Changelog

What has changed on Hype Climb, newest first. Each entry is a version of the site that went live.

1.26.0

The hypemeter keeps up with the news

  • A game's hypemeter is now recomputed as soon as we spot something happening to it — a date moving, a trailer, a review score landing — instead of waiting for that night's pass. Each meter also says when its number was last worked out, so a score that is standing still because nothing has happened no longer looks like one that is simply out of date. A game that has released or been cancelled still shows its frozen number instead.
  • On a narrow screen, the rows of game cards — releasing soon and trending on the front page, the popular games on search, and the series, studio and similar rows on a game's page — now scroll sideways instead of stacking. Six cards used to arrive two abreast and fill the whole first screen, pushing everything under them out of sight. Lists whose job is to be read in full — browsing all games, search results, a showcase's line-up — still wrap onto as many rows as they need.
  • On the calendar, the tint that marks the month's biggest days now sits on the release that earned it rather than on the whole day. A day holding one huge game and five quieter ones used to paint all six, leaving the reader to work out which one the mark was about; now the mark names the game.

1.25.1

Update entries read in three lines

  • Each update now reads in three lines — what kind of change it was, which game it happened to, and what happened — with the game's cover beside its name. The full updates page shows covers for the first time, and an entry standing for a whole batch of games no longer holds a space for one.

1.25.0

The front page puts the game beside its cover

  • Each update on the front page now opens with the game — its cover, name, score, date and platforms side by side — and what happened sits beneath. The event label used to take the cover's row while the game's name was pushed under both.
  • An upcoming showcase keeps its date beside its name. A long name used to push the date onto a new line under the logo; the name now wraps instead, and on a phone every row lays out the same way — name, then date, then how long until it starts.

1.24.0

The calendar tells its big days from its quiet ones

  • Each day on the calendar now carries the score of its most anticipated release, and only the busiest days of the month are tinted — every day with a release used to be, which made one day hard to tell from the next. The grid is reserved for the games people are waiting for, with quieter releases behind each day's more link, which opens that day's full list; a day whose releases are all quiet still shows its best one, so no day is ever blank. Ports, alphas, betas and Early Access dates now carry an icon, explained by a key beneath the grid, and showcases appear on the day they air. On a phone every day names its weekday and the Today link jumps straight to today, which used to be missing entirely on days when nothing released.
  • A trailer now appears in a game's timeline on the day it was published, rather than the day we first saw it.

1.23.0

Search gets a page of its own, and a delay says how far it slipped

  • Search now has a page of its own, reached from the magnifying glass in the navigation or from the front page. It lists each game once — a game coming to five platforms no longer fills the page five times — says how many matches your words found, and opens on the most anticipated games still to come rather than an empty field. The navigation slimmed to five destinations to make room: Games, Charts, Reception, Calendar and Showcases, with a single settings menu beside the search icon. Updates moved to the footer, and its page is unchanged.
  • The front page now opens on search, above the games releasing soon. The block of explanatory text that used to fill the first screen has gone — the About page already makes every one of those points, with more room to make them. The updates preview below is shorter, six entries, and never carries more than two of a kind, so a quiet night in the catalogue can no longer fill it with one sentence repeated.
  • A game's page now shows its genres as links, and below the overview it offers somewhere to go next: more from the same series, other games from the same studio, and — for a game with no series behind it — games like it.
  • A delay now says how far a game slipped. Up to a month reads as a slight delay, up to six months as a delay, and beyond that as a major delay, each weighing on the hypemeter in proportion. A major slip is worth the front page even on a game with modest anticipation, while a few days' movement on a big game no longer is, and dates moving earlier are graded the same way. The old Release date entry was three things at once — a date appearing, a date moving earlier, and a vague date sharpening into an exact one — and each now has an entry and a wording of its own. Every past entry has been relabelled: roughly half of what was filed as a release date turned out to be a date becoming more precise.
  • When a showcase announces its line-up, the timeline now carries one entry for the showcase rather than one for every game in it — a single show could previously fill the whole updates feed. Every upcoming showcase also counts down to its start now: those that already had a stream link were showing no stage and no countdown at all, and so never turned into the player when the show began.

1.22.1

The LIVE mark now burns for ninety minutes at most

  • The red LIVE mark now switches off at most ninety minutes after a show starts — sooner when its listed end comes first. A show that aired weeks ago no longer claims to be on the air.

