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Crash Bandicoot™ 4: It’s About Time on Steam

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It’s About Time - the critically-acclaimed Crash Bandicoot™ 4: It's About Time is now on Steam!

Crash Bandicoot™ 4: It’s About Time is a action, 3d platformer and platformer game developed by Toys for Bob, Beenox, Activision Shanghai, Hardsuit Labs and Iron Galaxy Studios and published by Activision.
Released on October 18th 2022 is available on Windows, Steam Deck and Steam Machine in 11 languages: English, French, Italian, German, Spanish - Spain, Arabic, Japanese, Polish, Portuguese - Brazil, Russian and Spanish - Latin America.

It has received 4,136 reviews of which 3,557 were positive and 579 were negative resulting in a rating of 8.3 out of 10. 😎

The game is currently priced at 39.99€ on Steam.


The Steam community has classified Crash Bandicoot™ 4: It’s About Time into these genres:


Here is the detailed breakdown of supported languages for Crash Bandicoot™ 4: It’s About Time:

UI Subtitle Audio
English
German
French
Italian
Spanish - Spain
Russian
Japanese
Polish
Portuguese - Brazil
Arabic
Spanish - Latin America

Media & Screenshots

Get an in-depth look at Crash Bandicoot™ 4: It’s About Time 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® 10
  • Processor: Intel® Core i3-4340/AMD FX-6300. ARM64 installation not recommended.
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 660/AMD Radeon HD 7950
  • Network: Broadband Internet connection
  • Storage: 30 GB available space

