
Screenshots

Watch trailer on Steam ↗Traversion
Hyperity Studios · Published by Hyperity Studios · Official site ↗
1 user reviews — 100% positive (1 reviews)
Last updated 28 Sept 2026
Introducing Traversion, a movement-based arcade platformer with a focus on rocket jumping, strafing, and grappling to navigate levels as efficiently as possible. Enjoy a minimalist, skill-based experience where the primary goal is to achieve faster completion times and hone your senses.
£4.29
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Price history
Indie, Casual · 2023 · More under £5 games
Navigate through levels with precision using rocket jumps and strafing techniques in Traversion. Developed by Hyperity Studios, this casual indie game from 2023 offers a minimalist skill-based experience focused on speed and efficiency.
About this game
Key Features:
- Rocket Jumping
- Strafing
- Grappling
Rocket Jumping: Inspired by classic games like Team Fortress 2, our rocket jumping mechanic is powered by the Jolt Physics Engine. Your rocket launcher allows you to propel yourself with immense power at great speeds, allowing you to soar through levels like a breeze... Assuming you can pick up the ropes.
Strafing and Bunny Hopping: Strafing and bunny hopping may present a bit of a challenge, but they unlock a world of movement possibilities once mastered. These techniques are your keys to navigating tight corners and beating your high scores.
Grappling: While you can only grapple specific surfaces, the grappling hook remains a powerful tool for traversal. Swing through the air like an acrobat, using your trusty grappling hook to reach otherwise inaccessible areas and streamline your path through the levels, potentially finding your own unintened routes in the process?
Embark on a journey filled with momentum, precision, and diverse levels. Put your skills to the test, and see if you can set a new record.
System Requirements
Will my PC run this? →Minimum
- OS: Windows 10
- Processor: Intel Core i3-3220 or AMD Phenom II X4
- Memory: 500 MB RAM
- Graphics: GT 1030
- Additional Notes: Requirements may differ between builds
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Traversion Changelog - v0.6.0
Well, it’s been a while, and progress has been slow, but it’s here nonetheless. With the return of the volcano levels, we’ve also made some parts of the game less tedious to repeat. Traversion was always meant to be a speed and movement focused game to compete for better times between friends, rather than being a challenge just to complete the level. Thus, parts where even the developers struggled with have been made easier. Additions:Two new volcano levels have been added onto the original three, bringing the count up to five to match the other areasVolcano levels are once again playableGrapple boards now have a HUD message to show if they’re in range or notThe Grappling hook now has a small amount of flight correction to make landing those hooks a little easier. For those skill purists, this can be disabled in the settingsThe player camera now tilts as the player moves and turns sidewaysThe feather/slow fall now has a visual effect when triggered Changes:The blob outline around grapple pickups has been changed to a sphere to fix display issuesThe desert sand shader has had its visual complexity reduced for performance reasonsThe player’s trail now works when standing on moving/rotating platformsThe level timer now won’t start until the player movesSteam Leaderboards will no longer show when steam is offline, or no results are foundChanged the mouse input handling for 3D scenes, making it consistent through window resolution changesTutorial’s first island has had a few meshes nudged down to let the player jump up a slope reliablyRockets and the grappling hook will no longer collideThe pause menu gradient colour should now match the level area correctlyThe noise shader we use for most meshes should no longer glow brightly at great distancesIce level 4 collision masks have been fixedDesert level 3 has been made slightly easier towards the endAdded launch argument ‘--unlockall’ to have every level unlocked from the get-goFootsteps should now be audible againSo what’s ...Read full article on Community Announcements (Minirow)Patch NotesOfficial
Traversion Changelog - v0.5.1
