Demon Turf: Queens Edition on Steam - User reviews, Price & Information

The ultimate version of the 3D Platformer with attitude! Join Beebz on three seperate adventures to ultimately claim the Demon Queen title! Jump, spin and punch your way across the turfs with this Expressive Platformer!

Demon Turf: Queens Edition is a exploration, precision platformer and 3d platformer game developed by Fabraz and published by Playtonic Friends.
Released on November 04th 2021 is available in English only on Windows.

It has received 732 reviews of which 589 were positive and 143 were negative resulting in a rating of 7.6 out of 10. 😊

The game is currently priced at 13.04€ on Steam with a 55% discount.


The Steam community has classified Demon Turf: Queens Edition into these genres:

Media & Screenshots

Get an in-depth look at Demon Turf: Queens Edition 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 8 / Windows 10 / Windows 11
  • Processor: 3.0 GHz processor
  • Memory: 4 GB RAM
  • Graphics: GeForce GT 740 (2048 MB) or equivalent | Radeon HD 5770 (1024 MB)
  • DirectX: Version 9.0
  • Storage: 10 GB available space

User reviews & Ratings

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

Feb. 2025
Demon Turf is a 3-D platformer and feels like a first for the developers. It is pretty fun but also not necessarily that memorable. I chalk up this lack of memorability to 3 factors. Bad first world syndrome: When coming with a theme for the first world in a platformer, desert is probably the worst choice you can make. Once you get past the first world you see some more interesting locales. I know some people think world 2 is bad but I liked the diversity that is in the beach level such as going up a volcano or exploring a sewage treatment plant. I would argue world 4: Plateau Peak is much worse as it's just so needlessly large to show off the new bird power-up you got. In other words, the world design is like a bell curve: bad first and and final worlds, really good 2nd and 3rd worlds. Additionally, needing to revisit worlds to unlock the final boss is tedious and unnecessary. I understand why showing us the aftermath of our actions could be good from a story-telling perspective, but it's not like you get to see or hear Beebs react to what she has done with the turfs. Confusing hub world: I barely explored it except for finding things like the badge shop or the dye shop. It was just so confusing with very few noteworthy landmarks or signs. Bad power-ups: The first and fourth power ups are awful. The first is a grappling hook that: only works on certain grapple points, and is the only way of beating the first boss which turns said boss into an autoscroller (not a good idea). The fourth power up isn't so bad but it's outshine by the wheel. The wheel power that you get at the end of world 2 is peak. It feels like you're able to just turn into a car whenever you want and go fast, like it's a 3-D sonic game. Overall I wish I had more positives to say. The game I think is good but it has more glaring issues that you really need to squeeze past before you can enjoy it.
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Dec. 2024
Very fun 3D platformer! Took me around 20 hours to 100% the whole thing, every level, collectible, etc. It's got a cute style and nice music. The characters are cute, but the story was alright - I wasn't too invested. The gameplay is a little floaty, but I still had a lot of fun with the moves and powers.
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Oct. 2024
Irresponsibly maximalist and ambitious obstacle course gaming that runs pretty counter to a lot of other indie platformers that I've played, sacrificing a sense of tight brevity in favour of a sprawling odyssey of endless collectibles and challenges. Demon Turf is a really cool game in a lot of regards, having some of the most fun movement in the genre and then basing everything around being able to utilise it to its fullest extent, throwing a lot of linear, abstract obstacles at the player instead of really trying super hard to make something that feels especially cohesive. While this initially doesn't sound especially great, I think it works well for something like this that's basically entirely focused around utilising your moveset to increasingly grand heights, regularly revealing little nuances to the player without really feeling interested in elements beyond the pure experience of being able to soar between platforms in increasingly scary ways. Unfortunately, the ambition that this game embodies comes with some drawbacks, as not all of the ideas implemented are especially enjoyable, with things stacking up and becoming increasingly unpleasant as time goes on, leaving things feelings weirdly unsatisfying in certain regards. The movement in this game is incredibly good in the way that it strikes this careful balance of being intuitive and fun to pick up, without ultimately being too unobtrusive and mindless to utilise to its fullest extent. It's all about limitations, with quite a few moves preventing you from pulling other ones off, leaving the player in a state where they're constantly having to think about the best way to approach any given situation, not able to just completely wing it and have it all work out in the end regardless. My favourite of the techniques you're given is the spin boost jump, taking a lot of cues from the Mario 64 long-jump (one of the best things in a video game ever) and twisting it around a little bit to become and even more versatile and powerful tool in your arsenal, filling a bit of a different niche, but being one of the best feeling things ever nonetheless. I also need to commend how intuitive and readable everything is on a base level, with no depth perception problems