Hill Climb Racings critical reception was somewhat positive,
Modojos John Bedford respectively dismissed the graphics and soundtrack as rudimentary and repetitive but found a great deal of satisfaction in mastering the controls and called the game "furiously addictive."
SFGates Peter Hartlaub praised the ability to upgrade vehicles, as he found it to dramatically improve the player's experience and demonstrate the game's "subtle" physics. Even though he found
Ski Safari, a similar racing game, to have more sophisticated gameplay and better graphics and be more cartoonishly "fun," he also found
Hill Climb Racing more engaging and concluded that the game is "a good example of the importance of mechanics over visuals in [the mobile gaming] market."
Pocket Gamers Harry Slater compared it to
Trials and found it to be less "bombastic" and the graphics slightly ugly but praised the simplicity of the gameplay. He called the game unimpressive, but decent in the genre of physics-based racing games and enjoyable. Swedish magazine
Mobils Elias Nordling considered the game's freemium model and noted the progression system as fast enough to not make the in-app purchases tempting. He found the controls simple and the physics difficult, but his main complaint was the fact that when starting any level, the player always starts from the beginning, rather than from the highest achieved level. Elias concluded that that obscured the feeling of achieving anything, but he ultimately liked it and found it to be addictive. In the book
Finnish Video Games: A History and Catalog, Juho Kuorikoski also found the monetization to be reasonable and the mechanics addictive. He described the visuals as being "amateurish" and particularly ugly for a successful game, but later argued that "good graphics don't make a good game". It was announced in 2022. A
Lego-themed spin off known as Lego Hill Climb Adventures released as an open
beta in early 2023, and officially launched on May 30, 2024.
Sales In its first fiscal year, Fingersoft reported that it gained a total of €15.5 million in revenue via advertisements and in-app purchases. The company's net sales continued to rise until 2018, when Fingersoft reported net sales of €21 million, down from 2017's €29.6 million. This was attributed to the company's focus on building its team and not releasing any title in 2018, and its older games continued to be profitable. A few journalists have described the game's performance as having transformed Fingersoft into a "
rags-to-riches" app studio. == References ==