Triple Take

Triple Take

FlyAway Studios · October 6, 2022 · 2D, Horror, Precision Platformer, Pixel Graphics, Controller

Buy Triple Take from YUPLAY at $0.77 — the cheapest of 12 stores we compare.

PC
Very Positive89% · 80
Best price 43 Good deal
$0.77-85%
$7.94lowest tracked $0.31
YUPLAY Buy at YUPLAY

Prices last checked

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Where to buy Triple Take — official stores

Steam
Steam
Standard Edition · Steam
-85%
$1.04
$6.99
Buy
GreenManGaming
Standard Edition · Steam
-15%
$5.94
$6.99
Buy
GamesPlanet
GamesPlanet
Standard Edition · Steam
-10%
$6.16
$6.85
Buy
GamersGate
GamersGate
Standard Edition · Steam
-10%
$6.29
$6.99
Buy
AllYouPlay
AllYouPlay
Standard Edition · Ubisoft Connect
$6.99
Buy
IndieGala Store
IndieGala Store
Standard Edition · Steam
$6.99
Buy

Cheapest Triple Take keys — keyshops

Keyshops are third-party marketplaces — keys are resold and can be region-locked or a different edition. Check the listing's region & edition before buying.

YUPLAY
Standard Edition · Steam
-90%
$0.77
$7.94
Buy
Eneba
Standard Edition · Steam
$0.94
Buy
Dreamgame
Dreamgame
Standard Edition · Steam
$6.99
Buy

Some store links are affiliate links — playze may earn a commission at no extra cost to you. It never changes the price you pay, and the cheapest option is always shown in the Best price box above.

Triple Take price by region

Triple Take costs £0.56 in the United Kingdom, €0.63 in Europe (EUR), $0.77 in the United States, zł3.48 in Poland, $4.69 in Georgia (USD), CA$7.99 in Canada, NZ$8.89 in New Zealand, A$9.95 in Australia and R$14.49 in Brazil right now.

Cheapest Triple Take offer in each region, in local currency
RegionBest priceOfficial storeKey shopStores
United Kingdom £0.56 −89% £5.19 £0.56 3
Europe (EUR) €0.63 −85% €1.04 €0.63 14
United Statesyour region $0.77 −85% $1.04 $0.77 12
Poland zł3.48 −86% zł25.49 zł3.48 2
Georgia (USD) $4.69 $4.69 — 1
Canada CA$7.99 CA$7.99 — 1
New Zealand NZ$8.89 NZ$8.89 — 1
Australia A$9.95 A$9.95 — 1
Brazil R$14.49 R$14.49 — 1

Each row is a real price from that region's own stores, not a currency conversion, so the figures are not directly comparable. Switch regions in the header to shop the one you buy in.

Screenshots

About Triple Take

When you start any level for the first time, it might seem to be almost too easy to beat, but the levels evolve when you play further. Every time you beat any level, the level changes somehow and you need to play it again.

Three times. Triple Take. Ok, you got it.

This makes completing levels… difficult. Jumps become more difficult, new threats reveal themselves, and new pathways open up! Difficult.

Main features


  • Three variations of each level
  • 5 worlds and over 50+ levels
  • Boss fights!
  • Different worlds are shaded a different color
  • Includes an amazing OST by Tobias Roberts

“Triple Take introduces some really surprising game design ideas that left us stunned at first sight”, an anonymous person from Bonus Stage Publishing states, and continues: “Oh, and I need to add that speedrunning this game will be absolutely hilarious to watch.”

Discover the real truth of the game. But be careful, it might not be happy to be discovered. Oh, and this is also a horror game. I almost forgot to mention that.

Triple Take — game info

Platforms
Windows
Player modes
Single-player
Controller
Partial controller support
PC Game Pass
Not included

What Steam players say

Recent verbatim reviews from Steam — separate from playze.io community reviews below.

