Action

Uppercute

Uppercute is a fast 3D action platformer where the Uppercute sisters dive into people's minds, chain movement skills, and fight corporate lies to find their missing brother.

ActionPlatformerSpeedrunIndie3D Platformer
Uppercute hero image
Developer
PrettyScar
Platforms
Windows
Price
$9.60
Release date
October 9, 2026
Players
Single-player
Game type
Action, Platformer, Speedrun, Indie, 3D Platformer
Publisher
PrettyScar
Updated
October 19, 2026

Editorial check

Reviewed game information

Editor
Game How To Editorial Team
Last checked
October 10, 2026

Update history

  1. Deep dive expansion: achievement unlock-rate table, world/boss structure, movement tech tier list, score math, pet loadout, patch 1 changes.

  2. Launch-day guide covering movement tech, scoring, and level structure.

Official game

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What Is Uppercute?

Uppercute is a fast-paced 3D action platformer from PrettyScar that hit Steam on October 9, 2026 for $9.60. You play as one of the Uppercute sisters, diving into people's minds to retrieve information in a dystopian city run by corporations, hunting for the truth behind your brother's disappearance. Each mind is a platforming course with combat mixed in, and the whole game is tuned around one feeling: going fast until the run is clean.

The road here was long. Uppercute ran a Kickstarter, showed up at Steam Next Fest Summer 2025 with a demo, circulated through indie showcases like GCMX, and finally shipped on October 9 alongside a wave of other indies. Launch reviews are unanimously positive across the first wave of players, and the one-liner everyone reaches for is the same: it's Neon White, but with characters and a story. Steam leaderboards are built in, the game tracks 40 achievements, and the difficulty curve is designed so finishing a level is forgiving while topping the leaderboard is brutal.

A single playthrough runs a few hours. The real content is replay: score attacks, friend-leaderboard chasing, and mastering the movement tech this guide covers.

Game Details

FieldDetail
Genre3D action platformer / speedrun-focused
Developer/PublisherPrettyScar
PlatformWindows 10/11
Price$9.60
PlayersSingle-player
Release dateOctober 9, 2026
ControllerFull support
Achievements40
LeaderboardsSteam Leaderboards integrated
Steam CloudYes
LanguagesEnglish, Japanese, Portuguese-Brazil, Simplified Chinese

System Requirements

ComponentMinimumRecommended
OSWindows 10Windows 11
CPUIntel i5-3470 or Ryzen 3 1200Intel i7-4770K or Ryzen 5 1400
RAM4 GB8 GB
GPUGTX 750 Ti or Radeon HD 7850GTX 770, R9 270X, or Intel Arc A380
DirectXVersion 11Version 11

Modest requirements by 2026 standards. One launch reviewer specifically called out that it is well optimized on handheld PCs, which is rare praise for an indie platformer in its first week.

Getting Started - Core Movement

The Movement Kit

Uppercute's platforming is built on a stack of movement verbs that chain into each other. The exact kit per your run: run, jump, dash, and the signature uppercut launcher that doubles as a vertical recovery and a combat opener. The design goal, per the store copy, is gameplay focused on speed where the challenge is improving your line through each obstacle course.

Three habits separate a 40th-percentile time from a podium run:

  1. Never touch the ground longer than a jump requires. The movement system rewards airtime chaining. Every landing is a speed reset unless you convert it into a dash or a jump cancel.
  2. Uppercut is recovery first, combat second. New players burn the launcher on enemies. The score meta uses it to extend air chains and skip geometry.
  3. Restart is a feature, not a failure. One launch reviewer pinned the game's addictiveness on instant restarts: the ability to reset a level at any moment turns casual runs into tryhard loops. Use it constantly.

Combat Basics

Enemies in the minds are obstacles with hitboxes. The launcher (uppercut) sends them flying, which matters because airborne enemies become platforming steps. The combat loop in a scored run is: launch an enemy, bounce off it, extend your air chain, land past the fight entirely. Treating combat as a detour costs you points and seconds; treating enemies as movable platforms is the intended tech.

