
VVVVVV
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 VVVVVV
VVVVVV sends Captain Viridian through a platforming world to find and rescue scattered friends. Its central twist replaces jumping with gravity reversal, which you use to tackle each level's hazards. Steam player rating: 96% from 6,694 reviews. The Steam PC version supports these interface languages: Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, Dutch, Japanese, Korean, Polish, Portuguese-Brazil, Portuguese, Russian, Turkish, Ukrainian, Arabic, and Spanish-Latin America. Released September 7, 2010.
Credits
Lowest recorded in 36 months
$0.652026-07-30 · KinguinBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| Simplified Chinese | Yes | — | — |
| Traditional Chinese | Yes | — | — |
| English | Yes | — | — |
Show 15 more languages
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| French | Yes | — | — |
| Italian | Yes | — | — |
| German | Yes | — | — |
| Spanish | Yes | — | — |
| Dutch | Yes | — | — |
| Japanese | Yes | — | — |
| Korean | Yes | — | — |
| Polish | Yes | — | — |
| Portuguese-Brazil | Yes | — | — |
| Portuguese | Yes | — | — |
| Russian | Yes | — | — |
| Turkish | Yes | — | — |
| Ukrainian | Yes | — | — |
| Arabic | Yes | — | — |
| Spanish-Latin America | Yes | — | — |
Steam PC edition data · 2026-10-23
02Before you buy
Play style
The Steam PC version is a single-player platform game with full controller support.
Extra modes
It includes time trials, a no-death mode, and a level editor.
03Frequently asked questions
What is the goal?
As Captain Viridian, you search for scattered friends, bring them to safety, and save the universe.
How does movement work?
Instead of jumping, you reverse gravity to navigate the platform challenges.
Are there checkpoints?
Frequent checkpoints mean you do not have to replay challenges you have already beaten.
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.
Time for a controversial review. I’ve played this game on and off for the past 5 years, and I’ve gradually come to realize it's not that great. I’ll try to explain why. To get one thing out of the way, the music is fantastic. The chiptune album “PPPPPP” is a true modern classic, catchy and energetic and well-produced. The game sells for $5, but I’d be willing to pay $20 for the soundtrack alone. It’s that good. Even after hearing these tunes for 5 years, most of them still haven’t gotten old to me. But chances are you’ve already heard the music and know this for yourself. To get another thing out of the way, I think the visuals are awesome. The minimalistic art throws back to a time older than the NES, and the ever-changing neon colors are strange and mysterious in their simplicity, and demand to be explored. In a way, the game itself is a fitting music video to one of the greatest chiptune albums there is. So, what do I dislike about this game? Well, where do I start…? The game is built around a novel idea – flipping the gravity of your character instead of jumping – and then spends an hour or two trying to pretend this mechanic has no crippling limitations before just giving up. And I’m not exaggerating here: the entire game can be consistently beaten in about 30 minutes. The first time I played it, it took me about 50. Finding all the hidden trinkets can take about an hour more, depending on how many tries it takes you on the “Prize for the Reckless” and “Veni, Vidi, Vici” challenges. Most games which are built around a central gimmick will try to expand it with additional game mechanics. VVVVVV comes up with about four new mechanics to complement its gravity-flipping gimmick: conveyer belts, automatic-flip lasers, auto-scrolling rooms, and rooms that wrap around the edges. It then uses each of these mechanics in a tiny dungeon area and almost nowhere else. Two of the game’s areas use a somewhat irritating mechanic where you have to lead a friend around, with the level design poking fun at the fact that your friend has no common sense and you have to do everything for them. As far as new ideas are concerned, that’s pretty much it. The central hub area, which comprises the majority of the map, is mostly just empty space: no enemies, no platforming puzzles, nothing but a few spikes here and there and a few of the collectable trinkets hidden away in corners. Even the interesting mazes are scarce. The hopelessly catchy track “Passion for Exploring” plays in the central hub, but in this case, “exploration” means just repeatedly falling through dozens of empty screens and searching for the next dungeon entrance. The overworld is also littered with dozens of checkpoints and teleporters which you will never use because there’s just nothing out there. They could have removed it entirely, replacing the hub with a series of teleporters to the dungeons, and the game hardly would have lost anything. The game is touted as a “super hard” and “tough as nails” platformer. If that’s the case, it’s the easiest “super hard” platformer I’ve ever played. Some parts are hard, but there’s no