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Big Hops Together on Steam

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Tongue-swing, free climb, and build your own paths in a fresh 3D platformer! Plant veggie bounce pads, tightropes, and hookshots to find a way home through huge Desert, Ocean, and Mountain worlds. Collect bugs, upgrade your backpack, and make animal friends as you go! Just added: 8 Player Co-op

Big Hops Together is a casual, parkour and cute game developed and published by Luckshot Games.
Released on January 12th 2026 is available on Windows and MacOS.

It has received 580 reviews of which 530 were positive and 50 were negative resulting in a rating of 8.5 out of 10. 😎

The game is currently priced at 19.50€ on Steam.


The Steam community has classified Big Hops Together into these genres:

Media & Screenshots

Get an in-depth look at Big Hops Together through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS *: Windows 7
  • Processor: Intel Core i5 2.8Ghz or higher
  • Memory: 8 GB RAM
  • Graphics: Geforce GTX 1060 or higher
  • DirectX: Version 10
  • Storage: 5 GB available space
MacOS
  • OS: Tahoe 26.4
  • Processor: Apple Silicon M3
  • Memory: 8 GB RAM

Steam Price & Best Deals

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

13 hours played
July 2026
I wish I could give a review on a grade scale, rather than just a flat "Yes" or "No" Overall if you like platformers, buy this on-sale! I really hope the developers can refine this game either in a remaster or a sequel, because there's a lot to enjoy here. However, as of writing this review, it can use a bit of work. What I like! + In terms of movement and game-feel, I like it! It has a button in the Pause menu to respawn you if you get stuck in a corner, glitch with collision, etc (which, for an indie platformer, is a pretty smart idea!) + I should note, I didn't have any major game-breaking glitches + The frog theming is great! The tongue mechanics are interesting (picking oversize locks, grappling, pulling objects, etc.). Climbing is cool (and climbing frogs aren't exactly swimming frogs, so that's funny!) + Creative consumables! Sure "red peper causes fire" and "explosive item in the mine" are old, but "Apple; Place your own grapple target" or "Mushroom; Place your own bounce-pad" or "Acorn; Place your own ladder-roots" are cool ideas for consumables in a platformer! And there's many more! + The minor NPC dialogue has a lot of charm, as does Hop when you analyze a new consumable, tool, or bugs! (If you like old platformers or indie/Earthbound absure inspired tongue and cheek humour, it works! Pun intended)... + The Final Gauntlet. Reminicent of classic Mega Man; you collect goal-items in micro-versions of the 3 major zones and it's fun to chain movement with your new upgrade. Mechanically it's a great send-off to the adventure! + The music for each zone is thematic, and doesn't clash. The main theme song on the title menu works great! + The voice direction and voice actors did great with the script they were given! + You're given a great opprotunity to back-track before the finale. If you like platformers, use this to the fullest! + If you load a save after the finale, the world is consistent with the actions of the finale (at least, what I've seen of the post-game) What I am slightly disappointed by; - Unless you backtrack, money really loses it's purpose at midway through the 2nd zone (there are 3 major zones, then a final platforming challenge gauntlet). Shops are few and very far between, and most zone's mechanics are quite self contained. - The passive buffs from charms are kinda alright. Some of them are so powerful (climbing on ceilings, regaining stamina when using your tongue, etc.) they outclass the rest, and others feel needless or beyond situational. - The stamina system doesn't strongly progress as the game advances. In Zelda: Breath of the Wild (which uses a similar climbing stamina system), you can meaningfully permenantly improve your climbing stamina... not so here. Even just one more unskipable upgrade (besides the Passive Patch Buffs) would have been welcome - The difficulty spikes. Some of the optional challenges are hard, sure! That's okay... but some are downright mean (the jank-feeling minecart race challenge is disappointing). Sometimes there's a platforming challenge which is trivialized by excessive consumables (which I'm not bothered by. I can exercize self-restraint). Other platforming challenges are just unfun to hit a wall against... There isn't always a smooth curve of growing a skill within a challenge zone, which is disappointing when there is a great deal of smooth progression in other areas or aspects of the game! - Most of all; the writing is inconsistent. Some parts of it are genuinely interesting! Throughout the adventure, the player is presented with some very odd or snarky dialogue options which, sure, Hop is his own character! But then why give the player a dialogue choice? Just write Hop and embrace his personality, both the heroic and selfish sides of him (let me be clear, Hop doesn't have to be a paragon hero!). Let Hop be himself and don't bother with dialogue options if both sound snarky anyways... This becomes an issue when the Main Foil (Diss) overstays his antagonisting and own snarky ways. If the game had 4 or 5 major zones, I think Diss' turn to grace would have been better paced, but there's not much build up to it as-presented. Between zones 2 and 3 there's cryptic foreshadowing which the Player and Hop have every reason to disbelieve. Right up until the 11th hour, Diss is still snarky when you want to access challenge zones or change your passive buffs. If he changed even slightly in zone 3, that would have had some better indication of what arrives by Endgame.