Steam Price & Best Deals

User reviews & Ratings

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

15 hours played
Sept. 2026
After 20 years, I just came back to play the new version of the Crash Bandicoot franchise, and here we are: I don't know what its developers consumed during the game design, but it took me almost two years to finish the game. Souls-like games are just like adventure games beside this franchise, tbh. After each mission, my body refused to play one more mission, and each level reduced a percentage of my own lifetime. I highly recommend the game for boomers and even new generations to play, but for your safety, never play more than one level each day. The game design team tried to preserve the game’s old style while adding new platforming features to create a fresh, more modern experience and show that this franchise still has potential. Gameplay: 9/10 (sometimes you just can't continue) Story: 7.5/10 Art Style: 10/10 Music: 9/10 Puzzles: 9/10 Game Difficulty: ∞/10
91 hours played
Sept. 2026
I did it - I earned 106% completion and have all achievements. I did NOT play on any mod because I wanted to experience the vanilla game firsthand to understand other players’ perspectives and the game’s reputation. I went into this game knowing full well the reputation that it has. I grew up on the PS1 classic trilogy and I played the N. Sane Trilogy a few years ago. I thought “how hard can it really be?” The difficulty boils down to a few elements: Gems: In order to retrieve all gems for a level, the player must gather 80% of the level’s Wumpa Fruit, break all boxes, die no more than 3 times and find the Hidden Gem. Doesn’t sound too bad on paper. However, the next element naturally compounds the difficulty of this… Level length: Levels do not consist of 50-100 boxes any more. Levels regularly have 200-300 boxes. A casual run through a level can be 8-10 minutes. For Gem purposes, this poses a challenge. Even if the platforming for a given level is straightforward, the sheer level length can lead to deaths or missed boxes. This leads to my next aspect of difficulty… N. Sanely Perfect Relics: This is the name of the relic that is rewarded when you don’t die and break all boxes. Dying at the last section of a long level can be quite painful. In the original PS1 Crash 1, the player would not receive a gem if there were any deaths in the level. I was surprised the mechanic made a return. Platinum Relics: Time trials are not anything new in the series, but Crash 4 changes it up somewhat. In Crash 3, the player receives speed shoes as a reward for beating the final boss and simply needs to hold down R2+run to utilize the speed powerup. In Crash 4, the player receives a Triple Spin. To use it, the player has to press spin three times at a certain cadence; as in, the player CANNOT just mash spin (unlike the death tornado powerup in Crash 3). The benefit of using the Triple Spin is that Crash/Coco goes faster while running when using it. The triple spin must constantly be performed throughout the level, not just once. I loved the difficulty! The above aspects were all that I thoroughly enjoyed. The game truly does demand a lot of the player, but it did not feel unfair. I knew that every single death was my fault and my fault alone, whether through a simple misjudgment or being tilted. Going through that experience was inherently rewarding and very cathartic. The very process of studying a level, getting a feel and achieving a flow state is a reward in and of itself. Appeal of the series: I think back to when I was a child, enjoying the original PS1 Crash trilogy. Those games were truly foundational in shaping my love for video games. The original PS1 trilogy definitely had challenge, but nowhere near the challenge of Crash 4. Obviously, not everyone received the difficulty of Crash 4 all that well. It would be easy to simply dismiss those players as filthy casuals - some certainly are, but I do have to wonder about those who grew up with the original PS1 Crash trilogy as well. With so many games, the series established a general low skill floor. To heighten the skill floor in Crash 4 is a risk. It’s a risk that I respect and thoroughly enjoyed, but unfortunately, it will not resonate with everyone. This aspect of the game is so fascinating; after all, this is the same series that has outright hilarious death animations that serve to soften the blow (Crash 2 face-down drowning, bee stings; Crash 3 camera splat from two-headed assistant come to mind) and indirectly encourages the player to keep on trying. It saddens me that Crash 5 got cancelled because Crash 4 “only” sold 5 million copies, which is only a fraction of the N. Sane Trilogy’s 20 million (per VGChartz). Of course, the difficulty isn’t the only reason why Crash 4 underperformed, but it’s certainly a contributing variable. I do believe that there’s more Crash to explore!! If a Crash 5 ever happens…I would ask the devs to keep the skill floor low, but I would absolutely love for the skill ceiling to be as high as what Crash 4 demands...or even higher! It’s fun, engaging and really reminded me why I’m into games in the first place. While I am gushing about Crash 4, unfortunately, there are aspects of the game that I did not enjoy: N. Verted Levels: Plainly and simply, this is padding. An N. Verted level is the same level flipped horizontally and with a new visual filter. N. Verted levels have their own N. Verted Gems associated with them! The N. Verted gems are the same as the regular gems: 80% Wumpa Fruit, all boxes, 3 deaths maximum and Hidden Gem. The location of the N. Verted Hidden Gem is also different from normal Hidden Gem. It’s a shame that these N. Verted levels are associated with redundant collectibles, because I do genuinely like some of the filters that are applied to these levels. Perhaps the best solution was for the normal level to have the same Gem requirements, but have two Hidden Gems instead: the original location and the N. Verted location. The N. Verted levels can remain as a just-for-fun aspect of the game, not tied to any collectible, but as a way to mix it up visually. Hidden Boxes / Hidden Gems: This is an unfortunate aspect of the game because I do think the placement of these items go against the spirit of Crash Bandicoot. The series is no stranger to hidden boxes and gems, but the past games gave subtle visual clues that there may be an area worth exploring even if it isn’t immediately apparent that it’s possible to explore in the first place. A classic example from the previous games would be a suspicious line of Wumpa Fruit leading the player to a hidden platform. In Crash 4, the player has to pixel hunt and assume that any place in the level could have a hidden box/gem. The most egregious example that comes to mind is a hidden box so high up out of sight, even when the camera is panned up or when Crash jumps to it. The player is supposed to high jump off a TNT bounce, utilize the double jump and spin to hit the box. This made me suspicious of every TNT box moving forward. This established paranoia and suspicion cultivated a stop-and-go nature in the platforming. The levels are long anyway, so I figured that I might as well take my time…but even then, some gems/boxes were tucked away in places that were too obscure. This could have been handled better. Recommendation: In my first run of a level, I played it completely blind. I wanted to give the level an honest try. Same thing for N. Verted levels and their respective Hidden Gems. If I was missing boxes or the Hidden Gem at the end of the level, I looked up the locations. I would recommend playing the game this way because I strongly believe the main source of fulfillment from this game isn’t really the discovery of the locations of the boxes and gems, but the carrying out the execution required to achieve N. Sanely Perfect Relics and Platinum Relics. If anything, I didn’t feel bad looking up the locations after an honest try because of the precedent set by a previous entry. Crash 3 comes to mind…I still can’t believe the player had to willingly get captured by a pterodactyl that doesn’t look visually distinct and isn’t placed in a suspicious location to access a secret level. The joy is in the platforming and fulfilling the requirements to earn the collectibles will easily achieve that satisfaction. Biases you should know: Besides having played the PS1 OG and N. Sane Trilogy, my main bias and preference in games is in finding joy in improvement. Specifically, I particularly love labbing in fighting games and don’t mind losing online or in offline events. This game naturally resonated with me since it definitely appealed to my sensibilities. I encourage Crash fans new and old to take their time with this one. Just know that it’s a beast to fully complete, flawed in its padding but ultimately a worthy successor to the first three Crash games.
5 hours played
Aug. 2026
I have played many hard games, but this one has bested me. I hate it from the bottom of my heart and I have ragequit out of pure frustration. I did not think to ever find a game that would truly drive me insane. But this is it, well done.
12 hours played
June 2026
Great game, but... Let's get straight to the point: this game is awesome. The level design is excellent, the controls feel great, and it captures the spirit of the classic Crash games perfectly. However, there's one major issue: the difficulty. This game is brutally hard, and I honestly don't understand why they made it so punishing. Going for all the achievements here makes Elden Ring look like a game for toddlers. The difficulty also affects other aspects of the game. Levels are extremely long and packed with hidden boxes and secrets. As a result, trying to achieve 100% completion becomes more frustrating than fun, since it's very easy to miss a single box or hidden path and have to replay large sections of a level. Despite that, I still recommend the game. My advice is to avoid chasing 100% completion and simply focus on finishing the story. Trust me, you'll have a much better experience that way. Final Score: 7.5/10
3 hours played
May 2026
This game literally has all of the makings of a perfect Crash title, but they won't make another like it ever again because it isn't Call of Duty.

