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Watch trailer on Steam ↗AVENGE MYSELF
Maddox Saul · Published by Maddox Saul
Last updated 30 Sept 2026
Reject gravity. Go fast. A speedrunning FPS with gravity-defying physics-based movement. Find your own routes through stages and move like you've never moved before.
Navigate through levels with physics-defying agility in AVENGE MYSELF. Experience a unique FPS where every jump and slide opens new paths to discovery.
About this game
Reject gravity. Go fast.
A high-speed physics-based speedrunning FPS inspired by 90's movement shooters and platformers. Move like you've never moved before.
Master gravity-defying physics-based movement with wall riding, loops, and more
Explore the last city of Terragrad in a sprawling hub with events and challenges at every turn
Race through varied stages with flexible level design, letting you find the fastest route on your own terms
Hunt for challenging medals requiring skill and planning to earn, then take to the leaderboards and challenge the fastest players in the world (or just your friends!)
Hit Mach 1 on the ground
System Requirements
Will my PC run this? →Minimum
- Requires a 64-bit processor and operating system
- OS *: Windows 7 or newer
- Processor: 64-bit, 2Ghz or faster
- Memory: 4 GB RAM
- Graphics: Radeon Vega 8 Integrated Graphics
- DirectX: Version 11
- Storage: 4 GB available space
Recommended
- Requires a 64-bit processor and operating system
- OS *: Windows 7 or newer
- Processor: Intel i5 6400 or better, or Ryzen 3 2200G or better
- Graphics: NVIDIA GTX 1050Ti or Radeon RX 460
- Storage: 4 GB available space
Supported Languages
*languages with full audio support
Latest news
Patch NotesOfficial
Extremely Normal April 1st Update
Hello, I'm alive. This demo update is mainly bug fixes and general improvements. There is absolutely nothing else of note in it at all. Existing leaderboard times are not affected.Updated game to Unity 6.3 LTSAdded additional volume sliders for wind and skate soundsAdded video setting for HUD supersampling to eliminate aliasingThere must surely be some more efficient way of doing this, but this will do for now. Enabling the setting ONLY supersamples the rendering for the in-game HUD, so the performance impact isn't too bad. Added █████ ██████ ██ ǝƃɐʇs ןɐı̣ɹꓕ █████████ ██ ████ ███ ███████████ ██ ██████ ██████████ ██ ███ ██ ██████ Point of Impact? ████Reduced contrast on simulation grids near the cameraThis should hopefully reduce eye strain from these when speeding past simulation grids, especially on 60hz displays.Added look sensitivity reduction during view turn from red boost padsHaving full look control during these made extreme view shifts extremely difficult to control. You do still have look control during them, but now your input sensitivity is reduced according to how fast the automation is rotating your view to blend the two.This only applies if Snap Boost Turn is disabled, since it's instant in that case anyway.Added short automatic skate when hitting a boost pad while not skatingAdded FOV effects when hitting boost pads or airboostingThese may be disabled in the video settings ("FOV Effects").Displayed signs for time changes now behave as expected in countdown eventsAdjusted music loading for more consistent loop transitionsAdjusted tutorial text to clarify steering behavior in the air and while skatingAdjusted look input curve for controllersFixed inconsistent sensitivity when looking at extreme up or down anglesFINALLYFixed HUD alpha blending behaviorFixed bug causing incorrect walking movement when looking upward while standing on a slopeI wonder how many people ever actually did this.Read full article on Community Announcements (MadmanEpic)Patch NotesOfficial
Lil' Demo Update
The demo has been updated with some improvements! Advanced Training has been tweaked to be more forgiving. People were having more trouble with that than most of the other stages, which was clearly not ideal. The tutorials will see more changes in the future. Point of Impact has had some geometry adjustments around a couple of annoying spots. Nothing that'll seriously affect most runs, though. (Some of these happened a couple of silent patches ago, but don't worry about it.) The HUD now displays key collection progress in applicable stages. This uses the tutorial text element right now, but that'll probably change at some point. Key beams now disappear once the goal has been opened to improve clarity. Some tutorial messages have been reworded to better convey what they actually meant. Behavior for preventing the camera from clipping through level geometry has been improved. It still isn't perfect, but you should at least see beyond the veil less often. Fixed gamepad look being disabled during the countdown at the start of a run. In the future I may reset leaderboards for certain stages if the top runs wouldn't be replicable due to changes made in a patch, but they won't be touched this update since nothing relevant was affected. For the record, I'll keep updating the demo as I work on the full game so it's reasonably current with improvements made there, and it'll remain available up to and after launch. Its leaderboards are separate from the retail version's, though. Have fun!Read full article on Community Announcements (MadmanEpic)Community & EventsOfficial
AVENGE MYSELF Next Fest Demo now available!
{STEAM_CLAN_IMAGE}/45233706/8aa1fc1af97827a1c39db3265d65c3566300f076.jpg The Next Fest demo for AVENGE MYSELF is now available! https://store.steampowered.com/app/3488520/AVENGE_MYSELF_Demo/ Enjoy a taste of AVENGE MYSELF's gameplay with two stages from the full game and a miniature hub world full of extra events. The demo content includes: 2 main stages (each with 4 medal times to shoot for) 2 tutorial stages A special mini hub world with 3 additional events Steam achievements and leaderboard support Proper key rebinding (yes, you can separate boosting from the jump button now, you're welcome) If you enjoy the demo, please leave a review for it and share it around! It'd help a lot. While the demo may be for Next Fest, it's not going anywhere; I'll update it every now and then throughout development.Read full article on Community Announcements (MadmanEpic)