2 hours played
Feb. 2026
This game gets SOME things very, very right, but then at the same time commits some very grave sins to the genre that I'm pretty surprised by. They are enough for me to not recommend the game but I can see a lot of hard work and love was put into this so that tips me toward recommending it. PROS: • The moves mostly feel pretty good. Jumping, going fast, dashing, throwing, it's all solid. That is something that weirdly other games overlook so it's nice that in a platformer they made sure that jumping and other moves actually feel good and grounded. • The art style and animations are solid. Maybe the colors and style can feel a little bland overall but not bad. • The elemental plants can be really fun, especially when they cause unexpected chaos. Sometimes they don't do what I thought they would do and could lead to disappointment. • The badges system is fairly fun. CONS: • The level designs are way too big with not much happening in them. This is pretty unforgiveable, and unfortunately still a common mistake for a platformer to commit in 2025/2026. I thought we've long learned from this mistake before with Yooka-Laylee and Nuts & Bolts. A level being the desert is not an excuse, there should be something to do at every turn but we've spread everything out so vastly. Luckily, it IS fun to try to dash and pick up speed to try to get through all the open empty space but it was still cumbersome overall. Levels should be designed very tightly. There should be more iconic distinct landmarks and it should be designed like an amusement part in a way. The themes of the levels either aren't very interesting or just aren't explored in interesting ways and lack personality. • The tongue ability is disappointing, especially for anyone who has played Chameleon Twist 2. Being able to stick your tongue out and change its direction could've been a really fun constant mini-game of an ability but instead it's an automatic-aimed move and only for certain things. But I understand if we don't want to straight-up COPY Chameleon Twist, but the result leaves a lot more to be desired. • Lack of enemies only adds to the emptiness of the levels. This can be a tricky balance because sometimes enemies can be pure annoyance, but not sure if that means putting no enemies out there. If you want a fairly pacifist-type character who is nonviolent and doesn't attack things then that's totally fine, but then the levels need to be way more interesting. • 90% of the dialogue needs to be cut down. Think of how Banjo-Kazooie only has a few back-and-forths that get to the point and express so much personality in every character in such few lines. Big Hops has SO much unnecessary talking. I had to skip a lot of it, and maybe I missed out, but what I did receive in the beginning didn't give me much reason to read all the dialogue. • Main character is definitely pretty cute though admittedly boring. Not a big deal but it's nice if the leading character wasn't bland. Banjo's blandness worked because Kazooie was his spicy foil. Not saying you need to turn it into a duo like other platformers, but something to consider. There's a lot more to be said but these are the biggest things that come to mind. I love that people are trying to make more 3D platformers, we NEED them, and this game is still doing some impressive things in some moments. It puts a pretty well done moveset/character into a very bland content-less world. The team 100% has the tools to make a legendary platforming game but they need to really examine what makes the world itself feel compelling to be in. I don't know if that means they build more upon Big Hops again or give it a sequel, it might mean a totally different platformer, and that'd be what I'd personally recommend after taking a step back for a moment.
13 hours played
Feb. 2026
Recommending Big Hops is easy: you like 3D platforming and gooffy anthropomorphic animals? Go. Big Hops is a good game. That, I want to make clear. Now for a bit more details as to why...and to what extend: --- For starters, it seems the dev approached the game with the mentality of building a fun core system before elaborating on it. Good call. It's fun to move around, with rolling and jumping being clearly inspired by Super Mario (64, Sunshine...) minus the back flip and very long jump. Big Hops' take on these controls is to favor forward momentum: you roll-jump, then maintain roll to slide and continue, then repeat to gain a lot of speed. On top of that, a lot of mechanics from other 3D platformers are added to spice up the traversal: -Hop's tong works as a whip to swing around -you have canon barrels and mine karts -the rail grinding a la Ratchet&Clank or the 3D Sonic games -a bunch of variations on the homing attack from Sonic Adventures -stamina based climbing from I Am Alive (yes, I do remember that game) or more in the ballpark, Breath Of The Wild I'm almost surprised there isn't some form of flying or driving, or turret section, judging how the game resembles a best of the genre at times. A good part of these mechanics are provided by the fruits that can be spitted to provoke different reactions: one will grow a root that you can climb on, one will spread fire, several will be targets for a homing attack in different forms etc. The game is very generously letting you keep some in your backpack