- Release Year: 2024
- Platforms: Windows, Xbox Series
- Publisher: Isto Inc.
- Developer: Isto Inc.
- Genre: Action
- Perspective: Behind view
- Game Mode: Single-player
- Gameplay: Platform
- Average Score: 79/100

Description
Get to Work is a comedic action-platformer where players control a poor, bald protagonist equipped with rollerblades on hands and feet, navigating treacherous corporate-themed tracks filled with massive gaps, ramps, jumps, and devious obstacles in a satirical story about surviving today’s brutal economy. Fully narrated with voices from popular streamers like Atrioc, Ludwig, DougDoug, and PointCrow, it blends high-difficulty platforming inspired by Only Up and Monkey Ball with narrative elements reminiscent of The Stanley Parable, offering collectible audio clips and a convenient quit button for when the grind gets too real.
Where to Buy Get to Work
PC
Get to Work Free Download
Get to Work Guides & Walkthroughs
Get to Work Reviews & Reception
steambase.io (89/100): Very Positive (89/100 from 3,060 total reviews)
store.steampowered.com (92/100): Very Positive (92% of 1,787 user reviews)
pcgamer.com : The controls and physics are made to be pretty fun, once you learn their quirks.
metacritic.com (75/100): Generally Favorable (7.5 user score)
imdb.com (62/100): IMDb rating 6.2/10
Get to Work Cheats & Codes
The Sims 4: Get to Work (PC/Mac/Console)
Open the cheat console (PC: Ctrl+Shift+C; Mac: Command+Shift+C; PlayStation: L1+R1+L2+R2; Xbox: LT+RT+LB+RB). Type ‘testingcheats true’ to enable cheats. Select the relevant Sim (owner for retail perks, employed Sim for careers, target Sim for skills) before entering codes.
| Code | Effect |
|---|---|
| careers.promote doctor | Promote Doctor |
| careers.demote doctor | Demote Doctor |
| careers.promote detective | Promote Detective |
| careers.demote detective | Demote Detective |
| careers.promote adult_active_scientist | Promote Scientist |
| careers.demote adult_active_scientist | Demote Scientist |
| stats.set_skill_level major_photography 10 | Max Photography skill (replace 10 with 1-9 for lower levels) |
| stats.set_skill_level major_baking 10 | Max Baking skill (replace 10 with 1-9 for lower levels) |
| bucks.unlock_perk StorePlacard_1 true | Placard: My First Simoleon |
| bucks.unlock_perk PedestalMimic true | Provocative Pedestal |
| bucks.unlock_perk SignageMimic true | Stunning Sign |
| bucks.unlock_perk RetailOutfit true | Snazzy Shirt |
| bucks.unlock_perk RegisterMimic true | Register of Tomorrow |
| bucks.unlock_perk DecreaseRestocking_Temporary true | Superfluous Surplus |
| bucks.unlock_perk AdditionalWorker_1 true | Additional Employee #1 |
| bucks.unlock_perk RestockSpeed_Small true | Faster Restocking (small) |
| bucks.unlock_perk CheckoutSpeed_Small true | Faster Checkouts (small) |
| bucks.unlock_perk StorePlacard_2 true | Placard: Fobbs 500 |
| bucks.unlock_perk CustomerBrowseTime true | Curious Shopper |
| bucks.unlock_perk ImproveManagementSocials true | Mega Manager |
| bucks.unlock_perk AdditionalWorker_2 true | Additional Employee #2 |
| bucks.unlock_perk CustomerPurchaseIntent true | Serious Shopper |
| bucks.unlock_perk CheckoutSpeed_Large true | Faster Checkouts (large) |
| bucks.unlock_perk RestockSpeed_Large true | Faster Restocking (large) |
| bucks.unlock_perk SureSaleSocial true | Sure Sale |
| bucks.unlock_perk ImproveRetailSocials true | Slick Salesman |
| bucks.unlock_perk InstantRestock true | Instant Restocking |
| bucks.unlock_perk DescreaseRestockingCost true | Cheaper Restocking |
| bb.enablefreebuild | Enables building on locked Get to Work lots (Hospital, Police Station, Science Lab) |
Get to Work: Review
Introduction
Imagine strapping rollerblades to your hands, feet, knees, and elbows, then being hurled into a vertiginous corporate gauntlet of ramps, gaps, and precarious ledges—all while a sardonic narrator cheers (or jeers) your inevitable tumbles. Get to Work, the 2024 indie gem from Canada’s Isto Inc., isn’t just another “ragebait” platformer; it’s a razor-sharp metaphor for the soul-crushing grind of capitalism, wrapped in buttery-smooth movement mechanics that reward mastery with euphoric highs. Released on December 2, 2024, for Windows and Xbox Series X|S, this Unity-powered title has already carved a niche in gaming history as a streamer magnet and speedrun darling, blending the sadistic precision of Getting Over It with Bennett Foddy and Jump King with the narrative whimsy of The Stanley Parable. Its legacy? A benchmark for “broadcasting games”—titles engineered for viral suffering and triumphant callbacks. My thesis: Get to Work transcends its masochistic roots, delivering a profoundly satirical ascent that critiques modern economic despair while perfecting the addictive loop of failure and fragile victory.
