Screenshots & trailers
Review sentiment over time
Weekly positive-review rate (green) and review volume (bars). Dashed lines mark significant patches; the amber line is the start of the current scoring window. Hover the dots to see what drove a dip or a jump.
How this score was computed
The VGC Score is a weighted blend on a press-comparable 0-100 quality scale. Steam approval rates are first calibrated (95% positive on Steam ≈ 89.5 quality, since Steam approval skews high). Press and tracked creator reviews each count ~2x a player review and share one cap against player evidence (creator buy/skip calls pool into an approval rate, calibrated like Steam approval); all-time sentiment is capped and halved (it's context, not verdict); reviews of the current build carry the most weight when a fresh patch anchors the window; and a 'typical game' prior keeps small samples from pegging the scale. Because press reviews and Metacritic user aggregates describe the launch build, their weight decays as the game ages (3-year half-life after a 1-year grace). That's how a game that launched rough can outgrow its old reception once updates win players over. Reviews under 2h playtime (the refund window), non-Steam activations, and free copies are downweighted.
| Component | Positive | Quality (0-100) | Weight (pseudo-reviews) |
|---|---|---|---|
| Press reviews (Metacritic) | – | – | 0 |
| Creator reviews (1 tracked) | – | 82 | 2 |
| All-time Steam reviews | 98% | 94 | 45 |
| Metacritic user ratings | – | – | 0 |
| Post-patch Steam reviews (trust-weighted) | 99% | 95 | 26 |
| Calibration prior (typical game) | – | 72 | 50 |
Scoring window: last 30 days (no significant patch detected) · 55 reviews sampled · 73 total reviews in window · weighted 20.2 up / 0.2 down · computed 2h ago · full methodology →
Press & Creators reviews (10)
Individual verdicts from outlets we track: scored reviews first, most trusted outlets first among them. The small badge is each outlet's trust score: how well its scoring history aligns with players.
- 78
“While visually it may have a pretty simple look, once you get into the swing of things this provides a surprising but accessible challenge”
read full review ↗ - 95
“Turnip Mountain won me over. What first looked like another quirky physics game turned into something surprisingly relaxing, surprisingly rewarding and surprisingly difficult to put down. The climbing mechanics are satisfying, the controls become second nature surprisingly quickly, and every successful leap feels earned. More importantly, it understands that failure can still be enjoyable. Missing a jump rarely feels frustrating because the game gives you room to experiment, learn and immediately have another go. It became one of those games I found myself dipping into after a long day simply because climbing another level felt… nice. There’s something oddly therapeutic about slowly making your way higher, finding your own route and occasionally launching a turnip through the air with far more confidence than ability. It won’t be for everyone. Players looking for constant action or a deep narrative may find its simplicity a little too straightforward. But if you’re after a charming little adventure that lets physics, creativity and curiosity do most of the talking, Turnip Mountain is well worth the climb. Sometimes all you need for a memorable adventure is a mountain, a determined turnip and two ridiculously oversized hands.”
read full review ↗ - 80
“A fun physics-driven experience in which you control both arms and hands separately while climbing to the summit”
read full review ↗ - 82
“Turnip Mountain is a solid platformer-like focusing on a handhold system, which keeps a great pace and seems to be screaming for speedrunners to challenge it, despite a couple of hiccups”
read full review ↗ - 60
“I have rarely played a game as intense as Turnip Mountain. The game is exhausting, and after playing just one level, I feel completely worn out and have developed a partial mouse arm. The controls are quite unique, mind you, and actually unprecedented, but for me, it became truly exhausting at a certain point, and after playing a few levels, it only got worse. It was just hard to get used to, although it does get easier after playing for a while. Turning to stretch your beet, jumping, swinging on chains, it all works, but at a certain point, it becomes quite grueling. All in all, the gameplay is quite unique and fun to experience. If you are a real die-hard, this game will undoubtedly suit you well and present a tremendous challenge.”
read full review ↗ - 90
“Turnip Mountain is fantastic. It takes a funny premise and an intentionally awkward control scheme, then builds a smart, steadily evolving platformer around them. A few difficulty spikes may test your patience, but the overwhelming majority of the climb feels demanding, fair, and rewarding. Reaching the summit left me wanting more levels, and I genuinely hope future DLC gives this strange little vegetable another mountain to conquer.”
read full review ↗ - 80
“Physics-based climbing adventure in which you control each of your character's arms and hands individually”
read full review ↗ - 70
“Turnip Mountain is a charismatic platformer that transforms physics-based climbing into an engaging challenge of precision. While some uneven levels and limited bonus content affect the overall experience, its original controls and clever mechanics deliver a solid and satisfying adventure.”
read full review ↗ - 80
“Anyone looking for a different kind of climbing experience shouldn't miss the latest project by Jandusoft and Luke Sanderson.”
read full review ↗ - 80
“Carefully leaping up the super-tricky stages within Turnip Mountain provides a hearty challenge that's excellent fun in short bursts. ⛰️”
read full review ↗
Patch history
- Update notes for Aug 1 2026Aug 1, 2026
