Hamstory is a surprisingly solid budget platformer that's much deeper than it first appears.
by Matt on 6/12/2026
RELEASE DATE: 6/5/2026
MSRP: $4.99
DEVELOPERS: Everynot Games Studio
PUBLISHER: Pixel Lantern
PLATFORMS: PlayStation, Xbox, Switch 1/2 and PC
PLAYED ON: PlayStation 5
The narrative centers on a remarkably determined little hamster named Hamcho, who decides to leave the safety of his ordinary life behind to embark on a daunting trek toward the mysterious, glowing Haessi Star. This simple, fable-like premise expands into a heartwarming story about community, self-belief, and finding purpose through difficult journeys. Along the way, Hamcho meets a charming supporting cast of eccentric animal townsfolk. Rather than leaving the protagonist isolated, these companions offer warm encouragement, share personal stories, and actively cheer on Hamcho’s progress, making the overarching adventure feel like a collective, community effort rather than a solitary trial.
Mechanically, the game strips platforming down to an elegant, momentum-focused physics loop that requires deliberate patience. Players charge up Hamcho's jumps by holding down a button and releasing it at the precise moment to launch him across treacherous pathways, narrow ledges, and steep vertical drops. While missing a jump inevitably results in a long tumble backward, the design heavily deemphasizes punishment by ensuring that falling is treated as a natural step toward mastery. Frequent checkpoints and a distinct lack of instant-death traps mean that errors serve as minor learning curves rather than frustrating setbacks, creating an incredibly inviting, low-stress gameplay flow that encourages players to steadily find their own rhythm across environments that shift beautifully with the changing seasons.
The aesthetic and structural lineage of the game traces directly back to the golden era of 8-bit and 16-bit handheld platformers, drawing heavily from the nostalgic visual warmth of classic Game Boy Color adventures. Structurally, it takes the modern precision-climbing formula popularized by punishing physics-platformers like Jump King or Getting Over It with Bennett Foddy and deliberately subverts its cruel, rage-inducing philosophy. By smoothing out the sharp edges of the "climb-and-fall" subgenre with a cozy atmosphere and forgiving mechanics, the developer successfully merges the high-stakes execution of precision leaping with the gentle, pastoral pacing of traditional retro mascot adventures.
Early critical reception and community discussion have been overwhelmingly positive, with players frequently praising the title for its emotional resonance and surprisingly deep mechanical execution. On platforms like Steam and various indie gaming hubs, the ongoing discourse frequently centers on the game's unique ability to minimize player frustration, with many noting that the gentle tone completely transforms what would normally be an infuriating genre into a zen-like experience. While a few genre purists have noted that the lack of global maps or high-intensity hazards makes the campaign feel slightly brief and safe, the general player consensus strongly lauds the fluid charging mechanics, the adorable character animations, and the clever implementation of seasonal environmental changes that keep the lengthy climbs feeling fresh.
Hamstory released on Steam earlier than consoles, on March 3rd of this year, and currently sits at 100% recommended across 14 ratings. On the PlayStation store, Hamstory has a perfect 5 average, from 3 total ratings. Clearly not a break-out hit from a numbers standpoint, but those who give it a try seem to like it.
Going into Hamstory I didn't really know what to expect, but the early player ratings and feedback seemed positive, hinting that this might end up being more than a cheap throwaway pixel platformer trying to capitalize on nostalgia. As soon as you press Start to begin the game greets you with a selection choice: Adventure mode or Challenge mode (however, Challenge mode is only available after you beat the game). This is your first hint that the game has some depth. I chose Adventure mode since this was my first time through. Hopefully it wouldn't be TOO easy (haha).
The game starts out easy enough, with a simple tutorial showing you how to move left and right, and how to hold down the jump button to charge up your jump. The longer you hold jump, the higher you go. There are five levels of charge, from 1 which is a very short hop, to 5 which is a much higher and longer jump, and three levels in between of varying degrees of height and distance. Almost immediately you can start to see the different twist to this game's mechanics: you must commit to your jump. No changing directions in mid-air or adjusting your landing point. When you choose a fully charged 5 level jump, your character will jump in the direction you are facing and you don't have any control until you land, with one exception. You do have a dash. So, if you are in mid-air, you can dash either left or right, but the distance of the dash is fixed, so if there is a ledge you want to land on, you need to ensure you push the dash button at the right moment to land where you want. It's this precision of the jump and dash mechanics that make up the majority of the game.
If you think this is going to be a complete cakewalk, I have news for you. Hamstory gets hard. Not Super Meat Boy-hard, but much harder than you might think it's going to be. The game does a great job leading you along though and gradually introducing new challenges that you need to solve in order to increase your skill. The only real skill-check I discovered was in the next to last level: the Winter level.
Winter has what? Ice and snow. If you are jumping between platforms covered in ice and snow, do you think your character is going to nicely stop after each jump, or will it slide off of the ******* platform? Take a guess.
I almost gave up and didn't roll credits on Hamstory because of the Winter level. Parts can be brutal, but I persevered and eventually made it to the end.
What I didn't realize originally, is the painter bird you first encounter can paint lots of different pictures based on things you've experienced. Think of it like achievements, and a lot of the paintings seem to be based on the actual PlayStation achievements I unlocked. The thing is though, you have to locate the bird in order for it to paint a new picture. That could be back at the very beginning of the game, or you can ask it to "climb with you" and it will climb higher and higher as you do, however that also means you need to find the bird, wherever it is, if you want a new painting. It's an interesting way for the developers to build it.
You can watch my beginning gameplay in the video below:
Hamstory is a surprisingly solid platformer, and it retails for just $4.99, which are major factors going into its score. It's a short game, but the pixel art is nice, the platforming is engaging, and the gameplay, story and overall experience are much deeper than you might think at first glance. Once you complete the story mode (so-called "Adventure" mode) you can jump into Challenge mode which is largely built for speed runners and masochists. Personally, I enjoyed my mostly chill but only semi-really frustrating at the end journey in Hamstory. It isn't going to win any GOTY awards, but it competently nails the experience it is trying to deliver. Not all games can say that.