Crash Bandicoot™ 4: It’s About Time on Steam - User reviews, Price & Information

It’s About Time - the critically-acclaimed Crash Bandicoot™ 4: It's About Time is now on Steam!

Crash Bandicoot™ 4: It’s About Time is a action, 3d platformer and platformer game developed by Toys for Bob, Beenox, Activision Shanghai, Hardsuit Labs and Iron Galaxy Studios and published by Activision.
Released on October 18th 2022 is available only on Windows in 11 languages: English, French, Italian, German, Spanish - Spain, Arabic, Japanese, Polish, Portuguese - Brazil, Russian and Spanish - Latin America.

It has received 3,052 reviews of which 2,650 were positive and 402 were negative resulting in a rating of 8.4 out of 10. 😎

The game is currently priced at 19.99€ on Steam with a 50% discount.


The Steam community has classified Crash Bandicoot™ 4: It’s About Time into these genres:

Media & Screenshots

Get an in-depth look at Crash Bandicoot™ 4: It’s About Time through various videos and screenshots.

System requirements

These are the minimum specifications needed to play the game. For the best experience, we recommend that you verify them.

Windows
  • Requires a 64-bit processor and operating system
  • OS: Windows® 10
  • Processor: Intel® Core i3-4340/AMD FX-6300. ARM64 installation not recommended.
  • Memory: 8 GB RAM
  • Graphics: Nvidia GTX 660/AMD Radeon HD 7950
  • Network: Broadband Internet connection
  • Storage: 30 GB available space

User reviews & Ratings

Explore reviews from Steam users sharing their experiences and what they love about the game.