The review that called it "easy to play, hard to master" is the accurate one-liner. Your first pass through a level will use a fraction of the kit. The game never forces the advanced tech; leaderboards do.

Scoring and Leaderboards

Every level tracks a time-and-style score feeding Steam Leaderboards. The scoring meta, pieced together from launch reviews and the demo community:

  • Speed is the base. Clear time is the backbone of the score.
  • Chains multiply. Unbroken movement chains (jump-dash-launcher sequences without touching a reset state) multiply your base.
  • Combat bonus. Defeating enemies adds score, but only worth it when the kill sits on your natural line. Detouring for kills loses more time than the bonus pays.
  • No-damage runs score clean. Getting hit breaks your chain multiplier in addition to the time cost.

The practical loop for climbing: run the level three times. First run, learn the layout and die anywhere. Second run, find the line. Third run, execute the line cleanly and only then hunt optimizations. Reviewers consistently compare it to Neon White's one-more-run pull, and the structure supports it: levels are short, restarts are instant, and the leaderboard is right there.

Level Structure - Diving Minds

The campaign is a series of mind-dives. Each dive is a self-contained course themed around the person whose mind you're inside, which gives levels distinct visual identities even inside the shared neon aesthetic. Between dives, a story layer unfolds: the sisters' investigation into corporate corruption and their brother's disappearance.

Two structural notes for planners:

  • Story pacing is on your side. Narrative beats land between levels, not inside them. Nothing interrupts a run mid-course.
  • Levels end when you reach the exit, not when you clear enemies. Any enemy you leave behind is only a score question, never a gate. Route around everything on a first pass; fight on optimizes only.

Advanced Movement Tech

The community tech list is still forming in launch week, but the demo community (active since Summer 2025) established the fundamentals:

  • Dash-jump chaining preserves more speed than dash-ground-dash. The timing window is generous by speedrun standards but the muscle memory takes a few hours.
  • Launcher cancels. Uppercutting at the edge of a platform converts horizontal speed into vertical without the jump animation's startup. This is the single biggest time-saver on leaderboard runs.
  • Enemy bounce routing. Launched enemies stay bouncy for a short window. Plan lines through enemy clusters as bounce paths rather than fight paths.
  • Corner-cutting with the camera. The camera follows your velocity. Sharp inputs let you clip visual corners on curves; worth practicing on the highway-themed levels where the geometry allows it.

Watch the top-10 leaderboard ghosts before grinding optimizations. The replay culture around time-attack platformers means the fastest routes get documented by ghost alone, no guides required.

Achievements Overview

Uppercute ships with 40 achievements. Global unlock rates from the first weeks of tracking tell you exactly where the player base stalls, which is the same wall most new players hit:

AchievementUnlock rateWhat it asks
Ach_S81.7%Finish the tutorial runway
TutorialComplete67.2%Clear the tutorial block
EquipPet44.8%Put Jorgito (or any pet) on
Head1Complete38.7%Clear the first world head
S1834.1%Score threshold 18
Ach_U21.4%Master the uppercut tech
Head2Complete17.2%Clear the second world head
Hook / Spike~16.5%Specific tech executions
BossCH116.3%First chapter boss
AirTime11.2%Sustained air chain
BossH110.7%First world-head boss
Head3Complete9.8%Clear the third world head
Superdash8.4%Unlock/execute the superdash
Head4Complete7.9%Clear the fourth world head
S36 / S54 / S736.5% / 3.2% / 2.3%Escalating score thresholds
Uppercut / Reflect5.6% eachNamed tech achievements
Heavypunch / DistancePunch4.6% / 4.2%Combat finisher achievements
Cuttemode4.2%Cute-mode toggling
Bomb3.7%Bomb-tech execution
Head5 / Head6 / Head75.1% / 4.6% / 3.7%Late campaign clears
BossCH2-7 / BossH2-62.8% down to 1.4%The long boss tail
LevelRush1.4%Full-campaign speed condition
Ach_Ghosts0.4%The mountain

The shape of that table is the shape of the game. Half of everyone who buys it finishes the tutorial and quits; one in six clears the second world; one in twenty reaches the late heads. Nothing is missable, but the back half of the achievement list is a genuine filter.

