STORROR Parkour Pro
by Hole in the Sleeve Game Studios · 31 Mar, 2025
96 downloads
About the Game


Parkour legends STORROR and game developer HITS collaborate for STORROR Parkour Pro… A physics-driven experience that will immerse you in an authentic urban environment. Master your movement, challenge your instincts, and traverse a city designed for limitless creative potential. This Early Access release is focused on a core, reliable experience that is both challenging and rewarding.

A cutting edge animation system, that combines motion-captured animations from the best parkour athletes in the world, with physics driven movement, to create the perfect balance of realistic and arcade gameplay, pushing the boundaries of parkour, animation and movement in games to a whole new level. No two moves are the same, and with hundreds of unique parkour animations, you can jump, climb, vault, flip, slide, swing, stride and so much more, with the most complete set of parkour mechanics in any game ever, right at your fingertips.
We're developing this game in tandem with our community, treating every player as a partner in design. Through Early Access, your feedback directly influences our roadmap, from refining core movement to deciding on the next great challenge. This shared journey ensures that every feature we build, every bug we fix, and every new city we design is a direct response to what players need to make this the ultimate parkour experience.

The ultimate set of moves means nothing without the ability to choose what you do and when you do it. An intuitive and engaging control system gives you total freedom over each and every move, in a way that's easy to learn but difficult to master.

Explore the streets and rooftops in a re-imagining of London's Isle of Dogs. Climb moving cranes, ride on top of trains, and escape from helicopters. The world is filled with challenges and opportunities for you to express your creativity and discover London from a whole new perspective.

Every challenge is an opportunity to confront risk and test your judgment. In this ever-expanding journey, you can hone your skills on pre-set Line Challenges, or push your limits against the clock in Speed Challenges. Take on the high-stakes first Storror Mission to truly test your courage and develop you parkour mastery. No matter the task—whether you’re racing, showing off your moves in a skill challenge, or hunting down hidden collectibles—successfully navigating these risks will build your confidence.