1.22.0

Showcases become a destination

  • The showcases page now opens with what is coming up — every scheduled showcase, its start time shown in your own timezone, and how long until it begins. The front page lists the next three, and the navigation carries a red LIVE mark whenever a show is on air; clicking it jumps straight to whatever is playing.
  • A live showcase now plays right on its page — the stream starts on its own, muted until you turn the sound up — and once a show is over the same spot offers its recording. A show with no stream link yet counts down to its start and turns into the player the moment it begins.
  • Showcases joined the main navigation, and every showcase page now says where to watch: a link out to the stream, marked as leaving the site, whenever we cannot play it here.

1.21.0

Month charts show the games that actually ship that month

  • A chart for a month now lists only the games whose release window fits inside that month. A game dated no more precisely than 2026, or the fourth quarter of 2026, is stored against the last day of that period, so the December chart was collecting all of them — 48 of the 50 rows on the December 2026 most anticipated chart were not December games. Those games have not gone anywhere: they still rank on the year chart, and the calendar still lists them on the page for the period they are actually dated to.
  • A game coming back from cancelled now gets its own Un-cancelled entry in its timeline, once a new release date has been announced for it. Waiting for that date is deliberate: a cancelled mark also leaves the catalogue for routine reasons, and a re-announced date is what tells a real revival apart from a tidy-up.
  • A game whose vague date sharpens only after that day has gone by — a game listed for sometime in 2026 that turns out to have been 12 August, learned on the 29th — now gets its Released entry at the moment we learn the date. It used to get nothing at all: the day was over before there was a day to watch for, and 27 games over the past two months were left with an empty timeline.

1.20.1

The chart rows get easier to read at a glance

  • The chart row is easier to read at a glance: the platforms a game is coming to sit in a track of their own, its hype line is drawn with a soft fill and a dot on the most recent reading, and a row with no previous chart to compare against now says so rather than leaving a gap.

1.20.0

Every chart row says which way the game moved overnight

  • Each row on the charts now carries the day's story: how many places the game moved since the previous chart — or that it is new to it — and which way its score went over the same step. The row was rebuilt into two lines to hold them, with each figure sitting directly under the number it modifies, so reading across gives the whole comparison at once. Reception and Attention get the same row.
  • A game's hype line is taller now, and carries a small mark on any day something happened to that game — a delay, a new video, a platform appearing — each one saying what it was on hover, tap or keyboard focus. The methodology page states what a mark does not mean: events are among the smallest signals feeding the score, and most of what moves a line carries no event at all, so a stretch with no marks is not a quiet stretch.
  • A game's timeline now records two more kinds of attention: a game crossing an anticipation milestone, and a game turning up in a showcase line-up too large to have counted before.
  • The site no longer announces a delay to a day that has already gone by. A retroactive correction — a date moving from 11 to 12 August, noticed on the 29th — was being published as news, sometimes days after the same game's Released entry; over the past two months, 83 of 329 published date changes named a day already past. The change is still kept in the game's release history; it just no longer reaches the timeline.

1.19.0

A sequel's series is its own series again

  • A game continuing a series now counts only the games in that series. Kingdom Hearts III claimed six hundred prior entries; it has sixteen. The rest belonged to Disney, Pixar, Final Fantasy and eighteen other properties whose characters appear in it — IGDB files a game under every one of them, and we were counting all of them as its own history. The figure on a game page, and the sequel bonus built from it, now describe the line of games a release actually continues.
  • Several long-awaited sequels gain from that correction rather than lose by it. A borrowed property's recent release used to make the wait since the last real entry look far shorter than it was, holding the bonus down — The Witcher IV and Alien: Isolation 2 among those now scoring what the wait deserves.
  • A game that only borrows a licensed world — a new Star Wars or Marvel title with no series of its own behind it — no longer inherits that world's back catalogue as pedigree, and scores a little lower for it.
  • The hypemeter now explains itself where it is shown. Each reading carries a plain-word gloss — Demand is what players are doing, Campaign is what the publisher is doing — a release states how many of the meter's signals it actually holds, and its kind of attention is spelled out as a comparison against the typical tracked game rather than a bare label. The methodology page gains two sections: the four kinds of attention, and what Low, Moderate, High and Extreme mean.

1.18.0

A newly announced game arrives within the quarter-hour

  • When a game is announced, it now appears on Hype Climb within about fifteen minutes instead of waiting for the nightly catalogue pass — the site listens for IGDB's own notice of the announcement and admits the game on the spot, under the same rules as ever.