Recommended May 21, 2026
Triple Take is a precision platformer developed by FlyAway Studios and published by Bonus Stage Publishing that transforms a familiar side-scrolling formula into something far more unusual through clever design and surprising structural ideas. At first glance, it resembles a traditional retro-inspired platformer built around hazards, movement mastery, and increasingly demanding stages. However, the game quickly reveals a stronger identity through mechanics that challenge player expectations and reshape how progression works. Instead of simply pushing players through levels one time before moving forward, Triple Take builds its entire experience around repetition, adaptation, and unpredictability. The core idea immediately separates it from countless other platformers. Every stage requires three separate completions, but repetition never functions as padding or artificial length. Levels evolve after each successful run. Hazards shift positions. Routes transform. Familiar environments become unfamiliar. Players who believe they fully understand a stage quickly discover that mastery is temporary. Triple Take continuously changes the rules without abandoning the systems players have a…
1 found this helpful
Recommended Jul 24, 2026
Got it for dirt cheap on a keysharing site, and I enjoyed it. It's not revolutionary, or super deep, but it's a solid, tight, and fast little platformer that I can recommend if you want basically anything and everything platformers. Get it on a sale though, it's short.
Not recommended Jul 20, 2026
I don't typically review games pre-completion but Triple Take is a rare exception. Initially I was sold on the unique gimmick and style (especially given it's obvious inspirations in terms of tone and aesthetics from the likes of Undertale). But there is just so much about the game at its core -- primarily on a gameplay front, that holds my overall experience and enjoyment back. Beginning with, first and foremost, hit detection. Compared to the other objects in an arena, your player's hitbox feels unnecessarily large. This in turn led to a lot of unfair deaths. Second, difficulty might be this game's strong suit but balancing is definitely a close 12th. As many may have already pointed out, the transition from World 4 to World 5 is ridiculous and frankly, makes me wonder if any proper playtesting of that section was even considered. 4-5 is an especially low point in terms of overall enjoyment. Strategy seems to take a back seat in favor of absurd snap reactions and overwhelming level gimmicks that are very unforgiving. Third, the outside gameplay ala DDLC and similar fourth wall breaking experiences was somewhat tedious, even if it is fitting for the narrative the game wants to tel…
Not recommended Jul 8, 2026
Positives first, because at the core this is a good game no doubt, but there is just too much that keeps me from recommending it. I really enjoyed the characters and the dialogue. They are all very distinct and I personally found them funny and was looking forward to new interactions after each level. I also enjoyed the music. While each track is rather repetitive/loops quickly, each world and boss has its own music so the tracks never overstay their welcome. The Boss-fights are also pretty creative and fun. Now however the Negatives and they all have one complaint in common: Wasted Potential. Wasted Potential everywhere. First the level design, especially the hazards. I went into this expecting somewhat of a challenge having read some of the reviews. This challenge never came with the exception of the last phase of the final boss. Its just that the levels never do anything truly interesting. The worlds introduce new hazards and then proceed to do nothing with them. At times hinting at cool ideas just to not explore them. Concerning difficulty It also felt like the level designer was scared to make the levels truly difficult, giving you savespots/restspots everywhere to the poin…
Not recommended Jul 4, 2026
I'm fairly mixed on this game but I think ultimately I lean towards a negative review. I think when the game is doing something right it's fairly neat, but the flaws just really hold it back. Biggest flaw is for sure the hitboxes. The player's hitbox is huge and this is a huge issue in a precision platformer. There's a lot of one gap jumps and man you'll just hit something when you think you are going straight on. The final boss was particularly annoying due to many moves exploding slightly larger causing you to barely dodge something, and still get hit despite visually it looking nowhere near you. Jumping is also pretty annoying, holding down the jump will make you continuously jump in place, but this is an issue when holding down the jump also makes you jump higher. It caused a lot of issues where I would make a far jump, but the player does a second jump I don't want when I land and since I stopped holding the jump it would be a tiny jump that often kills me since I wasn't expecting it. The game has a lot of gimmicks which some can be fun (air and ropes usually led to some decent design), but a lot just don't feel like they work right. Wall jumping feels really bad, jumping off …
Recommended May 14, 2026
Cool game, AWESOME soundtrack my one complaint is that the hit boxes for what can kill you feel WAY TOO BIG but overall it is a very fun game!

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