to use elsewhere than you found them. So there is a freedom of approach in that sense. My only real gripe with that is...it feels like the game wants everything to be a grabbable and usable item and that is a tad annoying at times. --- The backpack inventory can only carry so much for a good portion of the game. You will be able to upgrade it (and various other stuff) by completing challenges and collecting Dark Drips. But you start of with three slots. And I kind of dislike that some objects aren't just...key items that you always have, and not stuff you need to buy several time if you lose them. Typically the hats can fall from your head; meaning if you paid for that cosmetic, and you bump into a wall (not a rare occurrence) it will fall and you have to grab it and put it again on your head...and that's if it doesn’t fall into a pit. A minor annoyance but an annoyance nonetheless: what does it bring to the game (that is not Red Dead Redemption 2) to have the hat fall? What I can surmise is that it stems from the early concept being that you play as a toad that uses its tongue to do everything and so you need to use you tongue to grab objects. Except really, for some having a conventional press of the dpad to use would just be way better. The insect goggles that let you see the little bugs collectibles easily, is also one slot of you inventory. The music box is one slot of your inventory. Same for the drill that let’s you go fast on flat land...and I don’t understand why. Because the fruits are so important and useful, you will probably never use some extra items that are just not worth the slots you lose. And by the time you have enough space to carry them, you'll have spend 2/3rd of the game without them. --- Although I spent some time on that, I really want to reiterate that this is...an annoyance not really a game breaker. The controls are still good and the fruits bring some interesting puzzle solving at times. The minute to minute gameplay is genuinely fun, with regular little nuggets of challenge, being more puzzle, exploration or pure platforming. In the grand scheme of things though...there is something missing to really make the levels memorable. Either a woaw effect or a concept that really gets explored entirely. Now I don’t think the issue is necessarily graphical: I quite like the esthetic of the game. I think it is a question of "vistas" or sorts. This was also something that bothered me in another super solid and cute 3D platformer, A Hat In Time. You kind of never really learn the layout of the levels and that is partially because you rarely have the objective or a big chunk of the levels in sight, and you almost have no incentive to cross levels back and forth. To be more precise (because there are, at times, overall views) the pathways lack one or two avenues to really understand fully the layout. And as a result, I always felt like I was simply moving from one little place to another little place, even in bigger levels that work with one big objective. As if each level section could be removed and re-arranged somewhere else. I could retrace from memory any Jak&Daxter level, same for a Super Mario Sunshine, Ratchet&Clank, Sly Raccoon or even in other genres The Wind Waker or Luigi's Mansion (any episodes of these franchises really). I would really struggle to form a map of any level in Big Hops. This doesn’t distract from the enjoyment: some levels were very fun (really loved the mines mechanics in particular). It just makes the game enjoyable and...that's it. Which is more than enough to warrant a recommendation in my book. --- The game is colorful and cute as a button, with pretty damn good voice acting and well writen music. Cool. Other than that, the little story and mystery behind Diss’ motivation are energetic and charming. I really really appreciate the devs giving us the possibility to retort as impolitely as Diss; I tend to hate it when a character sh*t talk and you can’t answer. Here I actually liked the banter between Hops and Diss. On another note, though I'm having a hard time understanding what happens in the seemingly capitalistic apologia of the pipeline storyline (like...petrol is good actually?), most subplots are simple and fun, while also providing some earned thoughtful moments; it's not golden age Pixar, but it is made with care. I'd say my only gripe other than the BP propaganda (I'm kidding for the love of God just chill) is that there isn’t a whole lot of characters that will stay in my mind now that I've finished the game. --- TL;DR I enjoyed Big Hops, from beginning to end. The annoyances were minors, some patched as soon as I encounter them (seriously that's what I call post-release support). The controls are well made, there is a great variety of mechanics that are put to good use overall. It’s a colorful GameCube core type of 3D platformer. It simply lacks a bit of mastery in the level design and character design to be as memorable as it could be. Big hop(e)s for a sequel!
34 hours played
Jan. 2026
A GROSSLY underestimated banger of a game. You can feel the love put into every character interaction, every movement mechanic, and every challenge. I had a blast with this game and I'm sure any platforming fan would too. Luckshot put in the work and they deserve to be rewarded! This game truly sucks! (I'm a bat btw)
9 hours played
Jan. 2026
Very fun N64/PS2 era platformer throwback. Feels very good to play and the mechanics work really well together. It's only January but this is probably going to end up being one of the best games of 2026 for me.

