Welkin Road Reviews
Armed only with your grappling hooks and fearless nature, run, leap and swing your way across a dreamy skyscape to reach the pillar of light. Welkin Road is an elegant, first-person puzzle-platformer that combines parkour and grappling-hook-powered aerobatics.
App ID | 432720 |
App Type | GAME |
Developers | Gregor Panič |
Publishers | Nkidu Games Inc. |
Categories | Single-player, Steam Achievements, Steam Cloud, Partial Controller Support, Steam Leaderboards, Steam Trading Cards, Stats |
Genres | Indie, Action, Adventure, Early Access |
Release Date | 13 Apr, 2016 |
Platforms | Windows, Mac, Linux |
Supported Languages | English |

1 Total Reviews
1 Positive Reviews
0 Negative Reviews
Negative Score
Welkin Road has garnered a total of 1 reviews, with 1 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
341 minutes
Feels like VR Missions for Spider-Man. Challenging, sometimes frustratingly unforgiving, but really satisfying when you nail a sequence. Turning up aim assist helps. Some of the best not-web swinging since Spider-Man 2. Be forewarned, however, this game hasn't been updated in over a year - since February 2017 - and seems to be abandoned. What you see is what you get.
👍 : 0 |
😃 : 0
Positive
Playtime:
1232 minutes
Simple and inspiring.
At first, it might get hard and a bit frustrating to get used to the controls and have the right sense of the player's gravity and movement set on this game, but when it makes sense in your head (took me some hours of practice) and you get used to the motion of the character you will start to finish the levels more easily and start aiming for the perfect scores.
Try not frustrate at the beggining. The curve of difficulty slows down once you get used to the game!
It's worth a try if you like parkour games, and speedruns once you mastered it. If not I can only recomend you for the achievements that are worth the challenge.
👍 : 0 |
😃 : 0
Positive
Playtime:
42 minutes
This game has zero personality.
-The first 30 minutes of this game is a tutorial with very little room for the player to explore the mechanics freely. Get ready to do the same obstacle 8 or more times to teach the player a lesson....... don't expect to have fun.
-No mantling makes platforming and smacking a corner very frustrating.
-The game does a bad job of communicating how far you need to be to grapple. -Hint:You have a 2 pixel round reticle that you need to see flash light blue to know when you are in range......... In a game where the main background is blue... not a very good design decision.
-Don't expect a fun platformer like Mirror's Edge... This game is more of a Puzzle game with frustrating timing.
👍 : 4 |
😃 : 0
Negative
Playtime:
342 minutes
The Game looks really promising, and i absolutely love it! i dont regret the buy, and i hope for futher updates! keep up the work! Recommend 100 percent, and the Interface looks so nice. btw this is my first jump n run genre game
Edit: annoying but which caused me to gave the game a negative rating: If you want to change the horizontal axis of the mouse, the vertical one changes aswell. So its either no Axis inverted at all, or both of them. This makes the game unplayable for me.
👍 : 0 |
😃 : 0
Negative
Playtime:
161 minutes
I liked the concept of the game, I really did. Running around feeling like some parkour master above the clouds. One major selling point is the grappling hook however, which brings me to say no to the game, because of it infuriating me whilst playing the game. The grappling hook just feels weird using, it's way too hard to connect with your curser, the auto aim works a few times, but there's often times where the auto aimer tells you that it's going to connect, then it doesn't. A lot of times it feels as though it has a longer range then it has, making you having to repeat the same obstacle for ten minutes, just because of the grappling hook screwing you over. It's a good and pretty relaxing game, but over all, my experience with the grappling hook just made me not want to launch it again.
👍 : 1 |
😃 : 0
Negative
Playtime:
714 minutes
Honestly? I'm a little dissapointed. Such a fantastic concept executed very well, but the game is more of a proof of concept than a full experience.
It has now been six years since the Early Access phase started. Do not support the developer if they truly have no intention of finishing it.