Feb. 2025
Super fun platformer and one of my favorite series. Crash is back with a bunch of fun new mechanics. The level design is great with some levels that are meant for extra characters such as Dingodile. There's also a ton of skins to unlock by fully completing each stage. Tons of new challenges await and the graphics are great. Definitely worth picking up!
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Dec. 2024
F**k Activision (also for those who just got the game, get the N.hanced Edition mod on Nexus, it really makes the game so much better)
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Sept. 2024
Easy recommendation. The music, the visual style, the effort put into the animations; they went to great lengths to emulate the feel of the original trilogy, and pay extensive homage to it. Unfortunately, I think they flew a little too close to the sun. They got so very much right in the creation of this game, that those things they slipped up a little on have a much stronger tendency to sour opinions. I'll briefly address my own grievances: -There's an extensive variety of platforming styles in this game, and you never stay in one for very long. This isn't *negative*, but it does evoke an old criticism I've always had of Crash 3: Too much variety, not enough core platforming. The tape levels are something of a buffer against this criticism; if you can survive the non-stop medley for long enough, you get treated to bonus levels that are just Crash/Coco jumping on stuff. So the game has what I want, but the devs made me work for it. Annoying, but not a deal breaker. -There are simply too many boxes. I'll explain: Yes, we're living in the future, and yes, developers are not limited to PS1 disk space in constructing levels. Crash 4's levels are entirely out of control in many glorious ways. The scale/length/variety is impressive! These things are great! The most boxes in any stage of the original trilogy was Cold Hard Crash (Crash 2), at 155, (154/155 is a sight that still haunts me to this day). I regard it as the hardest stage in the original trilogy (requiring a knowledge of multiple paths + needing to backtrack + ice physics and nitro crates. It's a hellish gauntlet in its own right). It's also *the only* stage in the trilogy that inadvertently hides a single box out of view of the screen, and that depends on your angle of approach to it. Crash 4 nearly meets 155 by the third level, and has surpassed it entirely by the fifth. 155 isn't even a middle figure now; it's very low. There's a stage in 4 with 500+, and only one of them dips below a hundred. *This would not be negative if*: whoever placed these boxes hadn't insisted on putting a handful off-screen in almost every stage. I mean entirely out of sight. This creates cross-purposes within players: The game awards gems for the completion of a level with few deaths, but this absentminded placement of boxes does nothing but encourage reckless and fatal experimentation in order to find everything. So: Sure. Forced replay value for anyone not following a guide. You pick a specific objective, and you work on that exclusively. Play every level 3+ times through in the hope you can get everything. Aside from boredom and the time investment, I'll touch on why that just doesn't work for me. It's wholly contrary to the feel and flow of the original trilogy; everything you needed to pick up on the way to the box tally was generally pretty obvious, and claiming your hard won gem was satisfyingly punctuated by the signature noise they made. They still make the same noise, but it's quieter. They're tiny now, and nowhere near as satisfying to earn, both as a function of diminished rarity (reminder: There are more than 200 now), and the fact that 5/6 gems are just... handed to you. You don't pick them up, you pick up enough fruit, you stay alive, or you find all the boxes and the game says "hey, nice." and slips them into your pocket for you. At risk of sounding like a hopeless romantic; there was always an unspoken and ill-addressed mystical quality to the gems. They were the path to the true ending of each game; a way out of a semi-impossible scenario. This treatment of them has wholly trivialized them. I'll wrap things up. -The bear riding sections are quite bad. They control in a slippery and wholly unreliable way. You get different results for the same inputs, and that is something of a death-knell for keeping interest in a platformer. I'm grateful there are only a handful. -I'm not a fan of grind rails, generally. Crash 4's aren't terrible, but in placing the camera firmly behind Crash/Coco, the devs have turned the player's depth perception into a formidable weapon against them. -That camera trick gets used a lot, and I know why they did it: The original trilogy did it too. It didn't help then, and it isn't helping much now. So it isn't *perfect*, but then what is? As I said at the start; still highly recommended. I hope they dial some things back a little for 5.
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Aug. 2024
Amazing game. Incredibly difficult to get a good grip on it but the difficulty is at least somewhat forgiving (outside of perfect percentage requiring way too much time and sanity). Anyone who worked on this project deserves all the best; The art teams did such a great job with the style, music team did awesome, and the level designers did a devilishly good job at handcrafting the tough as nails levels. All my love goes out to all the team members who've since been separated from (by higherups) or left Toys for Bob. TFB deserves FAR BETTER after the pitches for Crash 5 were binned. This game was fantastic.
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April 2024
Hands down the best post-hiatus sequel, and generally one of the best platformers of the last decade. Toys for Bob absolutely understood the problem with creeping mechanic bloat that started with Warped all the way back in 1998. What seemed like fun additions back then, retroactively ruined replayability, a big component of the series, by trivialising levels designed around only the base movement abilities. Keeping the core traversal mechanics here consistent throughout, but adding temporary Masks or alternate character levels is the perfect way to add complexity and variety without ruining balance across all levels. Levels themselves are challenging without being unfair, unless you want to go for the full 106% completion where a tiny number boxes are hidden a little too well behind scenery. But the only thing better than a 'perfect' game, is a perfect game with one tiny flaw you can pick at.
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Data sources

The information presented on this page is sourced from reliable APIs to ensure accuracy and relevance. We utilize the Steam API to gather data on game details, including titles, descriptions, prices, and user reviews. This allows us to provide you with the most up-to-date information directly from the Steam platform.

Additionally, we incorporate data from the SteamSpy API, which offers insights into game sales and player statistics. This helps us present a comprehensive view of each game's popularity and performance within the gaming community.

Last Updates
Steam data 06 April 2025 02:01
SteamSpy data 06 April 2025 22:43
Steam price 14 April 2025 20:35
Steam reviews 13 April 2025 12:04

If you'd like to dive deeper into the details about Crash Bandicoot™ 4: It’s About Time, we invite you to check out a few dedicated websites that offer extensive information and insights. These platforms provide valuable data, analysis, and user-generated reports to enhance your understanding of the game and its performance.

  • SteamDB - A comprehensive database of everything on Steam about Crash Bandicoot™ 4: It’s About Time
  • SteamCharts - Analysis of Crash Bandicoot™ 4: It’s About Time concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Crash Bandicoot™ 4: It’s About Time compatibility
Crash Bandicoot™ 4: It’s About Time
8.4
2,650
402
Online players
81
Developer
Toys for Bob, Beenox, Activision Shanghai, Hardsuit Labs, Iron Galaxy Studios
Publisher
Activision
Release 18 Oct 2022
Platforms