Penny’s Big Breakaway on Steam - User reviews, Price & Information

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Ready. Set. YO! - Join Penny & Yo-Yo in a kinetic 3D-platformer bursting with innovative gameplay! Showcase your catalog of tricks and chain impressive combos to deliver Penny & Yo-Yo's perfect breakout performance. Take the stage with this vibrant pair in Penny’s Big Breakaway.

Penny’s Big Breakaway is a adventure, 3d platformer and platformer game developed by Evening Star and published by Private Division.
Released on February 21st 2024 is available only on Windows in 11 languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese and Traditional Chinese.

It has received 982 reviews of which 802 were positive and 180 were negative resulting in a rating of 7.8 out of 10. 😊

The game is currently priced at 29.99€ on Steam, but you can find it for 22.44€ on Instant Gaming.


The Steam community has classified Penny’s Big Breakaway into these genres:

Media & Screenshots

Get an in-depth look at Penny’s Big Breakaway 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 i5-3470 or AMD Ryzen 3 1200
  • Memory: 4 GB RAM
  • Graphics: Nvidia GTX 750 Ti or ATI Radeon HD 7850

User reviews & Ratings

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

March 2025
A rollercoaster of emotions with this one: The good: +Incredible movement (when you actually get the hang of it). You can do a lot with the game's momentum if you know what you are doing, and the levels are very well accomodated for that +Level design keeps getting better and better towards the end. The stages have a cool theme with a spin, and there a lot of little gimmicks added in each world. +At first didn't love the music, but there are a lot of certified bangers in here +Good and rewarding collectibles that flow very well within the levels +The bonus levels you unlock with the collectibles are exactly what they needed to be; focused challenges that really feel like a bonus stage with no connection to the main game. The bad: -The boss battles ended up being more of a nuisance than a good addition, even the final boss was kind of a chore compared to the normal levels. -The "pro" control scheme (jump with the bumpers, use the Yo-Yo with the Right Stick) ended up being a failure in my eyes; i totally get what they were going for and i tried to master them, but it just didn't feel right. Ended up using the "simple" one (jump and yo-yo with the face buttons) but without actually activating it; luckilly the game lets you use both at the same time in case you need the precision of the Pro scheme (which almost never happened in my playthrough) -I value unique artstyle, but i cannot stand the protag's design. I can't even look at its face, i don't know why but it really bothers me -The QTEs at the end of each level are not only anticlimactic but it could've been nice if at least there were more than 3 animations for the whole game or if it at least tried to match your button presses. It felt more like an afterthought to add SOMETHING to the end of the stages. Completely unnecesary, adds nothing. And it makes me look at the face of the character even more -The NPC's that give you a timed challenge, begin the timer inmediately, by the time you are reading the text telling you what you need to do, the time is already ticking. That may sound like a minor thing but drove me up a wall -The "Ride" controls (an integral part of your moveset) are super counterintuitive. I spent like half the game without understanding how to actually steer the thing -Very buggy, i've fell through the terrain a lot, at the worst times even Ok, it seems like i have more gripes than praises for this game, but i ended up liking it a lot once i've come to terms with most of its cons. Once i truly understood how the movement works and what controls to use, i couldn't put it down. So if you go with all of this into consideration, you will enjoy it too.
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Feb. 2025
The best 3D sonic game by far. Amazing moveset, awesome level design, killer music, and really funky pleasant aesthetics for the art. The story is really silly and the dialogue too. 90% of this game is incredible. However, that other ten percent. There is a decent amount of jank in this game. Every once in a while, a particular spot on a particular level will give you some trouble because you glitch into the floor. The boss fights range wildly in quality as well. Some are challenging in a fun way, but a few are just abysmal. Wonky hitboxes, boring mechanics, or challenges that test your patience rather than your skill. A recurring issue I had is that when you need to swing a hammer many times in one of the later bosses, if you do it too quick it registers as a dash and flings you off of the arena. That's not challenging, it's just frustrating. Also many times I took damage while having no clue what hit me. Another huge issue that plagued me was depth perception. When you're not dodging obstacles you're doing some platforming and sometimes the camera is just not in the right position. It's really hard to tell where to land when you are having trouble calculating how far the platform is from the camera. They tried to mitigate this by doing the old trick of having your shadow ignore the lighting and always display directly below you, but it's not enough in a lot of cases. I know it sounds like I hate this game, but I don't. The mechanics are fantastic, I love landing on the little platform at the end of the level and doing tricks, and I adore rolling down big slopes and dodging enemies. Again, 90% of this game is not just engaging, but addicting. Highly recommend, I just wish they polished just a little bit more.
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Feb. 2025
