Stuntboost has been sitting on Steam for a month with a Very Positive rating and just 253 reviews, yet PC Gamer staff writer Morgan declares it their favorite game of 2026 so far. The $7 first-person platformer merges skateboarding, parkour, and racing into a three-button control scheme that rewards precision camera work and speed maintenance above all else. For players who have spent years chasing ghost times in Trackmania or hunting shortcuts in Neon White, this is the kind of movement-focused indie that reminds you why you fell in love with PC gaming in the first place.

Quick Facts — Stuntboost

Platform(s)PC
Genre3D Platformer, Parkour, First-Person
ScoreVery Positive (253 reviews)
Price$7
ℹ️ Key Stat:253 Steam reviews after a month

The game's commercial invisibility feels almost deliberate — toy fingerboards and cardboard circuits suggest a casual Hot Wheels romp, but the mouse-and-keyboard warning on the store page tells the real story. This is a game for FPS movement sickos, built around jump, crouch, and grind inputs that open up varial kickflips, grind hopping, and speed storage techniques the community discovered through replay sharing. Morgan describes the experience as vibrating in place, leaning into high-speed turns, and cursing a god they don't believe in — an intoxicating rush they haven't found anywhere else.

What Is Stuntboost?

Developed as a passion project that wears its influences on its sleeve, Stuntboost defies clean genre labels. The Steam tags read like a taxonomy of movement: 3D Platformer, Parkour, First-Person, Racing. At its core, this is a game about maintaining momentum across 40-plus levels set in shrunken household environments — bedrooms, living rooms, and other domestic spaces reimagined as skate parks. The three-button control scheme (jump, crouch, grind) belies a depth that emerges only when you start chaining techniques together on sloped surfaces and ramp-shaped objects ranging from plates to three-ring binders.

Morgan compares the structure to Neon White's layered leaderboards and shortcut-hunting, and Trackmania's ghost replays and wild track design, but emphasizes that Stuntboost is simpler, faster, and more improvisational than either. Where Neon White eventually felt strict and suffocating with its card-juggling and mandatory targets, Stuntboost lets you turn on a dime with no brake button and encourages max speed at all costs. The $7 price tag for this much content — including car levels with drifting mechanics, scooter levels with S-K-A-T-E collectibles, and a longboard variant that cannot jump — represents value that larger studios rarely match.

Gameplay and Mechanics

The movement system is where Stuntboost lives or dies, and Morgan's weeks of obsession suggest it thrives. Every sloped surface becomes an opportunity for extra speed, every ramp-shaped object a potential springboard across the map. The variability of a single track can be staggering — community techniques like varial kickflips, grind hopping, and speed storage emerged organically through the replay system, which lets you watch anyone's full run once you've discovered the same shortcuts they used. This Neon White-inspired touch prevents spoilers while actively enticing exploration.

Leaderboard design reinforces the replay loop with surgical precision. Friend times remain hidden until you beat a track once; global leaderboards open up only with a diamond medal. Your best ghost appears automatically, but you can toggle friend ghosts or any leaderboard entry at will. The car levels force a complete relearning of turning mechanics, eventually enabling sick drifts impossible on the skateboard. Scooter levels offer free-roam S-K-A-T-E collectible hunts, while the longboard strips away jumping entirely — each vehicle type reshapes how you read the same household geometry.

💡 Pro Tip: Hidden tapes in every level unlock a free cam for scouting routes and contribute to bonus level access — including a tower gauntlet with its own fierce leaderboard race.

Visuals, Audio, and Performance

The cardboard-and-fingerboard aesthetic initially masks the game's technical demands. Clean, readable geometry matters more than texture work here — you need to parse ramp angles and surface normals at 120+ km/h. The domestic settings (bedrooms, living rooms, other rooms of the same house) create a cohesive sense of place while serving as distinct biomes for movement experimentation. Performance targets aren't explicitly stated, but the mouse-and-keyboard recommendation and emphasis on precision camera control suggest high frame rates are essential for competitive play.

Quality-of-life features punch well above the game's weight class. The daily challenge, speedrun mode timing a full-game run, board skins, and open upable free cam all feel like features you'd expect from a $30 release with a dedicated live-ops team. Morgan specifically calls out the staged information reveal — hiding friend times until first clear, locking globals behind diamond medals — as smart design that respects the player's journey from novice to speedrunner. The ghost system's flexibility (personal best, friends, any leaderboard entry) makes every session feel like a live time trial event.

What Doesn't Work

The elephant in the room is visibility. With 253 Steam reviews after a month, Stuntboost has failed to reach the audience its design deserves. Morgan calls it an injustice that this isn't one of the year's big indie success stories, noting that movement-physics games rarely intersect with what PC gamers currently flock toward — deckbuilders, autoshooters, and city builders. The art style, while charming, actively misleads casual browsers into expecting a chill experience rather than a precision movement gauntlet.

Some vehicle variants feel like palate cleansers rather than essential pillars. The longboard's inability to jump limits its mechanical expression compared to the skateboard and car, and not every scooter level justifies its existence beyond collectible hunting. Morgan hasn't accessed all bonus levels yet, so the tower gauntlet's full depth remains unverified. For a game built on replayability, the relatively small player base (reflected in those 253 reviews) means friend leaderboards — the heart of Morgan's daily motivation — may stay quiet unless you bring your own crew.

Pros

  • Exceptional first-person movement depth from three buttons
  • 40+ levels with shortcuts, ghosts, and layered leaderboards
  • Car, scooter, and longboard variants reshape core mechanics
  • Quality-of-life features rare at any price point
  • $7 for a package this fully-featured

Cons

  • Minimal commercial visibility (253 Steam reviews)
  • Art style misleads on difficulty and genre
  • Some vehicle types feel like diversions
  • Friend leaderboards need an active friend group
  • Bonus content depth not fully verified

Stuntboost is the rare game that makes you feel alive and dangerous — Morgan's phrase, not marketing copy. The intoxicating rush of cutting hundredths of a second off a personal best, the paranoia of a Discord DM shattering your record, the third-eye-opening moment when a replay reveals a varial kickflip line you never imagined: this is what PC gaming looks like when a developer obsesses over movement physics and respects the player's intelligence. At $7 with 40-plus levels, daily challenges, speedrun mode, and a replay system that teaches you how to play better, Stuntboost doesn't just earn its GOTY contention — it exposes how many higher-profile releases forget what makes games fun in the first place. If you have a mouse, a keyboard, and any affection for Trackmania or Neon White, you should absolutely play it.

It's also, quite easily, my favorite game of 2026 so far.
— Morgan (PC Gamer staff writer)

Frequently asked questions

How much does Stuntboost cost?

Stuntboost costs $7.

How many Steam reviews does Stuntboost have?

Stuntboost has 253 Steam reviews.

What is Stuntboost's Steam review rating?

Stuntboost is rated "Very Positive" on Steam.

What are the core movement mechanics in Stuntboost?

Stuntboost is essentially a three-button game focused on jump, crouch, and grind mechanics to gain and maintain speed.