steady sense of progression; the difficulty is mostly just limited to a few problem rooms which may take hundreds of deaths each, but otherwise the whole game is smooth sailing. If you want real difficulty, you can try no-death mode or the time trials, but it just amounts to repeatedly playing the same ridiculously short game until you get it perfect. In this case, the difficulty is mostly just self-imposed rather than the work of a level designer. Personally, I’ve spent the most amount of time on the Super Gravitron, a fearsomely difficult mini-game that was probably the spiritual precursor to Super Hexagon. The game’s story might as well not be there. I can summarize the story as follows: “You are some kind of captain of some kind of crew piloting some kind of ship, which crash-lands on some kind of planet due to some kind of disturbance. In order to escape, you need to deactivate some kind of device located in some kind of alternate dimension.” I’m not exaggerating. Nothing is explained. This story could have been mysterious and compelling, but instead it chooses to go the “self-referential humor” route by having the characters poke fun at checkpoints and the level design, while they’re not busy talking about nothing. And for those who say “Why would you play this game for the story?” I propose that you consider this: the game’s story could have been better if you removed all of the dialogue. The story is told perfectly through the visuals. The explosions, lost crew members, and alternate dimensions are all self-explanatory, and it would have left all the details up to the imagination. Captain Viridian would have made a great silent protagonist that you could have projected your own motivation into. Instead, the characters are all given completely needless speaking lines which don’t convey anything, and I’m just left wondering why anyone bothered to write dialogue. TL,DR: Aside from the superb music and the visuals, VVVVVV feels like a game that was hastily thrown together. The difficulty is schizophrenic, rather than a fine-tuned progression curve. The overworld map is mostly empty space, as though the level designer had tried filling it with enemies and mazes but finally said “screw it, nothing works” and deleted everything. The story had no effort behind it. Interesting game mechanics are few and far between, and are only used for a few rooms each. The bonus game modes are needless masochism that are far too great of a difficulty jump from the main game. Overall, it feels more like an hour-long proof of concept than a full-fledged game exploring the possibilities and implications of its main gravity-flipping gimmick. Yes, it was influential. Yes, it rode the very first wave of indie games back when Steam was gaining steam. Yes, the music is crazy good. All things considered, I respect this game. But after five years of playing and reflecting on it, I can’t help but see it as a short, pointless waste of time with no interesting gameplay statements to make (even for its time) and no heart put into it. It’s style-over-substance. But hey, it’s got a great style, so I can’t quite fault it for that. I know a lot of people love this game. I loved it for a while, but now that I've noticed its flaws I can't shake the sour taste this game leaves me with. I know that few will agree with my sentiment, but hopefully I’ve explained my thoughts adequately. And finally, all achievement hunters but the most dedicated should stay far, far away. This is one brutal 100%.Show moreShow less
I hope you understand the gravity of the situation.Show moreShow less
OK, a serious review this time - maybe this game simply wasn't *for* me. I've never really been a fan of retro-styled platformers, probably because I didn't grow up with them so the nostalgia doesn't really do anything for me. I've tried to play some of the classics but the ones that do hold up (Mega Man, Gimmick!) still have plenty of gameplay flaws that their indie counterparts don't seem to want to let go of. VVVVVV has a great, great soundtrack (I even bought it) but it's an immensely frustating game in a way that it's arcade contemporary Super Meat Boy is not. You respawn instantly, like that game, but with an irritating sound effect that feels like a punishment for dying. The odd control scheme is slippery and feels inconsistent, although I'll admit some people have mastered it enough to speedrun it. And, unlike many of Super Meat Boy's levels where you see what is coming far before tackling it, VVVVVV by design blindsides you with its Zelda-style screen scrolls into traps you have no time to prepare for. Veni Vidi Vici is the quintessential example of this design philosophy in action. What this results in is a game that is entirely based on trial-and-error. That's really all it has - the actual platforming isn't fun due to the slow pace and iffy controls, so what it does instead is throw a bunch of gimmicks at you while you slowly inch your way through an Atari-skinned meat grinder. There's some elements of