1.17.0

Attention gets its own page, and every game learns its place among its kind

  • A new Attention page ranks the games whose audience is furthest ahead of their publisher's campaign — the quiet ones people want anyway — and sorts every tracked release into four kinds of attention: broad, audience-led, publisher-led and low profile. It has its own place in the site navigation now, and each release's card carries its quadrant word beside the demand and campaign readings.
  • Every upcoming game now states its place among its own kind — No. 1 of 95 upcoming turn-based strategy games, say — measured against the most specific genre it belongs to that is large enough to rank honestly, and linking to that genre's own chart.
  • The charts can be cut by genre as well as platform: each chart offers a genre menu, so the most anticipated RPGs, shooters or platformers get a ranking of their own.
  • The 'Why this score?' panel now opens with what moved the number over the past week — which signals rose, which fell, and by how much. It only ever compares scores produced by the same version of the formula, so a change in how we score can never masquerade as a change in how anticipated a game is. The line appears once a week of comparable history has accrued.

1.16.0

The hypemeter splits in two: how wanted a game is, and how hard it is being promoted

  • Every release now shows two readings beside its hypemeter. Demand is what an audience is doing — anticipation on IGDB, trailer views, Wikipedia traffic and edits. Campaign is what a publisher is doing — how recently new videos landed, and how much showcase stage time the game got. The two turn out to be almost unrelated, which is the point: Grand Theft Auto VI has the highest demand in the catalogue and one of its quietest campaigns.
  • The hypemeter itself has been recalibrated. It could not previously tell the most anticipated game in the catalogue from the fiftieth — now it can. The four levels have been re-fitted to the real spread of scores, so the top level marks the genuinely exceptional rather than a single game, and the meter's measure of rising interest now works for three times as many games. Most scores shift a little as a result.

1.15.1

Bug fixes and performance improvements

  • Behind-the-scenes fixes to how the catalogue stays in sync with IGDB and how hype signals are recorded.

1.15.0

The newest trailer leads, and a collapsed release keeps its score in view

  • A collapsed release's score and hypemeter now stay visible without opening it — only its dates, history and videos hide behind a 'Show details' toggle, replacing the old chevron.
  • The release list is now grouped under 'Upcoming phase', 'Current phase' and 'Previous phases' headings.
  • A game's video gallery now opens on its newest trailer, with the thumbnail strip running newest to oldest — it used to default to whichever video IGDB listed first.

1.14.1

The 'Most anticipated' chart's platform filter works again

  • The 'Most anticipated' chart's platform filter now actually filters — picking a platform used to quietly show the unfiltered top 50 instead.

1.14.0

Sequels get credit before they have anything to show, and every release reads as one card

  • A new Hypemeter ingredient, series pedigree, credits an announced sequel to a well-loved series before it has a trailer, a Wikipedia page or a store listing — from how big the last game's audience was, how well it reviewed, and how long the wait has been. It only ever adds to a score; a game with no series behind it is unaffected. 398 games moved up, none moved down.
  • A new 'Long-awaited returns' chart ranks those sequels by pedigree directly, since the bonus alone wasn't enough to lift the biggest of them into view.
  • Every release on a game page — Early Access, the launch, every port — now shares one card: a header naming the release with its date and score, and its full history of date changes and updates on one rail. The page shows one release at a time, newest first, with the rest collapsed alongside it.
  • A shipped game's page now gets its own facts right: the headline states the actual launch instead of a stray port's date, a shipped date is no longer captioned 'Early Access', and the hype-vs-reception verdict always reads the launch's frozen score, matching the hype vs reception page.

1.13.1

A few mislabelled delay notices are corrected

  • A release date that changed and changed back within a day was occasionally mislabelled as a delay. Those timeline entries have been corrected.

1.13.0

A setback lowers the Hypemeter, and a port that was already out gets its card back

  • Bad news now counts as bad news. A delay, a date getting vaguer, a cancellation, a release date being withdrawn or a game disappearing from Steam or GOG used to raise a game's Hypemeter — anything happening at all counted as buzz. They now pull the score down instead, and the meter shows what they cost: a cool wedge at the tip of the bar measures the points taken off, and the recent-updates row names each event with a plus or a minus. A game carrying a recent setback scores up to about six points of 100 lower on the first nightly run, and the charts reorder with it.
  • A release card says which way its date is moving — firming up, or slipping — from the most recent date change recorded for that release.
  • A release date being withdrawn is now reported. A game whose date disappears from the catalogue used to fall silent; it now gets a timeline entry, and its date history keeps what was there before. A game's Steam or GOG page disappearing is reported too.
  • A port that was already out gets its card back. A port released before we started watching was dropped from its game page — 1,455 of them, on 1,062 games. Each now shows its platforms, its date, its date history, its updates and its videos, like every other release; 487 videos across 339 games move out of the general gallery and onto the release they belong to.