Most inventive and inspired 3D platformer in a long time, full of unique ideas and is very rewarding to play due to the high skill ceiling with the movement. The game has a lot of early 3D Sega energy when they were experimenting with many new gameplay styles that I appreciate. I hope that Evening Star gets to make another game at some point as I completely loved this. It's sad that it didn't sell as well as they'd hoped. I highly recommend it.
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June 2024
The movement/trick based gameplay is quite fun, but ultimately, this game is very unpolished. I respect the hell out of Christian Whitehead and co., and I absolutely understand why they wanted to break away from Sonic despite the success of Sonic Mania, but this game has definite issues, not just limited to the poor collision that everyone has already brought attention to, and I'd really only call it a complete recommendation for diehard fans of either platformers or the art of Naoto Ohshima which this game clearly draws from. Other than those groups, I would say play at your own risk.
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June 2024
This is an extremely good game, and a very strong start for the studio. Penny's trick-based platforming moveset is well-realized and most of the levels are very pretty, with strong level design that makes it easy to keep up the flow especially on a second run though. I especially like looking at the concept art that's more like a diorama view and really shows off the shapes and curves of it all. The concept art being the reward for the score challenge is mostly why I went back and got good enough at the levels after beating the game. Overall I think the pool-based world is my favorite because I loved the aesthetics the most there and it had that sweet spot of long levels where the objectives and platforming parts flowed into each other fairly well. But still just enough difficulty that it's a challenge to keep your combo meter up while navigating it. The sound effect for gliding across the water was very good too. And I appreciate that they made their own engine for this game that only does what the game needs it to, does it very well, and it well optimized to the point I easily maintain 144fps at all times. I appreciate that a lot. I know on launch a lot of people had issues with collision and falling through geometry. In my main playthrough in May-2024 it only happened once while trying to jump into a tuba during the final world, and I can accept that. Replaying the levels for the score challenge and retrying them a lot showed a lot more of those issues however, especially in Pengoville and the last world. Not enough that I can’t play normally but it's just often enough while trying to focus and keep high momentum that it got frustrating. Major complaints as a freak who mostly got good: - Each level needs its own distinct music. What's there is very, very, good and reminds of things that will go unnamed but there just needs to be more if only so each level stands out better. - The timing on the cutscenes, especially the ones using the 2D assets, felt like it needed to be a lot snappier. - The boss fights are either slow and boring, like the sumo fight or Mr. Q. Or they're overcomplicated and frustrating to play like the final boss or the penguin mech. I will always skip these whenever I come back. Also, I am begging you. If you have mid-fight speech bubbles and cutscenes, make it possible to just skip them on every try after the first. Or just don't play them at all after the player dies the first time. I understand that the emperor is falling back after the QTE, please let me move on. Taboo's the best because it's just a platforming challenge where you're technically racing another Penny. - Some of the later worlds either have some really frustrating gimmicks or level design, like Pengoville and Industria. Or platforming for the levels and the "helping people" side-challenges felt too tight to feel very fun with Penny's looser, flow-based moveset, like the lava court world. The LAST two worlds dialed it back and played much more to her moveset's strengths again, so it's more a mid-late game issue than a complete downturn. - Penny's moveset is not well equipped at all for picking up a powerup or a quest item while moving and keeping your combo while doing it. Sometimes I can grab something with the double jump and keep the flow that way, but not easily and reliably. At this point I accept I just have to stop moving entirely, pick the thing up, and then start grooving again. This also seems to apply to most places when you need to spin, and all places where you need to latch onto an object. Very obvious thing to polish or rework in a sequel, unless the solution is just get even better lmao. Maybe it could be solved with a new main trick in the moveset? Overall this is still a very well realized game that I highly recommend. It faltered in ways that seem relatively easy to address or are solved by putting more stuff in, And I hope I can see more from this team and studio in the future. It got a Steam review out of me which is very rare, and I started writing expecting just to give a paragraph. She's neat.
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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 10 April 2025 12:08
SteamSpy data 12 April 2025 19:19
Steam price 15 April 2025 04:30
Steam reviews 13 April 2025 09:49

If you'd like to dive deeper into the details about Penny’s Big Breakaway, 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 Penny’s Big Breakaway
  • SteamCharts - Analysis of Penny’s Big Breakaway concurrent players on Steam
  • ProtonDB - Crowdsourced reports on Linux and Steam Deck Penny’s Big Breakaway compatibility
Penny’s Big Breakaway
7.8
802
180
Online players
2
Developer
Evening Star
Publisher
Private Division
Release 21 Feb 2024
Platforms
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