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Frequently Asked Questions

Crash Bandicoot™ 4: It’s About Time is currently priced at 39.99€ on Steam.

No, Crash Bandicoot™ 4: It’s About Time is currently not on sale. You can purchase it for 39.99€ on Steam.

Yes, Crash Bandicoot™ 4: It’s About Time received 3,557 positive votes out of a total of 4,136 achieving a rating of 8.31.
😎

Crash Bandicoot™ 4: It’s About Time was developed by Toys for Bob, Beenox, Activision Shanghai, Hardsuit Labs and Iron Galaxy Studios and published by Activision.

Yes, Crash Bandicoot™ 4: It’s About Time is playable and fully supported on Windows.

No, Crash Bandicoot™ 4: It’s About Time is not playable on MacOS.

No, Crash Bandicoot™ 4: It’s About Time is not playable on Linux.

Yes, Crash Bandicoot™ 4: It’s About Time is playable and fully supported on Steam Deck.

Yes, Crash Bandicoot™ 4: It’s About Time is playable and fully supported on Steam Machine.

No, Crash Bandicoot™ 4: It’s About Time does not support VR.

Crash Bandicoot™ 4: It’s About Time is a single-player game.

No, Crash Bandicoot™ 4: It’s About Time does not currently offer any DLC.

No, Crash Bandicoot™ 4: It’s About Time does not support mods via Steam Workshop.

No, Crash Bandicoot™ 4: It’s About Time does not support Steam Remote Play.

Yes, Crash Bandicoot™ 4: It’s About Time 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 Crash Bandicoot™ 4: It’s About Time.

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 26 October 2026 22:03 UTC
SteamSpy data 19 October 2026 13:05 UTC
Steam price 27 October 2026 14:50 UTC
Steam reviews 19 October 2026 22:03 UTC

If you'd like to dive deeper into the details about Crash Bandicoot™ 4: It’s About Time, 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 Crash Bandicoot™ 4: It’s About Time
  • SteamCharts - Analysis of Crash Bandicoot™ 4: It’s About Time concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Crash Bandicoot™ 4: It’s About Time compatibility
Crash Bandicoot™ 4: It’s About Time PEGI 12
Rating
8.3
3,557
579
Game modes
Features
Online players
101
Developer
Toys for Bob, Beenox, Activision Shanghai, Hardsuit Labs, Iron Galaxy Studios
Publisher
Activision
Release 18 Oct 2022
Platforms