1.12.0

Every release's date is watched, and the game page is organised by release

  • Release-date changes are now noticed for every release a game has — ports, Early Access, alphas and betas included, where before only the main launch was watched. Each timeline entry names the release it describes, so a port slipping no longer reads as the whole game being delayed.
  • A date becoming more precise is no longer reported as a delay. 'September 2026' firming up to an exact day used to count as a pushback, because of how the catalogue anchors vague dates; entries mislabelled that way have been corrected, and a date getting vaguer now gets its own label — 'Date less precise' — instead of a false alarm or silence.
  • The game page is organised by release. Each one — Early Access, the launch, every port — carries its own card with its hype, platform dates, date history, updates and videos, and timeline entries wear a small tag naming which release they are about.
  • A release's buzz is measured on its own evidence. Each release's Hypemeter now counts the views of its own trailers rather than every video the game has ever published, and news about that specific release weighs double in its score.

1.11.0

The Hypemeter leans less on any one number, and the site fits a phone

  • The Hypemeter no longer rests on a single number. Two of its twelve ingredients are gone — a want-to-play counter that largely repeated what the anticipation count already said, and a measure of visits arriving from elsewhere that never amounted to anything — and IGDB's anticipation count, which used to weigh more than any other signal, is now level with how recently a game has put out a video. Every score moved and the charts reordered with them: a game leading on one big counter gives ground to games with support across several signals.
  • A released game's score is explained by the formula that produced it. A Hypemeter score freezes on release day, but the bars breaking it down were drawn against whatever the formula weighs today, so after a rebalance some of them read as more than full. Each frozen score now carries the weights that were in force the night it was frozen, and says so when an ingredient retired since means its parts add up to less than the whole.
  • The site fits a phone. The main navigation keeps its words instead of collapsing into five hard-to-tell-apart icons, and scrolls sideways to the section you are on. Every ranked row is now the same height whatever the game is called, keeps its cover, names platforms in words rather than look-alike glyphs, and shows its score as one large number. Covers are sharper on high-density screens, and the calendar's platform menu opens inside the screen instead of over the edge.

1.10.1

The calendar and the games list load faster

  • A month page and a filtered games list each do around a third of the database work they did before, and every calendar page does it in fewer queries.

1.10.0

The calendar can be filtered by platform, and a card names the release it is about

  • The calendar can be asked about one platform. Every month, quarter, year and day page can be narrowed to a single platform — or to that platform's exclusives — and each choice says how many releases it holds in the period you are looking at. A game counts for the platform it is actually releasing on that date, so a game launching on PC in August with a Switch port in December appears under PC in August.
  • A busy day in the month grid leads with the games worth reading about. Where a day holds more releases than its cell can show, the ones that cleared a moderate hypemeter score take the slots and the rest move behind that day's “+N more” link, which lists every one of them. A quiet day is unchanged.
  • A paid head start says so. A deluxe edition that plays a few days early is named on the release it belongs to, and IGDB's own Advanced Access releases are called that rather than early access.
  • A game card names the release it is actually about. A game kept on the site by a coming port used to advertise its original launch instead.
  • A game with no date yet shows what it does have rather than a blank shelf, and a search keeps finding games that have aged out of the six-month window.

1.9.0

A game's videos get a date, and alpha and beta stop being called Early Access

  • A game's videos now sit on a time axis. The strip of thumbnails is spaced by when each video was published, so a game with seventeen videos shows at a glance that three are years old and the rest arrived in the last two months. Every thumbnail carries its own date and how long it runs.
  • A new-video entry on a game's timeline now plays the video it was about, behind a click. As on the game page, nothing loads from YouTube until you press play.
  • Alpha and beta stop being called Early Access. A game in alpha or beta now says so — on its card, on its own phase card, in the calendar and on its timeline. 224 games were described as being in Early Access without having one, and a game carrying both an alpha and a beta date on the same platform used to lose one of them.