👍 : 2 |
😃 : 0
Negative
Playtime:
925 minutes
First of all: Although this game looks similar to some parts of Mirrors Edge and shares at least some gameplay concepts, it is NOT really like Mirrors Edge at all. Main concept is swinging through the levels, not running or climbing. So what you must learn and master is to use momentum when you chaining swings like Spiderman. There is also some wallrunning and wallbouncing quite regularly, but like I said, focus lies on swinging. Controls are good, you get a good sense of your speed and momemtun when you play, which is necessary to calculate your jumps. Only "negative" thing to mention: You have to be pretty exact when you click on those midair anchor ball, and since your often moving at high speed, it can get difficult to hit those in the right moment. If you only click anywhere nearby, it is unforgiving and you fall to your death. Then again it is never unfair, only difficult, as you want to hit them exactly from the point farthest away if possible. As a help, checkpoints are numerous (basically on each platform you land on and sometimes even in the air) and there are help messages if you fail multiple times at one place.
Also, you can change your direction midair a little bit, that helps to be in control all of the time if you let go your swings at the correct moment.
When I first tried this game, I wasn't too impressed, as I expected a Mirrors Edge clone and was disappointed. I needed one or two stages to understand that it's really different from ME and to adapt to the mechanics. Then after each stage, I loved the game even more and couldn't stop playing. Gameplay is simply fun and addictive!
Each stage introduces a new gameplay element, so it doesn't get boring or too repetitive.
I finished the last level after nearly 5 hours (I would consider myself good at that kind of games) and if I hadn't other games to play in my library I would definitely go back and get those collectibles or do some speedruns. Maybe I will do sometimes in the future.
Level design is relatively simplistic, clean and functional, but has some smooth colours and a relaxing effect. There is no story at all, it is just platforming a linear path to the goal.
Short verdict: Nice physics-based platformer with polished and bugless gameplay, focusing on swinging. This game is really difficult at times (that's part of the fun!), but not unfair!
I recommend this to fans of pure platformer gameplay without fighting or enemies. It's all about controlling movement and getting to the end. You can do some decent speedrunning, if you like.
UPDATE: I did come back to this game to get all the collectibles and achievements. I enjoyed playing the game again an looking for secrets was nice, because there were all put in fair spots (I had to do some exporing of course). I surely wouldve done all the speedruns if there was some kind of medals and rewards for earning them, just setting my time was not enough for me to engage in that.
Gameplay-wise I want to say that there were two particular mechanics I did not enjoy. These are the black orbs (because waiting to get the right timing breaks the natural flow of the game) and the purple orbs (because adjusting rope length and setting up for the launch takes time and breaks the flow as well).
On the other hand all the other different mechanics are really enjoyable, especially the yellow and the orange orbs!
👍 : 1 |
😃 : 0
Positive
Playtime:
19 minutes
Ah, Welkin Road. This is one of those indie games that look minimalistic and fulfill this desire of niche gameplay elements that AAA developers have abandoned long ago.
Before we really delve into the review, I want to say the following: in this particular case, I am not sure how much sense "I recommend" or "I do not recommend" makes. The reason behind that is, while Welkin Road is really a good experience, it just lacks the polishing that makes it a really good and fun experience. In all honesty - Welkin Road is probably worth 5-8 bucks and not quite the 11 I paid for it.
Now, let's get into what is somewhat keeping me off of recommending this completely, and that's.. more or less the lack of polishing, as I said before.
The problem with this game is, that it seems like it's too hard on the player and only really wants to cater to the people that enjoy precise and accurate movement, as this is basically a jump and run title that uses wallrunning, duckjumps and a grapple as it's signature gameplay elements.
It is way too easy - in my opinion - to fail by an inch. You bump against the object you want to land on and see yourself sliding down the edge of it into the abyss. You can't hold onto a ledge and then move up to that ledge and I am genuinely wondering why.
If that is by design, it's understandable to a degree, but at the same time it takes a lot of fun out of the game for when you just casually want to breeze through the level. You get reset and get to try over and over again until you make it.
After the end of a level, you get to a results screen that shows some stats, such as the time you have taken and gives you a ranking based on that time and probably other elements too. So, the goal of the game (or at least to me) seems to finish a round with the highest score possibly. That makes sense for the hardcore people that really want to do that. But for the others that just want to casually have some mirrors-edge-like action.. no can do.
Another thing that bothered me were my hands in the game. They are ugly. I would've liked something with a bit higher quality as they are always in your face.
Secondly, you don't have a real body. That's a minor inconvenience but.. the game is so "in your face" with the hands of whoever you play that it just begs the question "where's the rest of the body".
You also can't slide which.. is sort of.. well, not annoying but you have such fast and movement based game that it just.. you know. Lacks.
