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Level Devil is a 2D platformer developed and self-published by Unept in 2023, but don’t let its pixel simplicity fool you, it’s the platformer that trolls you back.
At first glance, you’re just guiding a little character to a door. But as you play, the ground might vanish, spikes could shift, and ceilings might drop without warning. This is a game where the environment itself is out to get you.
Available on Steam, web browsers, iOS, and Android, it has already hooked millions of players.
In Level Devil, your goal sounds easy, just get to the exit door. But once you start playing, you’ll realize the game is doing everything it can to stop you. Floors disappear. Spikes shoot out from walls. Sometimes the door itself is a trap. It’s not about fighting enemies or collecting power-ups; it’s about surviving the environment and unlearning your instincts.
Every level is a trap. What looks safe probably isn’t.
No weapons, no enemies, just you and the chaos.
Timing is everything. One missed jump, and it's back to the start.
One memorable level? A ceiling collapsed after I cleared the spikes, lesson learned.
The “Oh You Died” achievement (97% earned it) sums up the experience. You'll die often, but that’s part of the fun.
Level Devil thrives on betrayal, but the kind you can laugh at once you figure it out. One moment, the floor looks solid. The next? It vanishes and you fall into a spike pit. Ceilings drop without warning. Doors, which should mean safety, might crush you instead. This isn’t bad design, it’s intentional. The game teaches you patterns, then breaks them on purpose.
Visually, it’s minimal: flat colors, basic sprites. That simplicity strips away distractions so you focus entirely on traps. Quick respawns make death feel like feedback, not punishment.
Top players talk about mastering “troll logic”, thinking like the developer. If something looks too convenient, it's probably bait. Try jumping near the edge instead of the center. Step lightly over new terrain. Pause before trusting the obvious.
You’re not just playing levels, you’re playing against Unept. Outsmarting their tricks becomes a kind of meta-game, where success feels less like victory and more like revenge served with a smirk.
Level Devil doesn’t ease you in. It starts tricky and only gets worse. The game is built around nearly 200 levels, split into stages like “Level Devil,” “Level Devil-er,” and “Level Devil-est.” Each section ramps up the chaos, not just in how fast traps trigger, but in how your instincts are turned against you. A door that saved you five levels ago? Suddenly it's a death trap.
As you move forward, patterns appear, then get shattered. One level might teach you to avoid center tiles, only for the next to punish you for doing exactly that. It’s the game’s way of keeping you second-guessing, and it works.
Steam users reported a bug in “Level Devil-est” where the game ends early with a “YOU ESCAPED” screen. Unept responded quickly on Reddit: “It’s a bug, I’ll fix it soon.” That kind of direct communication helps maintain trust, especially with a game this frustrating.
Differences across versions do exist. The Steam release includes a speedrun mode, while the mobile build focuses on touch controls and doesn’t always include the latest updates. The 2-player mode (local only) lets one player run while the other controls traps, perfect for sabotaging a friend.
Compared to Super Meat Boy or Celeste, Level Devil is more about deception than dexterity. It teaches you to expect betrayal, and then betrays that too.
Steam achievements in Level Devil tell a story of survival, stubbornness, and curiosity. Almost everyone earns “Oh You Died” (97%), because yes, you will. A lot. But others, like “It Is a Secret to Everyone” or “Unlocked!”, show who stuck around long enough to uncover the game’s hidden paths and secret keys.
These aren't just bragging rights, they reflect how players learn. Memorization becomes your best weapon. You don’t win by reacting fast, you win by remembering that the floor breaks on the third step, not the second.
Some secrets are buried behind invisible parkour sections. Others require collecting hidden keys across multiple stages. Players swap theories in Steam guides and Reddit threads, working together to crack Unept’s layered mischief.
Earning 100% completion? It’s not just about skill, it’s about persistence and being just paranoid enough to double-check every "safe" platform. The more you play, the more you stop trusting anything. And that’s exactly the point.
The Level Devil community turns frustration into entertainment. On Reddit, players swap stories in threads on r/WebGames. YouTube is packed with walkthroughs, rage compilations, and speedrun attempts. TikTok? Full of dramatic fails and reactions like “I swear this game hates me .”
Part of the appeal is how watchable it is. The traps are unexpected, the deaths are funny, and the reactions are raw. It’s easy to laugh at someone else falling for the same trick you did five minutes ago.
Fan-made guides on Steam help players find hidden keys and survive tricky stages. Unept stays active on X (formerly Twitter) and Reddit, replying to bug reports with jokes and responding to memes with “I’m sorry Level Devil hurt you .” That tone, half villain, half comedian, keeps the community engaged and coming back for more.
Start slow. Look before you move. Most traps only trigger once you step in the wrong spot.
Expect failure. Dying is part of the process. Each death teaches you something new.
Don’t rush. Many traps rely on players moving too quickly without thinking.
Watch the environment. Subtle cracks or uneven tiles often hint at danger.
Master your timing. A well-timed jump is sometimes all that saves you.
Practice early levels. They teach core skills you’ll need later.
Memorize trap patterns. Write them down if you have to.
Use the community. Steam guides, Reddit tips, and YouTube runs can save hours.
Think backwards. If something feels safe, ask why it’s there, it might be bait.
Above all, don’t let frustration cloud your focus. The game is messing with you on purpose. Stay calm, learn fast, and troll the troll.
Level Devil was created and published by Unept, a solo developer known for blending clever design with chaotic humor. Far from hiding behind the code, Unept leans into their role as the “troll dev” with a signature emoji and the now-iconic line: “You will curse the guy who made Level Devil then ask for more.”
This playful antagonism isn’t just for show. Unept responds directly to player reviews, bug reports, and even accusations of cloned versions online. It’s a rare kind of engagement, equal parts mischievous and sincere, that gives Level Devil its oddly personal feel.
Level Devil thrives on chaos, funny, frustrating, unforgettable chaos. Its mix of humor, challenge, and unpredictability keeps players hooked, while the shareable “gotcha” moments fuel its viral spread. The difficulty isn’t a design flaw; it’s the point. Every death is a setup for a better punchline or a smarter comeback.
What makes it stick is the strange balance between mischief and mastery. Unept continues to tease future updates, and the cult following only grows. In this game, losing has never felt so personal, or so fun.
Written by Mark Heard