Development History & Context
Isto Inc., a nimble four-person Canadian studio (primarily Stephen Huang on art, story, and level design; Dominique Gagnon as lead programmer; with François Gaumond and Jordan Pickett on programming), birthed Get to Work as a deliberate one-year “perfect broadcasting game” project. Spearheaded by streamer and speedrunner Brandon Ewing (aka Atrioc), who wore multiple hats as story co-writer, marketer, advisor, and voice actor (Chaz), the game drew inspiration from extreme sports like buggy rollin’ and titles such as Only Up!, Super Monkey Ball, Getting Over It, Jump King, Elden Ring, and The Stanley Parable. Atrioc’s vision: craft a title primed for Twitch and YouTube, where early rage induces viewer retention and late-game skips spark awe.
Launched amid 2024’s indie boom—dominated by precision platformers like Banana Hell and narrative walkers like Buckshot Roulette—Get to Work navigated Unity’s maturing ecosystem (post-Among Us and Cuphead DLCs) and FMOD for audio. Technological constraints were minimal for a 5GB download: modest specs (GTX 1650 min, RTX 2080 rec) emphasized fluid 60FPS physics over graphical excess, enabling frame-perfect tricks like “top grabs” (requiring 45-60Hz tweaks via RTSS). The 2024 landscape, saturated with free-to-play battle royales and AAA open-world slogs, favored bite-sized, shareable indies; Get to Work‘s $12.99 price (with bundles like The Rage Game Starter Pack) tapped this, launching with a 10% Steam discount. Post-launch, a free DLC (The Doinkler, July 2025) added 62 brutal mini-stages, cementing its live-service ethos without microtransactions.
Narrative & Thematic Deep Dive
Plot Synopsis
Get to Work‘s story unfolds as a fully narrated odyssey from destitution to cosmic vanity, mirroring corporate ladder-climbing across 10+ stages. You embody a nameless, bald, impoverished everyman (“You are poor and bald. Get to Work.”), rollerblading through career milestones: Applying for Jobs (resume spam tutorial), Your First Interview (rejection via filled position), Warehouse Trainee/Worker (mom’s nudge, pizza-party “raises”), Unpaid Intern (coffee runs to candidacy), Junior Financial Analyst (nepotism exposé via Ted), Middle Manager Interview/Management (dunce-hat traps, MLM scam pivot), Department Head (YouTuber bribes), Vice President (FBI arrests, company hops), CEO (board flattery), and a hidden post-CEO space saga. Triumph yields billionaire ennui: acquire social media, launch Bold Coin, moon-land as world’s richest—yet feel “vanity in a quiet universe.”
Characters & Dialogue
Narrator Connor “CDawgVA” Colquhoun delivers dynamic, encouraging barbs (“I’m the narrator”—a self-aware wink), evolving from motivational to existential. Voices amplify satire: Atrioc’s sleazy Chaz (rival), Aspecticor’s TJ, Ludwig Ahgren (caller), DougDoug (JT), PointCrow (JP), and more in 19 “Grindset” podcasts—self-help absurdity voiced by streamers, shifting to “Jailhacks” post-prison. Dialogue skewers nepotism (“Ted’s uncle is VP”), overtime culture (“dinner handshakes”), and MLM fraud, with meta-humor like free-hat warnings or give-up taunts.