Practical reading for your own run: the Head1-to-Head7 sequence (38.7% down to 3.7%) is the campaign spine, the BossCH and BossH sets are its gates, the S-thresholds are the score-attack layer, and the tech achievements (Uppercut, Reflect, Superdash, Bomb, Hook, Spike) are the movement curriculum. Chase them in that order: campaign first, techs second, scores last.

What the Unlock Rates Say About Difficulty

Two numbers deserve attention beyond curiosity. EquipPet at 44.8% means almost half of all owners never equip Jorgito, which is the single easiest achievement in the game. That is the quit-rate fingerprint: those players left before exploring a menu.

BossCH1 at 16.3% versus Head2Complete at 17.2% shows the first chapter boss sits almost exactly at the same wall as clearing the second world. The campaign's first real skill check is that boss, and the players who clear it mostly keep going (the BossCH tail decays slowly from there, 2.8% to 1.4%, rather than falling off a cliff).

If you bounce off a boss three or four times, you are at the wall where a third of the player base stopped. The fixes that work: watch a leaderboard ghost for the intended line, re-check your pet and loadout, and remember instant restarts make a 20-attempt grind cost 10 minutes, not an evening.

Step-by-Step Strategy

Sequence 1: The First Two Hours

  1. Play the tutorial at full attention. Ach_S sits at 81.7% and TutorialComplete at 67.2%, but the movement habits you build there are the whole game. Do not sprint past it.
  2. Equip a pet immediately. The menu is easy to miss (44.8% never opened it) and the achievement is free.
  3. Clear Head 1 without touching the leaderboard. Learn layouts before optimizations; score-chasing too early builds bad routes.
  4. Restart on every mistake without exception. The instant-restart habit is the core skill. Building it in hour one makes every later grind five times cheaper.
  5. Beat BossCH1. This is the game's first filter. Expect a dozen attempts; learn the boss as a movement puzzle, not a damage race.

Sequence 2: The Campaign Spine (Heads 2 through 4)

  1. Pick up Superdash (8.4% have it) the moment the tree allows. It changes routing more than any other single unlock.
  2. Alternate one story level with one replay of the previous level. The replay keeps tech warm and pays score-achievement progress (S18 at 34.1% falls naturally here).
  3. Save BossH1 for when Head 3 feels hard, not before. The boss fights teach the tech the next heads demand.
  4. Watch one ghost per new world. Ten seconds of a top-10 line replaces an hour of guessing where the route goes.
  5. Bank no-damage runs on heads you already beat. Clean runs on familiar levels are the cheapest chain-multiplier practice in the game.

Sequence 3: The Tech Curriculum

The named tech achievements form a learnable order, roughly by unlock rate and prerequisite:

  1. Hook and Spike (~16.5%). The foundational executions; both feed later chains.
  2. AirTime (11.2%). Sustained chain practice; do it on a level you know cold.
  3. Superdash (8.4%) if not earned in the spine.
  4. Uppercut and Reflect (5.6% each). The mid-tier techs; Reflect in particular changes boss fights.
  5. Heavypunch and DistancePunch (~4.4%). Combat finishers; best farmed on early-world enemies where spacing is calm.
  6. Bomb (3.7%). The last of the standard techs before the campaign tail.

Sequence 4: The Score Ascent (S18 to S73)

  1. S18 (34.1%) on your best level, not the first one. Thresholds are global; pick your strongest course.
  2. Chain discipline beats raw speed. An unbroken jump-dash-launcher chain multiplies a decent line past a perfect-but-broken one.
  3. Fight only on-line enemies. The combat bonus pays when the kill sits on the route; every detour loses more than it earns.
  4. S36 (6.5%) and S54 (3.2%) arrive from the same grind. One good level, executed cleaner each attempt, carries all three thresholds.
  5. S73 (2.3%) wants a no-damage run on your best course. Chain intact from start to exit is the only math that gets there.