exploration in the hub world (one of the songs is even called Passion For Exploring) but nothing to really do in it, making it just a fancy version of a level select. This could all be fine if the game was charming or interesting enough to make up for these flaws (Gimmick! is also a frustrating game with a lot of trial-and-error) but, unfortunately, it really isn't. The characters are literally stick figures. The world is mostly blocks and spikes with an occasionally cute theme or object in a room, reinforced by the nice touch of giving every room its own name, but its very barebones. Obviously, many people have enjoyed VVVVVV a lot, and saying something binary like "this game is the worst thing ever" is silly and unfair. But my honest opinion is that it's just not worth the short time you put into it.Show moreShow less
cry yourself to sleep simulator 2012Show moreShow less
Nice retro music and graphics, if that's your thing. But that's about all this game has going for itself. As for the difficulty, there is hard, then there is unfair. This game leans heavily toward the unfair side. "Hard" can be something like Super Meat Boy where you can plainly see all the challenges in front of you, and it's up to you to be skillful enough to pass them. VVVVVV's version of challenge is to punish players for not being psychic. It's trial-and-error gameplay at its worst. Your vision is limited to 1 tiny screen at a time. Get to the edge of the screen, and you appear in the next one. If you happen to be falling (up OR down, in this game) you go very fast and if there just happens to be a pit of spikes in your path, you die and there is little you can do other than remember they are there during your next attempt.Show moreShow less
VVVVVV is about going up and down. You go up to avoid some obstacles and go down to land safely between spikes. I have to mention that controls are very simple - left, right, swap gravity. There is open map that allows you to complete levels in custom order. Great retro style soundtrack included. I should mention that in this game you have to understand the gravity of the situation.Show moreShow less
This is an interesting platformer with a simple concept: you cannot jump, but you can change your gravity alignment. First of all: I can not recommend this game. The graphics style is comforting and the music is great, but the gameplay and game itself is quite annoying. It took me about 2 hours and I were extremely happy that I finished it, but not because it was good, but because it was too annoying. The jumps you had to do were overall just too unfair at most times to be fun, the controls were just slightly too unresponsive to be fun to use in tight quarters. At one part, having to control an NPC by proximity was by far the most annoying thing I've had to do in a game this year. Dying around 200 times were about as much as I could take, where in contrast I've probably died around 3000 times in Super Meat Boy. If you want to play another platformer where the controls are tighter, music is good and you die a lot, I'd recommend Super Meat Boy.Show moreShow less
Great game with great soundtrack. Controls feel smooth and responsive. Deaths are your fault, not the game. One major gripe is that there were not many difficult levels. The game as a whole is decently challenging, but there were probably only one or two extremely hard maps.Show moreShow less
This is a painful platformer that is really simple to play. You can move left and right, but instead of jumping you reverse your own gravity. So instead of having your feet pointed toward the bottom, you push the space bar to have your feet pointed to the top and you float to the top. Its a great mechanic. The game consists of a small open world that lets you go anywhere you'd like all to rescue your crew members. The screen doesn't scroll. When you touch a side of the screen, it brings you to the next screen like Zelda. The game mostly feels like challenge rooms, dodging spikes. Hence the name VVVVVV. There are checkpoints everywhere, so when you get spiked, you'll always go back to the last checkpoint. Later in the game it makes use of the single screen mechanic where if you exit the left, you'll appear on the right side of the same screen. It is a distraction and several 'challenges' span more than one screen. The trippy moving backgrounds don't help either. The music is happy 8-Bit chip tunes. The simple art style is good, its just not that fun to play. There isn't just precision platforming, but diving down pits and precision platforming, shifting your character in mid air to avoid spikes. It can all be completed in 90 minutes or less. The game has a few extra modes like time trials and flip where the world is flipped. Its all extra challenge. If you're the type to enjoy a steep challenge where your only reward is more challenge, then this is the game for you. It has also been in a few bundles for a cheap price, so I'd recommend waiting for a bundle.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.