What also lacks in my opinion is quality sound design. There are certain feats of the game that have 0 sound or the sound doesn't quite sound appropriate. Mirrors edge, once more, is the reference for that here, where everything seemed to have a sound.
All in all, for an indie game this is still enjoyable and good, but do keep in mind that if you get frustrated easily, this game will probably be nothing for you.
👍 : 1 |
😃 : 0
Positive
Playtime:
608 minutes
Super awesome parkour game! If you like the challenge of mastering the movement options, then this is for you, because this game has many movement options and these are complex because they are [b]physics-based[/b]!
- When starting to run, speed is accelerated and needs to built up for 1-2 seconds to reach its maximum
- Crouching while jumping to pull your legs in and reduce the air resistance area slightly increases your speed in the air!
- Releasing grapple at the low point of the circle makes you swing far while releasing on par with the axis makes you swing high. In general when releasing grapple it gives you the movement direction tangential to the point of the circle where you released with the speed of your current energy which is transformed between potential and kinetic energy during the swing movement.
- You can increase your swing speed when you start to grapple at a long radius and while swinging reduce the radius by pulling the grapple beam. This is because angular velocity = velocity / radius, so reducing the radius will increase the angular velocity.
- Wall jump distance is scaled with the movement speed
- You can alter the direction of a wall jump by looking into the direction you want the wall jump force to act. But this is not the direction you will move then like in other games. Your resulting direction is your wall jump movement direction with its speed/force added onto your current movement direction with its speed/force.
I find this highly interesting and challenging. The levels are designed very well and the mechanics are explained pretty well too, that is, if you read the explanations with F1. The game is not at all frustrating, because it has checkpoints after EVERY obstacle. You did overcome an obstacle? It is saved and you start there when you fall after that. Very beautiful graphics. I don't have any complains, not even a nitpick. Very good game! Recommended if you don't need a story, but just want an arcade-y parkour game with grapple hook which challenges you.
👍 : 1 |
😃 : 0
Positive
Playtime:
449 minutes
So I've been playing Welkin Road for a bit and I think it is a fantastic game. I feel like the game is challenging and pushes me to go farther while I swing from orb to orb like spiderman. That being said, I still think there can be (a good amount) of improvements to make the game the best it can be, but let's compare pros and cons first!
[h1]Pros:[/h1]
-Pretty minimalistic design (Hey, I like minimammalissm)
-Challenging levels
-Replayability (honestly this might be the game I'd love to speedrun)
[h1]Cons:[/h1]
-Poor player model (Looks like stock, poor shading during parts of gameplay)
-Confusing controls (What even are the keys to make a tether go up and down anyway??)
-Not much to look at (Although minimalism is great for the game, there's just a straight level with no pretty scenery or aesthetics, just blocks...)
-Lack of diversity (1 orb, 2 orb, Red orb, Blue orb)
[h1](Room for) Improvements:[/h1]
-[b]Change Gameplay[/b]
Although the gameplay right now is enjoyable, it really is annoying to have to wait until I get to a certain point to be allowed to lock onto an orb and even MORE annoying to miss an orb and have no way to recover as I fall to my imminent death. I would [b]absolutely love[/b] if the tether length was unlimited and you just have to aim it to hook onto the orb, similar to games such as "The Story of My Uncle" or "Windlands".
-[b]Change Player Model[/b]
I'm going to be blatently honest, the player model looks like shit. The texture quality is pretty bad and the entire thing looks like the hands of a 60-year-old man. What I think would suit the game a lot better is a white, shiny, futuristic robot with a center palm and floating fingers, like something out of a sci-fi movie. It would fit the minimalistic style while also fitting the vibe of the game.
-[b]Steam Workshop/Modding[/b]
I know it is already planned, but I want more than just a level editor, I would love to have access to mod the game with new mechanics, environments, etc. For it's minimalistic design, this would be a great improvement for others to add more to the game.
-[b]More... depth[/b]
Right now the game is kind of bland without any scenery, atmosphere, or story. Adding little structures of civilization or ruined buildings or different things would make the game a lot more interesting and fun to play to see what I might come across next. "Windlands" does this BEAUTIFULLY with moving rock titans and interesting atmosphere.
In conclusion, I think the game is fun and challenging, but if there were more variety and more interesting... things, I guess... then I think Welkin Road could be a wonderful, and beautiful, game.
👍 : 4 |
😃 : 1
Positive