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Frequently Asked Questions

Big Hops Together is currently priced at 19.50€ on Steam.

No, Big Hops Together is currently not on sale. You can purchase it for 19.50€ on Steam.

Yes, Big Hops Together received 530 positive votes out of a total of 580 achieving a rating of 8.53.
😎

Big Hops Together was developed and published by Luckshot Games.

Yes, Big Hops Together is playable and fully supported on Windows.

Yes, Big Hops Together is playable and fully supported on MacOS.

No, Big Hops Together is not playable on Linux.

This information about Big Hops Together is not available yet.

This information about Big Hops Together is not available yet.

No, Big Hops Together does not support VR.

Big Hops Together offers both single-player and multi-player modes.

Big Hops Together includes Co-op mode where you can team up with friends.

Yes, there is a DLC available for Big Hops Together. Explore additional content available for Big Hops Together on Steam.

No, Big Hops Together does not support mods via Steam Workshop.

No, Big Hops Together does not support Steam Remote Play.

Yes, Big Hops Together is enabled for Steam Family Sharing. This means you can share the game with authorized users from your Steam Library, allowing them to play it on their own accounts. For more details on how the feature works, you can read the original Steam Family Sharing announcement or visit the Steam Family Sharing user guide and FAQ page.

You can find solutions or submit a support ticket by visiting the Steam Support page for Big Hops Together.

Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 15 October 2026 23:01 UTC
SteamSpy data 04 November 2026 08:43 UTC
Steam price 09 November 2026 20:11 UTC
Steam reviews 21 October 2026 05:52 UTC

If you'd like to dive deeper into the details about Big Hops Together, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Big Hops Together
  • SteamCharts - Analysis of Big Hops Together concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Big Hops Together compatibility
Big Hops Together PEGI 3
Rating
8.5
530
50
Game modes
Multiplayer
Features
Online players
1
Developer
Luckshot Games
Publisher
Luckshot Games
Release 12 Jan 2026
Platforms