
Screenshots

Watch trailer on Steam ↗Blast Processed
Eli Bailey · Published by Eli Bailey · Official site ↗
Very Positive — 92% positive (71 reviews) · 60 achievements
Last updated 28 Sept 2026
Blast Processed is a first-person platformer built around an infamous movement quirk of early FPS games: Rocket Jumping.
Action, Indie, Free To Play, Early Access · 2025 · More free games
Embark on explosive adventures as you master rocket jumping in Blast Processed, an early access platformer from Eli Bailey. Dive into a free-to-play experience where every jump could mean survival or doom.
About this game
Blast Processed is a first-person platformer built around an infamous movement quirk of early FPS games: Rocket Jumping.
Key Features:
Movement mechanics inspired by the full suite of Source Engine movement gamemodes like Surf and BHop. Enhancements have been made to key aspects of movement to be more welcoming for new players while not compromising on the depth of high-level play
Consistent gameplay where specific inputs consistently return the same results, allowing for pure tests of skill where the player is in full control of their character at all times
Ten official maps with level design inspired by Team Fortress 2's community-made jump maps & other Source movement gamemodes.
Visuals inspired by the early 3D PC games of the late 90s and early 2000s, designed to never infringe on the readability of the environments
A full replay system which saves your best times on maps to watch back or race against as a ghost
Official in-game leaderboards available through a Steam DLC.
More features to come over the course of Early Access. Visit my YouTube channel to keep up with development through my devlog series
NOTE:
This game is hard. While the mechanics of rocket jumping and advanced movement mechanics are tutorialized, it is highly recommended that you at minimum have an understanding of first-person movement mechanics and controls before playing.
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 or later (64 bit required)
- Processor: Ryzen 3 3250 U 2.60 GHz w/ Onboard Graphics or equivalent
- Memory: 2 GB RAM
- Storage: 512 MB available space
- Additional Notes: You can probably run this game
Recommended
- Requires a 64-bit processor and operating system
Supported Languages
Latest news
Patch NotesOfficial
Early Access Build 4.03
Fixed strafe leaning being almost completely broken. Fixed several crashes when loading a replay as a race ghost. Fixed the viewmodel fov setting not loading properly on startup. Fixed the speed display setting being incorrectly labeled as input display in the menu. Removed the slash from the 0 character in the font. This makes the capital O and 0 characters identical, but that shouldn't cause any issues with readability in the game as-is.Read full article on Community Announcements (Cheddar)Patch NotesOfficial
Early Access Build 4.02
Fixed a moving collision desync when a map is fully reset through a menu.Read full article on Community Announcements (Cheddar)Patch NotesOfficial
Early Access Build 4.01
New settings to customize the sync audio cue can be found in the game settings tab. The audio cue can now be disabled and the length of time the rocket must be airborne for the cue to play can also be adjusted. Fixed the restart button shown after finishing a map not working. Fixed a typo in the difficulty level of Descent.Read full article on Community Announcements (Cheddar)AnnouncementsOfficial
Early Access Build 4
Sorry for all the delays on this one, but I'm finally done with Early Access Build 4, featuring two new maps and the functionality for moving collision, alongside some changes to replays and the early game's difficulty curve. You can learn about everything new in the update by watching the accompanying devlog about this update, or jump in immediately and try out the new maps for yourself.Patch Notes:New Bonus Map: OrbitalNew Surf Map: AnubisReworked the replay system to ensure compatibility with moving collision. Unfortunately, this means the leaderboards had to be reset alongside this update. The attached devlog has more info on this change and why it was necessary.Replays now show a loading bar when loading, and the game will no longer become unresponsive while loading a replay.Added the ability to view medal times for a map by hovering the mouse over a medal in the menu after selecting that map.Split up the Bonus Map tab into Bonus Maps and Surf Maps.Changed a few existing tutorial maps to more accurately match the difficulty of the full map.Added a reminder for how to start a replay and a reminder to check the input viewer during tutorials.Improved the fading of audio when loading into a new map.Changed the color of the input viewer panel for consistency with the other replay UI.Lowered the speed hoop in the final jump of Paradise.Updated the engine to Godot 4.6.2.Known Issue: Savestates in practice mode are sometimes inconsistent when standing on horizontally moving platforms. This should be easily avoidable when using savestates, but I'll be looking into it if there's serious interest in it being fixed.Since this update breaks replay compatibility, you can view locally saved replays from Build 3 by switching to the replay compatibility beta. (Right click on Blast Processed in Steam -> Properties -> Betas and choose the replay_compatibility branch from the dropdown)I'd also like to mention here that I'm very much unsure of when I'll be getting the next update o...Read full article on Community Announcements (Cheddar)Patch NotesOfficial
Update on the Next Update
I've been giving somewhat regular updates on Blast Processed development in my Discord server and in my YouTube text posts, but I realize I should probably post something here since this next update has taken much longer than it should have.There have been a lot of technical challenges that I've had to tackle regarding moving collision, but I'm confident now that I'm almost done. I wanted to state here that I'm going to need to significantly change how replays are structured in this update, and this means that old replays will be incompatible in the new version. For those who have purchased access to the leaderboards, this also means I'll be wiping the leaderboards when the update releases.Sorry for the inconvenience there, but there are just a lot of both immediately pressing and potential future problems that this change will fix, and on top of that it's likely that the leaderboards won't need to be reset again since the replay system will be much, much more stable across different game versions. I'll download all the uploaded replays from the leaderboard server myself before they're wiped, but if you want to do anything with the leaderboards as they are currently, be sure to do it soon. I'm going to aim to release the update sometime in June, though I'm not especially confident that it won't be early July instead.Again, sorry for the extended wait on this one, but I hope you'll look forward to the update regardlessRead full article on Community Announcements (Cheddar)