Sequence 5: The Endgame Tail

  1. Heads 5 through 7 (5.1% to 3.7%). The campaign's real difficulty lives here; expect longer session-per-head than the first four combined.
  2. The BossCH and BossH tails (2.8% down to 1.4%). Each is a checkpoint save away from cheap attempts; use instant restart to keep grind cost low.
  3. LevelRush (1.4%). The full-campaign speed condition. Attempt it only after every tech is muscle memory; it is a capstone, not a challenge.
  4. Ach_Ghosts (0.4%). The game's white whale. Whatever it demands, the preparation is everything above.
  5. Completion estimate: 10 to 15 hours for the campaign-first, techs-second, scores-last order. Single-sitting players should bank Head 4 before attempting the tail.

Advanced Tips

  1. Instant restart is your best friend. The moment a run goes sideways, reset. Sunk time is not recovered time.
  2. Play with a controller. The game supports keyboard, but analog stick precision for micro-adjustments is what the levels are tuned around. Full controller support includes the accessibility options.
  3. Enemies are platforms. Fight only what sits on your line.
  4. Learn one level's leaderboard ghost before moving on. The tech transfers.
  5. Turn on the custom volume controls early. The soundtrack slaps, but voice lines repeat; the game lets you mix them separately.
  6. Playable without timed input exists. If the dexterity demands get rough, the accessibility mode adjusts input windows rather than trivializing courses.
  7. Jorgito is the pet and the best boy. Community consensus. No mechanical effect documented, moral support confirmed.

Pets and Loadout

The pet menu is the game's quietest system and its most skipped: only 44.8% of owners have ever equipped one. There is no evidence pets change physics or scores, and that is exactly why the decision is free. Equip Jorgito (or whatever you unlock) from the menu before your first real run and collect the achievement.

A working loadout checklist before any serious attempt:

  1. Pet equipped. Free achievement, zero downside, morale bonus on long grinds.
  2. Volume mix set. Music up, voice lines down if they distract you on resets; the custom volume controls exist for exactly this.
  3. Motion blur off for score attempts (Patch 1 addition). The October 17 patch added the toggle, and reading tight chains is easier without it.
  4. Screen shake off if the pistons or boss impacts throw your lines. Same patch, same menu.
  5. Controller confirmed, D-pad movement as an alternative (Patch 1). Analog is the default recommendation, but the D-pad is now a legitimate choice for players who prefer discrete directions on grid-like sections.

None of these change your hands' job. All of them change what your eyes can do, and at leaderboard pace eyes are the bottleneck.

Patch 1 Changes That Matter (October 17, 2026)

The first post-launch patch is small and entirely practical:

  • Level start loads before play begins. The old build let you start moving while the level streamed, which meant inconsistent opening frames and wasted attempts at the leaderboard. Every run now starts clean, which matters most for the short sub-20-second levels where one stumble is the whole difference.
  • D-pad support. A second movement option alongside the stick.
  • Motion blur and screen shake toggles. Both in the Video tab, both worth setting before score grinding.
  • Continue moved to the top of the main menu. Small fix, right fix for a replay-heavy game.
  • Factory pistons only damage while falling. Level 2's most common cheap hit no longer exists. If you built a route that treated the pistons as touch-death, re-walk it; the geometry now allows tighter lines under them.

The patch's spirit is clear: the developer is tuning the game for the retry loop it was designed around. Nothing about movement or scoring changed.

Steam Deck and Performance

Uppercute is one of the rare launch-week indies with handheld-PC optimization called out in reviews by name. The minimum spec (GTX 750 Ti) is well below Deck hardware, and the game runs well on handheld PCs per launch players. Expect battery drain consistent with a 3D platformer, roughly mid-pack. Full controller support means zero remapping work on Deck.

