ Difficulty : ☐ You just need 2 arms ☐ Ez ☑ Easy to learn / Hard to master ☐ Hard (first few hours) ☐ Dark souls € Game time ☐ Really short ( 0 - 2 hours) ☐ Short ( 2 - 8 hours) ☐ Few hours ( 8 - 12 hours) ☑ Long ( 12+ hours) ☐ Endless @ Story ☑ It doesnt have ☐ Still better than Twilight ☐ Average ☐ Good ☐ Fantastic § Bugs ☐ Game itself is one big BUG ☐ Bugs destroying the game ☐ Lot of bugs ☐ Few Bugs ☐ You can use them for speedrun ☑ nothing Others: ////////Show moreShow less
I bought this game a long time ago, and i liked it a lot. It had mechanics that made so the player could choose bewteen simplicity and complexity. some levels i would just say screw it and make a stupid ramp and win, while it felt like cheating, it still maintained something grand. That i had the freedom to choose how i wanted to make "my bridge". And now I play the game for a second time, and i must say futher into the game it seems like there are alot of restrictions. Don't get me wrong, I can understand that dev wants me to think and overcome the challange, with these pre-select restrictions which in some minds isn't a bad thing. But for me it feels more like i have to put myself into the dev's mind, and figure out how he wanted to make the bridge and not how I wanted to make it. That totally ruins it for me since i came here to make "my bridge" and not a copy of a pre-selected one. its not like i would ever create the same bridge as the dev, but with all these restrictions and the small budget its gonna look alike and probaly have the same idea behind it. I even tested this bewteen some friends of mine and they all made similar idea bridges for the more restricted levels, it felt like the dev put a big stop sign infront of my creativty. All in all i wouldn't say this game is bad, there is fun to be had and lots of levels which feel nice and unrestricted. But for me every time i step into one of these levels it just turns me off and i no longer want to play. If you can live with that buy it 100%, but if you can't and share my frustration i would REALLY AVOID THIS GAME.Show moreShow less
This game surprised me. Every time my bridge fails I giggle like a little girl. There's a lot of humor in these failures. There's also a lot of satisfaction to getting the little car to its destination even as the bridge under its wheels falls apart. What sort of hair-brained solution can you come up with that fits the budget? I don't normally play games like this, but this is a good one. Bridge building is an interesting metaphor. For civilization. For software development. For folly of man. It's also hysterical just how fragile those things are. One wrong push and the whole card house disintegrates. So why is it fun? This sounds like entropy, right? A very depressing affair? It's physical humor. 1. Your bridge has a budget. 2. When you finally succeed, you will be graded based on how much money you spent. 3. There's a leaderboard for every level. 4. Can you make it cheaper? 5. Can you make it more flimsy? 6. Can you make it so pathetic that it crumbles the moment the car passes over it? What follows is a series of ramps and accidents on a shoestring (literally) budget. Instead of a bridge, you make a swing with a ramp that grabs the car and flings it to the other side of the river, backflipping the entire time and landing on the goal post flag on its roof. Because all that matters is that it got there. Never mind the dents on the roof or the bumpers. Happy fishing! But wait. Let's grade this on my 3 star scale. 1. Does it have elves? Nope. 2. Does it have swords? Nope. 3. Does it have pvp? Yes! Those leaderboards totally count as pvp. Let the cheapest contractor win! 1 out of 3 is not bad! P.S. You may never cross a bridge in real life again. P.P.S. This game is an educational game. Sneakily, under the hood, it teaches you sound principles of engineering. And being a cheapskate. Those are vital life skills in today's economy. P.P.P.S. I am recommending an educational game about crumbling infrastructure. Is this how it ends?Show moreShow less
Cant recommend it for the full price. The first 2 worlds were a lot of fun because there were multiple solutions for each level and it was about finding a solution at all. After that the gameplay changes drastically. Instead of finding a solution you just spend ages finding that one sweet spot that makes it work. You dont really have to think anymore, its just trial and error... I bought it on sale for 1€ so it was still worth it, but not at full price.Show moreShow less
Overall Score: 8.4 / 10 Quality 9/10High quality game Performance9/10No lags, runs very smoothly; may crash when tabbing out Utility 10/10No bugs, steam cloud save supported, graphics options available Controls 8/10Good controls, but no pad support Gameplay 8.8/10A classic bridge builder game featuring hydraulic bridges Challenge 9/10Quite hard; but you can easily find a hint/blueprint on yt, if you're stuck Content 10/10Huge campaign with over 100 levels + tons of levels from the workshop Diversity 8/10Different puzzles: normal bridges, hydraulic bridge constructions, jumps Immersion8/10Straight puzzle game, but relaxing OST and a nice artstyle Design 7.4/10Nice design overall, but quite simple presentation Visuals 8/10Cool, original artstyle, just like in the screenshots; nice graphics Sound7/10Relaxing acoustic guitar music, but only few songs; Sound effects OK Texts 5/10Almost no tutorial texts; no story; good localization Mapping 8/10Many interesting levels; but almost the same background within one area Interface 9/10Pretty, simple menus and a functional UI Tested with: 1920x1080; Windows 10 Home, 64-Bit AMD FX-8350, 8 x 4.03 GHz Nvidia GTX 970 (4GB) 16GB DDR3 RAM; Samsung SSD Settings: High/Ultra If you found this review helpful, feel free to check out my... ⭐ Curator page | 👪 Steam group | 👾 DiscordShow moreShow less
I loved this game when I first started, but I quickly saw what so many others have: the physics engine is broken. Build two separate sections of a jump, run a simulation, change one single part of the landing, and now the jump on the other side no longer functions the same. Without even touching it. You can even create a successful bridge and have it fail in the next simulation for no reason whatsoever. Confused, I started consulting videos of successful levels. I tried exactly copying some of them, and they will not work. The physics and properties have been updated in such a way that solutions originally intended no longer work.Show moreShow less
I bought this game for my son, its a wonderfuly educational but fun way to learn about applied physics, you build the bridge/ramp/lift what ever and run the simulation to see if it works, couple that with the leveling up part of the game and its rather intriguing, or if your more of a free spirit you can do the sand box mode and make problems for yourself to solve, not only do you see if the bridge works but you can also see the stress points and work on and improve upon your design, and remember as my seven year old now says "triangles are your friends" lolShow moreShow less
EDIT: For clarity. As a physics-simulator game, as a key feature, it is unacceptable that iterations with constant parameters and variables produce varying results. Positives: I did enjoy other aspects of the game. Overall, it's not a bad game. One of the games where I hope there's a neutral rating for.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.