Refund This Game artwork$4.9985%Very Positive

Refund This Game

A physics platformer about catapulting yourself upward with a bendy pole, where one bad launch sends you straight back down. Beat it in under two hours and you can fairly ask Steam for your money back. The climbing feels great once it clicks, and the joke never quite leaves you alone.

Is Refund This Game worth it?

Refund This Game is worth it if…

  • you like rage-climbing games where progress is fragile and every jump matters
  • you enjoy learning one strange movement trick until it feels smooth
  • you find the idea of speedrunning for a refund funny rather than stressful

Screenshots

Bend a pole, let go, pray

You stick your pole to a wall, pull back to bend it, then release to fling yourself upward. Chained together, those launches carry you up a tall course of ledges, moving obstacles and mean little gaps.

It takes practice to judge angle and timing, and there is a perfect hit that gives extra speed when you place the pole just right. You will fall. You will climb past the spot where you fell. The jungle soundtrack keeps playing while you do both, steady enough to climb to and calm enough to lose progress to.

Two hours to earn your money back

The whole game is built around one dare: reach the summit in under two hours, then refund it if you still want to. The in-game timer keeps you honest.

You get one checkpoint, and only one. You carry it with you and set it on flat ground, which means every placement is a small bet. Take it into a hard section and a fall hurts twice. Leave it behind and play it safe, but slower.

Finish fast enough and your time can go on the online leaderboard, reserved for people who kept the game about refunding. There is also supposed to be a secret final section, about which nothing more will be said.

What should you know before climbing?

Is beating it in under two hours realistic?

On a first blind run, probably not. Players often take three to five hours to reach the top once while learning the pole, the perfect hits and the harder zones near the end. A second run inside two hours feels much more doable once the movement clicks and you know where it is safe to carry the checkpoint.

What makes the climbing hard?

Mostly the physics. Moving obstacles can drag your planted pole around, tight spaces punish a launch that is slightly off, and the late sections ask for precise jumps with little room for error. The tutorial is thin, written as scribbles on a wall, so expect to learn by falling and adjusting.

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