This update focuses on releasing the desert levels, and making minor adjustments to earlier levels. A small quality of life improvement has been applied to all levels to make collisions simpler for objects like boxes, pillars, and pipes. AdditionsDesert levels 1-5 are accessible by default again, following their revision.Deadly objects have been given a red fresnel overlay to help distinguish them. ChangesCheckpoints have been moved in several meadow, ice, and desert levels.Made desert 1 jumps more possible.Added a few collectables. Go find them.Ice level 5’s pillar swings have had every second grapple point removed.Tutorial text prompts have been adjusted, and will reappear on respawn.Ice level 4’s ice spikes have been made deadly again. Whoops.Changed the collision shapes for all pipe models, pillars, and boxes to make collisions friendlier for players.And that’s about it. We’ve got the volcano area revision underway, so look forward to that as you shave down those highscores.Read full article on Community Announcements (Minirow)Patch NotesOfficial
Traversion Changelog - v0.5.0
As promised, we’ve overhauled the visual style of all the menus into something slightly more consistent and fitting for Traversion. That’s not all that has changed, we’ve progressed further with revising and detailing the existing levels to make the levels better from both a visual and gameplay perspective. We also found the token/keys area unlock progression system to be unideal, so we’ve scrapped that over a more generous progressive unlock system.AdditionsThe menus have been given a new look.The Main Menu will show completed levels in the background. If no levels have been completed, then the tutorial level will appear. The new menu theme’s colours are changed to fit the area the displayed level belongs to. Menu background levels can also be disabled with the launch argument ‘--nomenubglevel’Settings for Shadow quality and volumetric fog.New shaders for desert levels.ChangesThe noise overlay added in the previous update (V 0.4.0) has been tweaked to prevent changing on moving objects, to account for mesh scale correctly, and to use the right lighting model this time (whoops)The slow fall ability’s cooldown has been changed to reset on ground contact instead of after a delayChanged the material for frozen (and slippery) surfaces in the ice levels to help distinguish them from less slippery surfacesChanged how friction is applied to the player. Although still hard to control, low friction surfaces can allow the player to reach ridiculous speeds, which should be fun for trying to best your friends’ record times.The level overhaul continues! The meadow and ice levels are finished, and we’ve been into the desert levels. You should notice the quality has increased for the game’s early areas.The HUD has been improved and should reflect the ability statuses better.Gave the grapple pickup a blob highlight to make it easier to notice.Engine has been updated to Godot 4.4.1. Players should see slightly better performance and a reduction in compilation stutters. We’ll move to...Read full article on Community Announcements (Minirow)Patch NotesOfficial
Traversion Changelog - v0.4.0
Surprise, we’re not dead! We’ve been working to fix a handful of pesky bugs that have been plaguing us since early development, alongside fixing some user experience issues. What’s to be expected in future updates? - All of the current levels will be revised and detailed - UI overhaul. The current UI is functional, but was made in a hurry to meet deadlines, so we’ll be looking over it to give it the attention it deserves. - And we’ll be fixing as many bugs as we can. Please report any bugs you find so we can get the fixed asap v0.4.0 Additions: A noise overlay to most surfaces in the early game; Appears primarily in the Meadow levels as a trial, and will be applied to the rest of the levels if it is well received A player shadow; Player feedback suggested some players have had difficulty dealing with depth perception, particularly with the smooth untextured colours of the islands, so part of the solution is giving the player more feedback for their relative positions to the islands Changes: Updated Engine to Godot 4.3 Overhauled the base player movement code Started overhauling the current level detailing; As of this update, only the first level is directly affected - The level in question should appear more visually interesting Fixes: VoidSphere shader appearing to move with the camera Explosion decals getting far too freaky on scaled surfaces Non-uniform collision scaling breaking physics - Collisions will now reflect the levels accurately, and should behave as expected A bunch of negative scaling issues related to collisions Some incorrect mesh normals. Early levels should be shaded slightly more consistentlyRead full article on Community Announcements (Minirow)Patch NotesOfficial
Traversion Changelog - v0.3.1
Fixes and changes: Fixed Mountain level 2 being almost impossible Fixed a handful incorrect keys related to Mountains Fixed level-persistent windRead full article on Community Announcements (Minirow)