1.8.1

Updates from IGDB reach the site within minutes, and two libraries get security fixes

  • Changes from IGDB now reach the site within minutes, as 1.7.0 described. Deliveries were arriving labelled in a form the site did not recognise, so it discarded them and fell back to refreshing overnight.
  • Security updates to the database and JSON libraries the site is built on.

1.8.0

A game stops being one release date, and the site stops at six months

  • A game is no longer a single release date. Early access, the full launch and each later port are separate phases now, each with its own date, its own hypemeter and its own card on the game page. Early access dates are stored for the first time, so a game that opened in early access shows both that day and its full release.
  • Charts and game cards say which phase they are showing, and carry that phase's own date — so an early access date is never mistaken for a launch.
  • A port is something the catalogue can see rather than a guess about dates. Ports are labelled as ports on the calendar and in the charts, the ports chart ranks each port on its own score, and over 450 timeline entries that pointed at the wrong release were corrected while a further 112 that were missing appeared.
  • A port's hypemeter waits for the game to launch before it collects anything — a port announced years ahead used to borrow the launch's anticipation and show it as its own. A paid head start a few days before release now counts as part of that release rather than as an early access period of its own.
  • The hypemeter gains a twelfth ingredient, showcase exposure: the showcases a game appeared in, weighted by how large each showcase's line-up was and fading as the showcase recedes. Every score moved.
  • A game's hype now has a shape. The game page and chart rows draw the recent trend beside the number instead of only the number.
  • The site stops at six months. A game that came out more than six months ago leaves the public pages unless a port brings it back — around 500 games at the time of writing. Nothing is deleted: a date moving or a port landing brings a game back the same day.
  • A phase that ended without ever being scored now says so, instead of showing a final score of zero.
  • The privacy page now lists what a page view records: a device, browser and operating-system category worked out from what your browser sends — no version numbers, no raw identification string, nothing that singles out a device.

1.7.0

Changes land in minutes, and two things the catalogue lost come back

  • A change to a game — a new date, a delay, a new trailer, a store listing — now shows up within minutes of IGDB publishing it, instead of waiting for the next morning.
  • The release-date history card shows the old and new dates again, so an entry reads "moved from Q3 2026 to 12 March 2027" rather than only "moved later". Entries recorded while the card carried no dates stay as they are.
  • The hypemeter's momentum ingredient is back, making eleven, and the timeline records a best-reviewed chart debut again. Momentum needs about a week of readings before it counts for anything, so most scores move only slightly at first.
  • A trailer, screenshot or store link that IGDB removes now disappears from the site instead of staying until something replaced it.
  • Updated storage mechanism behind the catalogue, described on the about page.

1.6.0

The site says what it does with the data it borrows

  • The about page now says what we do with our copy of IGDB's game data: it is refreshed every night, and our copy of a game is removed when IGDB removes it.
  • The hypemeter is described as our own score, and the methodology page's "Why IGDB-led, for now" section is now a note on weighting. No weights changed, so no score moved.
  • The site now says it detects changes rather than records them.
  • Review scores are credited to IGDB alongside Steam and GOG in the footer and on the privacy page.

1.5.0

The catalogue becomes a cache on its sources' terms

  • Every game in the catalogue now refreshes from IGDB regularly — before, an older release could wait a long time between refreshes. And what IGDB deletes, we now delete too: a game missing from consecutive refreshes is removed along with everything we derived from it, its address answers 410 Gone, and a per-platform release date IGDB stops serving is removed the same way.
  • Every game page links to the game's own IGDB page at the end of the links row, and the about page's "Where the data comes from" section says where each part of the site comes from.
  • The hypemeter loses its momentum ingredient and the timeline retires the "best-reviewed chart debut" event — both needed weeks of stored IGDB numbers to exist, and both were among the weakest signals. Ten ingredients remain, most scores shift by a point or two, and entries already on game timelines stay.
  • Every hype breakdown now ends with a plain statement that the score and its points are our own measure, not figures from YouTube, IGDB or any other source.
  • The release-date history card now says what kind of change we observed and when, without repeating the old and new dates. The game's current date still shows everywhere.