nor difficulty in figuring out exactly where you need to land despite the artstyle at first glance seeming as if it'd be devastating for readability, so massive props there. On the other hand however, you've got an assortment of items that you slowly gain throughout the game, one for each new zone, and most of these are pretty rough in their own unique ways. The grappling hook, despite being so simple in theory, ends up faltering a bit due to how it controls. You need to have your camera pointed directly at the hook point you're aiming at, preventing a lot of it from flowing especially smoothly due to constant camera movement shenanigans you need to be doing on the fly to ensure you actually latch on properly. On top of this, your momentum comes to a halt as soon as you hit the hookpoint, limiting how powerful it feels since you'll always be coming to a halt once you've begun leaving it with a strange stop-start motion that never ends up feeling good. I similarly find the gliding to be an unpleasant tool for extremely similar reasons, especially with how you can only really control your height and turning angle by moving the camera, which feels off. There's no real disconnect between the character and this abstract game construct that by all rights feels as if it should be kept at some level of separation from the player in this context, which just always makes gliding feel so off, despite the fact that the Spyro fan within me should adore this manoeuvre in theory. The time slow power is my least favourite however, since I don't really find that it contributes much to the level design at any point and more feels like another small inconvenience to add to certain sections without really adding much that's actually compelling to what you need to do, now you just, sometimes have to switch to another item in order to make it through an incredibly easy section, it feels arbitrary and just all around annoying and serves to break up the pacing in a rather stilted way. I like the wheel powerup a lot though, very snappy and the only time where the camera controlling aspects of the character in transformations works to its benefit, essentially granting you the ability to make certain sharper turns in a far more precise and controllable way. On the whole though, the extremely iffy powerups consistently make the game feel worse as it goes on, paving the way to more sections that momentarily drag you away from the phenomenal core movement in favour of gimmicks that feel bad. I also feel like the ramping difficulty gradually made collecting everything feel less enjoyable, as after the 2nd world, you kinda hit a point where just beating the level can become such a challenge in its own right that the idea of exploring around everywhere stops being quite as enticing, there no longer was that same drive for me to get to know everything inside and out when I was out here struggling just to survive at all. This is exacerbated by how the later stages will often have more instances of one-way gates that stop it from being especially easy to backtrack at any point. Some of the remix stages also feel like a big misstep, recontextualising the stages in either very minor ways, or ways that run counterintuitive to its initial appeal, the latter of which is best seen in the Urbtops remix stage where you're given a giant, open cityscape and are told to find 8 keys strewn about, without any real sense of direction. Despite all my complaining though, this game is still really neat and absolutely adorable. I love the artstyle and I think that the way Beebz is written is endlessly endearing with her PG-rated punk attitude that gives Saturday morning cartoon vibes. The game in general is one that makes me incredibly excited for future projects that this dev will create, and while I might be a little mixed on what this one does at points, it's still a game that I can see myself looking back at with fondness whenever it crosses my mind, there's too much cool stuff here to think otherwise. 7/10
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Oct. 2024
its so pretty and the combat and movement are really fun. getting used to combining different moves to get places is really cool
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June 2024
Cool little game. I expected something more Hat in Time-y based on trailer and the main hub, but it was way more of a straightforward set of platforming challenges. Still fun though, I really like the movement, music and the attitude. I finished every iteration of every level in worlds 1-3 with the smile on my face. World 4 kinda pulled the Meat Circus on me by getting stupidly frustrating midway through. The fourth ability (slo-mo) really needs some work, you guys. Fortunately, I used the gazillion cakes that I hoarded by not buying absolutely useless fighting perks and skipped all the annoying nonsense. I’m grateful I was able to do that. Getting into Neon Splash might take some time tho, the base game kinda overstayed its welcome as is. Solid 7/10.
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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.

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Last Updates
Steam data 13 April 2025 10:07
SteamSpy data 07 April 2025 08:24
Steam price 14 April 2025 04:36
Steam reviews 13 April 2025 13:49

If you'd like to dive deeper into the details about Demon Turf: Queens Edition, 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 Demon Turf: Queens Edition
  • SteamCharts - Analysis of Demon Turf: Queens Edition concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Demon Turf: Queens Edition compatibility
Demon Turf: Queens Edition
7.6
589
143
Online players
9
Developer
Fabraz
Publisher
Playtonic Friends
Release 04 Nov 2021
Platforms