

Blast Processed
Eli Bailey · June 20, 2025 · 3D Platformer, Action, First-Person, Precision Platformer, Early Access
Blast Processed is free to play — no purchase needed. We track it so you know if that ever changes.
Screenshots
Blast Processed price
Blast Processed is free to play — there is no purchase price, on Steam or anywhere else we track. We keep watching it, so if it ever stops being free the price history on this page will show when that happened and what it changed to.
About Blast Processed
Key Features:
- Movement mechanics inspired by the full suite of Source Engine movement gamemodes like Surf and BHop. Enhancements have been made to key aspects of movement to be more welcoming for new players while not compromising on the depth of high-level play.
- Consistent, fully deterministic gameplay where specific inputs consistently return the same results, allowing for pure tests of skill where the player is in full control of their character at all times.
- Eight official maps with level design inspired by Team Fortress 2's community-made jump maps & other Source movement gamemodes.
- Visuals inspired by the early 3D PC games of the late 90s and early 2000s, designed to never infringe on the readability of the environments.
- A full replay system which saves your best times on maps to watch back or race against as a ghost.
- Official in-game leaderboards available through a Steam DLC.
- More features to come over the course of Early Access. Visit my YouTube channel to keep up with development through my devlog series.
NOTE:
This game is hard. While the mechanics of rocket jumping and advanced movement mechanics are tutorialized, it is highly recommended that you at minimum have an understanding of first-person movement mechanics and controls before playing.Blast Processed — game info
- Platforms
- Windows
- Player modes
- Single-player
- Controller
- Partial controller support
- PC Game Pass
- Not included
DLC & expansions
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
runs well, plays well struggled my first day. went to bed, next day, it all clicked. very cool gaem. excited for new maps!2 found this helpful
I've played a lot of tf2 rocket jump which this is based off of, and I'm a fan. Here are the differences: 1. This isn't based directly off the source gamemode, so all values such as rocket speed, knockback etc. are very slightly different, although they've been estimated to be about the same so if you're good at tf2 rocket jump plenty of skill will transfer over 2. You no longer need to crouch, and crouch has been replaced with a slide key which lets you slide along the ground as well as increase your gravity to fastfall in the air 3. Strafe speed has been increased and you can hit buffered bhops to not lose any speed. you also have a faster base walk speed 4. None of the weird/tick perfect stuff has been carried over, such as speedshots, ctaps, bounces, wallbugs. 5. There is an audio cue for syncs 6. It's easy to get max knockback on walls, making wall catches and climbs faster/easier 7. It seems like you need to aim further in front of you in general when you are moving at speed. e.g for pogos. Personally I like these changes, since speedshots and syncs were always my least favourite part of rocket jump. It may take less skill to maintain speed with the bhop changes, b…
I know this is just a skill issue, but man, this game is way too hard. Overall 1/10, not worth the storage space, but not bad enough to leave a negative review, though it deserves one for those horrible tutorials.
I definitely wanted to try this game—I came across it on YouTube through the devlogs, and it looked great! Unfortunately, the experience wasn't what I expected, as I encountered some unusual mechanics that don't really align with the true Rocket Jumping experience in TF2. Essentially, it seems the developer aimed to capture the feel of speedrunning TF2 maps, but without putting in the time needed to learn and refine the techniques to achieve that. Instead, that time was invested in building something similar to evoke a comparable sensation, which, to be fair, is quite satisfying. However, the experience doesn't really resemble an actual TF2 speedrun. Acceleration feels disproportionate, pogo and speedpogo are affected by that, wall shots feel odd, wall catches are absent because they're not necessary, and rocket speed is so high that the rocket will always reach your destination before you do—no matter how fast you're moving. Even while falling, you can still pull off a wall climb. Syncs feel uncomfortable for the same reason: the rocket speed. If you already have some experience with rocket jumping in TF2, you might want to approach this one with caution, as practicing a lot in t…
peak gaming very fun
it does, in fact, have b-hopping
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