Whether you choose to confront a mission or challenge on your own or with your friends in a game of Chase and Escape, every event is designed to be a shared adventure. This is just the beginning; as your journey of growth continues, you will be able to unite with a dedicated team to face new challenges together.
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
- Optimisations on demolition site level
- Optimisations on many texture sizes
- Optimisations (and tricks) on occluder's culling
- Fixed black screen crash after performing a diveroll in certain areas.
- Additional common sense jump fallbacks for jumping over/onto walls
- Fixed some ledge detection issues where some ledges would not be picked up (let us know if this has any side effects plz)
- Fixed tagging spray emitter being hidden
- Fixed tag surface detection
- Fixed tagging not detecting collectables
- Fixed swing physics. Swing momentum and launch power should be less now after seeing an increase when moving to ue 5.7. Let me know how this feels plz 🙂
- Fixed camera zoom in/out during rolls making them feel sluggish when transitioning back to locomotion
- Diveroll mesh physics improvements
- Fixed some mission/world overlaps and triggers firing during a reset
- Fixed flow state activation flushing other action inputs
- Footstep vfx optimisations to limit number of spawned particle systems
- Host of network tweaks, fallbacks and what not
- More texture and performance optimisations
- Crash fixes for some memory crashes
- Other bits and bobs
- Optimisations on demolition site level
- Optimisations on many texture sizes
- Optimisations (and tricks) on occluder's culling
- Fixed black screen crash after performing a diveroll in certain areas.
- Additional common sense jump fallbacks for jumping over/onto walls
- Fixed some ledge detection issues where some ledges would not be picked up (let us know if this has any side effects plz)
- Fixed tagging spray emitter being hidden
- Fixed tag surface detection
- Fixed tagging not detecting collectables
- Fixed swing physics. Swing momentum and launch power should be less now after seeing an increase when moving to ue 5.7. Let me know how this feels plz 🙂
- Fixed camera zoom in/out during rolls making them feel sluggish when transitioning back to locomotion
- Diveroll mesh physics improvements
- Fixed some mission/world overlaps and triggers firing during a reset
- Fixed flow state activation flushing other action inputs
- Footstep vfx optimisations to limit number of spawned particle systems
- Host of network tweaks, fallbacks and what not
- More texture and performance optimisations
- Crash fixes for some memory crashes
- Other bits and bobs
- Added first set of new challenges
- Ledge detection and ledge reticle fixes
- Mission bug fixing and tweaks
- Attenuation for the bloody seagull (sorry)
- Some more sfx tweaks
- Fixed bug where demolition site rubble was not disappearing when not in mission. Now demolition site is significantly more open when not is demolition site mission
- Added demo site player start
showing climb instead of dyno reticle when no input
bad cloth reset at start
Fixed wrong R1/R2 icon on steam deck
Fixed input locking during challenges
Fixed immediately completion of some chases
Fixed players not correctly set to assigned role start locations in chases
Fixed Issues with hanging challenge instances causing locking in missions or invalid invites to be accepted
Chase now also ends if players leave and or no players remaining of either team
Fixed demo site mission restarting in multiplayer lobbies when a new player joins
Now any player can invite others to a challenge
Crash reporting. If you can send the crash report when prompted, it would be much appreciated so we can get to the bottom of all the possible crashes!
Host of new vault animations. Especially for vaulting onto, over and off objects. These new animations are far more fluid and stable, resulting in significantly smoother traversals.
Added drop kick. Right face button on gamepad or C on K+M. I stumbled across the animation when looking through a recent mocap session and it felt rude not to add it.
Added slide jumping. Pretty self explanatory this one, you can now charge and jump off slope slides. Can't wait to see the lines you guys pull off with this!
Swapped thief for lazy vault (will be adding thief back soon).
Much more comprehensive input device support. Correct detection for PlayStation, Xbox and M+K. As well as improved disconnect and reconnection support and a host of other input related improvements. I.e., correct device overlays, correct glyphs on UI etc.
Controller and M+K swapping at runtime. Overlays and glyphs should now be correctly displayed when switching between input devices.
Level optimisations. Texture, collision and other graphics optimisations. Let us know what kind of frame rate and performance changes you guys are experiencing.
Gameplay optimisations. Trace, collision and a host of other character optimisations. Still a lot more to come on this front though once we've fixed some of the outstanding bugs!
Improved capsule and mesh physics collisions. Less bails, more boinks and a lot less annoying. This also fixes a lot of bugs like phasing through objects and walls etc.
Reduce bails. Colliding against objects and surfaces when close to the ground will no longer make you bail. Makes navigating tight spaces a lot more stable.
Improved optimal ledge detection. Character will now pick the ledge closest to neck height, similar to that of dynos. this means small lips protruding from walls won't be selected over more pronounced ledges that are more climbable and within close range. This of course only affects non physics driven actions like wallpops etc. Some more improvements to the ledge detection coming soon as well.
Locomotion improvements and fixes. Correct threshold for walk and run.
Improved vault physics. Vaulting over, off and onto things is a lot more fluid and stable, and vaults such as lazy and dash now don't make you bail like crazy.
Arm jumps and grabs are a lot more stable and result in less bails. Although still driven by your gravity trajectory, there is now a greater range for those flatter arm jumps and more animations , fallbacks and soft bails are on the way soon too!
Standing jumps now triggered more reliably when having no input, stopping and idling.
Bunch of crash cases fixed. We've also identified the cause of a few more, especially in regards to graphics profiles and configurations, which will be fixed in an upcoming update.
Fixed frame dependencies for some of the physics behaviour like swings, pole sliding and more.
Sound mix fixed, especially for music (Mad Place won't make your eardrums explode anymore, but it will still make your head bop tho, serious tune that one).
No longer bail when getting up. This was an annoying one.
Can now climb the crane. Little janky still but working on the climbing and level collision geometry. Both of these will be improved over time!
Fixed Pole slides and slide brake on M+K.
Fixed Ghost step bug. Especially evident on step jumps, which would sometimes get you stuck running/floating in air.
Fixed Turn in place overriding actions.
Fixed warping bugs on various actions.
Fixed jump power bar being stuck on screen in different scenarios.
Palm spins fixed and with improved syncing. A new favourite of mine this one!
Fixed slide being triggered twice when walking onto slopes.
Probably a bunch more, but any bugs you are still experiencing that you've reported and haven't been fixed in this update will be in one of the next ones!
New menu. We're nearly there with the new menu system. Much easier to navigate, as well as sections for character, missions, map and online, and improved control guide and more comprehensive settings!
Time trial and mission refactor nearly there too. Improved UX/UI and more stable objectives/feedback.
Team SPP
First off, we just want to say a massive thank you to everyone who has jumped into Early Access and supported us so far! Your feedback has been essential, and we truly appreciate you being part of this journey with us.
We are aware that some of you have run into issues, having identified several key problems affecting playability and are working hard to get them fixed. A patched version is already live, and we’ll keep rolling out updates until everything runs smoothly.
It would help us tremendously if you could join our Discord server to share feedback, get help, and connect with an awesome group of players and moderators who are always happy to assist!
We’re currently working on fixing and addressing the following issues:
[INPUT-LAG] We are having reports of some anomalies in registering inputs, it looks like in some configurations, the controller input is lagged by about 1/3 of a second. Some players are experiencing this issue while some others seem to be fine, we are going to add a separate report for this very crucial issue and try to resolve it with the help of our community, if you are impacted by the input lag bug please join us on Discord and provide us with as much information as possible.
INVESTIGATING: Multiplayer sessions hard crash on joining. We think we have got most of the crashes but will still monitoring and analysing. Please report any crashes related to joining multiplayer lobbies if they still occur.
FIX: Some challenges (yellow STORROR S on the ground) were ill configured, generating an exception.
FIX: Joining tutorial in multiplayer due to incorrect ownership.
Climbs not properly clearing action queue.
Fixed jump into wall and bail when close.
Clear power input on global action cooldown.
Disable quick menu in tutorial.
Tic-Tac not working on some walls, and on mouse and keyboard.
Descents for mouse and keyboard.
Restart tutorial from menu upon completion.
Slow-mo triggered, change character on tap, increased XY launch on laches.
Tutorial objectives not registering.
Easier to follow tutorial.
More dialed-in lache launches.
More customisable gameplay params -> Camera lag - x and y sensitivity - action queue time.
Improved multiplayer lobby searched and fixes.
Faster action triggered after landing.
Steam input system recognises Playstation controllers as xbox emulated controllers, showing wrong icons for face buttons. We are going to fix this by having a manual override where you can specify what controller you are using.
Thanks again for being here- we’re excited to keep improving the game with you! 🚀
Current Release
22864710
Uploaded May 02, 2026
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System Requirements
How to Install
STORRORParkourPRO-Win64-Shipping.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
25.0 GB
22864710
E2758482
7d96d267f285fd9860aaac3415af053af1fc197314682b04c5e3ea3269381507
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