How It Compares

Neon White is the obvious and mostly fair comparison: card-based movement gifts versus Uppercute's dedicated kit, heaven's hub versus a story about sisters. The distinction launch reviewers keep making: Neon White's gameplay is discard-driven card play, Uppercute's is a fixed moveset you internalize once. If Neon White lost you on card management, Uppercute is the purer movement expression.

Spark the Electric Jester 3 and Sonic-likes share the momentum-platforming DNA but with open levels; Uppercute's courses are linear score attacks.

Katana ZERO matches the "one more run plus story between levels" structure, though Uppercute's story is lighter and warmer than Katana ZERO's bleakness.

The game's own framing is the cleanest: gameplay focused on speed, where the challenge is improving. Every design choice serves that sentence.

Is Uppercute Worth It?

At $9.60 with unanimous positive first reviews, 40 achievements, built-in leaderboards, and handheld optimization, Uppercute is an easy recommendation for anyone who likes movement games. The caveats: it is short if you don't engage with score chasing, the story is serviceable rather than gripping, and the difficulty ceiling on leaderboards will eat speedrun tourists alive. Buy it for the movement loop, stay for the ghost-chasing.

FAQ

When did Uppercute release? October 9, 2026 on Steam for Windows, self-published by PrettyScar.

How much does Uppercute cost? $9.60 at launch, with regional pricing on other storefronts.

Is Uppercute like Neon White? Closest comparison on the market. Both are fast first-person/third-person movement games with score attack structure. Uppercute uses a fixed moveset instead of Neon White's card system, and adds a persistent story layer about the Uppercute sisters.

Does Uppercute have leaderboards? Yes, Steam Leaderboards are integrated per level, a core part of the replay loop.

How many achievements does Uppercute have? 40 at launch, mixing story progression, combat challenges, and score thresholds.

Is there a demo? A demo circulated during Steam Next Fest Summer 2025 and earlier showcases, but the store page now points at the full game only.

Is Uppercute on console or Mac? Windows only at launch. No console or Mac versions are announced.

Does it have accessibility options? The store lists Playable without Timed Input and Custom Volume Controls, both uncommon tags for indie platformers.

Who are the Uppercute sisters? The protagonists: two sisters with runner skills who dive into people's minds to extract information in a corporate dystopia, searching for their missing brother. Your sister accompanies you, with dialogue through the campaign.

What are "Heads" and "CH bosses"? The achievement names map the campaign structure: seven world heads (Head1Complete through Head7Complete), each with boss gates in two sets (the BossCH and BossH sequences). Unlock rates put the first real filter at BossCH1, where barely one player in six has passed.

How long is the campaign? A few hours for a straight clear, 10 to 15 hours for the full achievement list. Levels are short by design, most under 20 seconds; the length lives in retries.

What changed in the first patch? October 17: clean level-start loading, D-pad support, motion blur and screen shake toggles, Continue moved to the top of the menu, and Factory pistons that only damage while falling. Nothing about movement or scoring changed.

Why can't I beat my friend's score? Usually the chain multiplier, not the line. Watch their ghost: if their jump-dash-launcher chains never break and yours do, the multiplier gap explains a leaderboard difference that raw time does not.

FAQ: Common Mistakes

Grinding score before learning the level. The three-run rule exists because first-pass score chasing builds bad routes. Learn, then line, then optimize.

Fighting everything. Enemies are platforming steps. A kill off your line costs more time than the bonus pays, every time.

Ignoring the pet menu. Half the player base never equipped Jorgito. The achievement is free and the loadout screen is where the audio and video toggles live anyway.

Playing keyboard on precise sections. It works, but the analog stick is what the micro-adjustments are tuned around. If a section keeps eating your attempts, switch controllers before you blame the route.

Treating a boss wall as a gear problem. There is no gear. The fix is always the same: ghost, line, restart, repeat. Twenty attempts cost ten minutes if you restart honestly.

Screenshots

Uppercute gameplay — dashing through a neon mindscape platforming courseUppercute combat — launcher move against mind constructs