1.4.0

Every video on the game page, and a hypemeter that counts them all

  • Every video a game has now sits on the game page, in a gallery: one large video, a strip of thumbnails beneath it, and a click swaps which one plays. Each thumbnail is a still from its own video rather than the game's cover art repeated down the page. The separate trailer page showed only the first video and quietly dropped the rest -- it is gone, and its address leads to the game page.
  • Nothing from YouTube runs until you press play -- no player, no script, no cookie. The thumbnails are plain images from YouTube's image server, and that is the only thing a game page fetches there before you click.
  • Two timeline labels now say what we actually saw. "Trailer" is now "New video", because roughly one in eight of them is a teaser, a developer diary or a gameplay clip and the catalogue does not say which. "Announced" is now "Added to catalogue", because a game turning up in our catalogue is our own observation, not a publisher's press release.
  • The hypemeter counts the views on all of a game's videos instead of only its most-watched one, and a new ingredient favours games that have published a video recently. Both were measured against the rest of the score before they shipped, and the YouTube side now counts for less than it did -- most scores shift by a point or two.
  • A game with a beta or early-access date ahead of its launch date no longer reads as already released. The catalogue carries both kinds of date, and we were keeping whichever came first for each platform.
  • The ports chart takes the same week, month and year filters as the other charts; platform icons hold a single column down a chart row instead of shifting with the score beside them; and platform availability on a game page leads with those same icons.

1.3.0

Ports become upcoming games, with hype of their own

  • A released game coming to another platform more than two months later now earns a second hype score -- computed nightly from the same signals, aimed at the port's own date, and frozen the day the port arrives. The game page shows it beside the frozen at-release score.
  • The ports chart now ranks by that score instead of by date alone, and released games with an upcoming port appear among the upcoming games on the browse page, carded with the port's date and platforms.
  • Port announcements and port releases on timelines and in feeds now name the platforms they are about.
  • A remake or a remaster now says so, on its card and on its page -- taken from the catalogue's own record, never guessed from the name.
  • The trailer page labels each video with the catalogue's name for it, and a port's own trailer views are now measured separately, so the original launch trailer's total no longer hides them.

1.2.0

Ten times the games, and a catalogue that curates itself

  • The catalogue now admits a game on evidence that it is actually being made -- a credited studio or a trailer -- instead of on how popular it already is. The tracked set grows roughly tenfold, and the unannounced titles a hype site exists for are in it.
  • Not everything admitted is shown. Games with no measurable interest and only one platform, and mobile-only releases, are hidden from the public site. Hidden is not deleted: a hidden game that earns a review, a platform or its first sign of interest comes back on its own, the same night.
  • A Deluxe or Ultimate edition no longer stands beside its base game as a second entry. Its page redirects to the base game, and its anticipation counts toward the base game's hypemeter -- the score breakdown says so when it happens.
  • The calendar copes with the bigger catalogue: busy days show six games and link to a page for that day, the quarter and year pages paginate, and games dated only to a month, quarter or year appear as cards that say what each game is.
  • A new timeline event, "Unanticipated success", marks a game that reviewed well with no measurable anticipation before it released. It lands in the site-wide feed the day the score arrives.
  • Released and cancelled games are refreshed from IGDB on a schedule matched to their age, so nightly attention goes to the games that can still change.

1.1.1

Clearer wording on the about page

  • The about page now describes the site more directly.

1.1.0

Platforms on the charts, and a page about the site

  • Chart rows now show which platforms each game is coming to, so you can tell what you can play it on without leaving the list.
  • A new about page explains what Hype Climb is, what makes the hype-and-reception comparison worth having, and where the data comes from.
  • The about page and the privacy page now carry a contact address that actually receives mail.

1.0.0

Hype Climb goes live

  • Hype Climb is live: a public, read-only site that tracks upcoming games, their release dates, and the changes we spot in them.
  • Every tracked game gets a hypemeter score built from ten signals we can actually measure, explained in full on the methodology page. It freezes the day the game releases, so it stands as a record of peak anticipation rather than a number that decays afterwards.
  • Charts rank the most anticipated games, the fastest risers and the best reviewed, by platform and by period.
  • Reception sets each game's peak hype against its critic score, so you can see which games exceeded the hype and which fell short.
  • A calendar covers every dated game by month, quarter and year, and games with no date yet have a page of their own.
  • Every update on a game's timeline is something we watched happen in the catalogue ourselves. Hype Climb does not republish other outlets' words.
  • The interface is available in ten languages, and the one you are reading is in the address bar.
  • There is nothing to sign up for and nothing to sign in to. The privacy page lists everything the site stores about a visit.