Themes
Capitalism’s cruelty pulses throughout: promotion as precarious platforming, falls as layoffs (respawn at checkpoints mirroring pink slips). Baldness symbolizes vulnerability; rollerblades, uncontrollable momentum. Dark comedy peaks in hidden ending’s Pyrrhic victory—wealth without fulfillment—critiquing hustle culture (“Grindset Mindset”). It’s Stanley Parable meets Office Space, probing economic survival’s futility amid “sigma male” podcasts.
Gameplay Mechanics & Systems
Core Loops & Movement (“Shmooovement”)
No jumps: propel via constant acceleration on rollerblades, grabbing ledges (grab key for brakes, climbs, “top grabs”). Air acceleration/deceleration (WASD/mouse) demands precision—land backward for speed bursts, out-in-out ramps like racing. Loops: accelerate > momentum-build > gap-cross > grab-recover > repeat. Stages escalate: early tutorials (moving platforms), mid-game gears/mazes, late skyscraper leaps/blowers. Shortcuts (e.g., blade skips, Quint OOB) reward exploration; auto-save/checkpoints minimize rage, unlike Only Up! traps.
Progression & Collectibles
Linear career climb unlocks via clears; 19 Grindset pods (achievements at 5/10/19) add replay. 18 Steam achievements (e.g., “Double Dunce,” “Quitter”) encourage masochism. Built-in speedrun timer (segments, 24hr wraparound fixed) supports categories: Glitchless (8:18 WR), No Top Grabs (9:32), Any% (5:03), 100% (30:42), LowGrabs (6 grabs). UI: Clean HUD (timer, grabs counter via MODs), adjustable sensitivity (rec: 2-3, disable auto-rotate). Flaws: Bugs (ragdoll glitches, lighting), frame-dependent top grabs (60Hz cap). Innovations: Give-up button (shameful reset), pad-friendly controls.
Combat & UI
No combat—pure platforming. UI excels: Intuitive direct control, multilingual subs (7 langs), Steam Cloud/Family Sharing.
World-Building, Art & Sound
Settings evoke sterile corporatism: warehouse crates to gleaming skyscrapers, ramps as conveyor belts, gears as org charts. Atmosphere: Claustrophobic ascent, vast gaps evoking isolation. Visuals (Stephen Huang): Minimalist Unity polish—slippery textures (wood/glass friction vary), dynamic lighting (occasional bugs darken floors). No BGM (critiqued, save house track), but FMOD podcasts/narration fill voids with streamer banter.
Sound design shines: Rollerblade whirs, metallic grabs, fleshy thuds amplify velocity. CDawgVA’s narration dynamically reacts, blending hype with pathos—peak immersion during falls.
Reception & Legacy
Launch & Critical/Commercial
Steam: “Very Positive” (92% from 1,787 English/3,062 total reviews; 89/100 Steambase). Peaks post-DLC; Korean/Chinese strong. MobyGames: No score (added Dec 31, 2024). IMDb: 6.2/10. Metacritic: TBD (user 7.5). Commercial: $12.99 success via bundles, speedrun tourneys ($2,200 prizes, Kerem09 wins). Streamer fuel: Game Grumps featured; Atrioc/Ludwig virality.
Evolution & Influence
Patches fixed timer/frames; Doinkler DLC (62 stages, $500 race) extended life. Reputation: “Godgame” for jar vets—user-friendly (recovery zones, no cheese traps). Influences future rage-platformers: Built-in tools normalize speedruns; satire inspires economic walkers. Legacy: Elevates genre via narrative depth, proving indies can mock while mastering mechanics.
Conclusion
Get to Work masterfully fuses punishing precision with biting satire, its rollerblade odyssey a definitive critique of wage-slave drudgery. From tutorial tumbles to moonshot melancholy, Isto Inc. crafts not mere frustration, but philosophical catharsis—flawed by bugs, redeemed by flowstate bliss. In video game history, it stands as the ultimate “climb the ladder” simulator: a Very Positive triumph (9/10), essential for platformer aficionados and existential gamers alike. Grab those blades—prosperity awaits, or at least a good rage-quit.