
Distance is an atmospheric racing platformer. Fusing futuristic arcade racing with parkour, survive a deadly, mysterious, neon-drenched city by jumping, rotating, and flying.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 1/day in the week to Aug 4 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 23 chart moves that followed a price cut of more than 20% went a median of 14 places towards #1, and the 2,515 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Genres
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 833 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
HEY! HEY! HEY! I'M READY FOR ACTION HOW WE SMASHING NOW YOUR GIRL'S IN SHOTGUN (RIDIN' RIDIN') UH HUH HUH GO DOWN THE CREEK WE BOUNCE RACE TO WIN DOWN TO THE LAST COUNT (ROLLIN' ROLLIN')
Fantástico. Eu nem sei como descrever a experiência que é jogar isso. Esse é pra mim um dos melhores jogos de carro.
Nut crushing g-forces.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4M | 6.9K | 95% | $14.99 | |
| $4M | 3.9K | 74% | $39.99 | |
| $4M | 8.9K | 56% | $29.99 | |
| $4M | 15.1K | 90% | $8.99 | |
| $4M | 10.8K | 89% | $14.99 | |
| $4M | 6.3K | 74% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $208.3K | 3.7K | 86% | $2.99 | |
| $26.3K | 111 | 87% | $9.99 | |
| $1.1M | 3.8K | 94% | $13.49 | |
| — | 0 | — | — | |
| $41.3K | 157 | 90% | $12.99 | |
| $20.7K | 64 | 81% | $14.99 |
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 834 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Epoustouflant ! 20 sur 20
Кусок говна которое нельзя запустить на клавиатуре, удалили половину музыки и вьебали ее за донат. по какой-то причине во время установки накручивает тебе время игры, видимо специально чтобы лохи не могли деньги вернуть за игру.
Basically its Clustertruck but you ARE the truck Maybe not worth 25$ but if you can find it on sale (like i did) its highly worth it.
This game is great in VR, tried with Quest 3 and the visuals and controls are excellent. The scale and pace are awesome and the steering feels exactly right. Music is well suited to the atmosphere and the visuals are decipherable enough to feel aware of the right course and interesting so as to enjoy the journey.
TL;DR Distance is a unique mix of a 3D racing game and a precision platformer, with a strong atmosphere, excellent music, and a rare balance of difficulty. The game teaches you gradually, encourages experimentation, and never locks you behind harsh skill walls. It’s a great choice both for completing the campaigns and for long sessions in arcade modes and medal hunting. [h3]Pros[/h3] + Unique gameplay (racing + platforming) + Outstanding music and atmosphere + Excellent difficulty balance without frustration + Huge variety of levels and visual styles + Deep and unusual gripflight mechanics + High replayability and serious challenges for hardcore players [h3]Cons[/h3] - Some modes feel secondary - Leaderboards don’t separate “clean” runs from extreme speedruns - Secret content often requires guides - Mastering gripflight is very difficult and not for everyone Distance is a unique blend of a 3D racer and a precision platformer with great atmosphere, stunning music, a small but still impressive story, and excellent difficulty balance. The first campaign is an absolute joy to play - the impressions are extremely positive. Jumping and bouncing around in a car through a dark AI dystopia under a killer soundtrack is one of my most enjoyable gaming experiences ever. The second campaign is, of course, more challenging and demands more persistence, but it doesn’t disappoint and confidently maintains the same quality bar. In theory, after finishing the campaigns you could already call it a day, give the game a 10/10, and move on - but… The real meat of the game begins in arcade sprint mode and in medal hunting. The game offers a lot of freedom in choosing levels and approaches to beating them. Most tracks can be cleared with gold or at least silver medals using the familiar core tools - driving on the ground and using the wings. The game never forces you into hard skill walls where you have to bash your head against a single difficult “boss” over and over again. If something doesn’t work out, you simply move on to another level and, step by step, learn new tricks, gradually developing an intuitive feel for controlling the car both on surfaces and in the air. The stylistic variety of levels is enormous: from neon cities and industrial space stations to children’s playrooms and the ruins of abandoned civilizations. One of the most interesting features of the game is the so-called gripflight - flying using micro jet engines located at six points on the car. They allow you to rotate, stay airborne, and cling to surfaces (floors, walls, ceilings) - hence the “grip.” This was a completely new mechanic for me, something I hadn’t encountered in any other game. At first, I didn’t even try to master it, and the game never punished me for that. But after earning a solid handful of gold medals and even a couple of diamond ones, I became curious about what this beast really was. Learning gripflight was, frankly, very hard, but in return it unlocked the ability to replay familiar levels in many new ways, trying crazy shortcuts and portals, beat my own records, and try to break into the top of the leaderboards. This opened up an entirely new layer of the game and a whole new range of emotions - as well as a chance to fight for those elusive diamond medals. Speaking of leaderboards: as expected, the top spots are occupied by insane speedrunners with skill and persistence over 9000, almost unreachable for mere mortals. I do wish there were separate leaderboards for extreme speedruns, where players ride on the edge of bug-abuse, using scenery outside the intended track - but oh well. It’s also surprising that a fairly large chunk of game content - including a huge hub level - is hidden behind a rare achievement. You can only obtain it by following complex guides and painstakingly climbing into the most hidden and unexpected corners of certain tracks. In theory, all of this can be discovered on your own, but how long that would take is honestly scary to imagine. There are two more modes in the game that didn’t really add anything new for me personally, but they’re worth mentioning. One is support for Steam Workshop levels - potentially interesting, but in my opinion none of the user-made levels reach the quality and balance of the official tracks. The other is a level generator based on keywords or random strings of letters, producing an infinite number of fairly monotonous linear levels that didn’t evoke much emotion. [h3]Conclusion[/h3] Overall, I recommend everything in Distance: from the music and the relatively simple, fast-paced first campaign to hunting diamond medals on the most insane “triple-barrel-roll-somersault-dead-loop” levels - with the ability to switch at any moment and relax on easier tracks when the hard ones have completely drained you. I almost regret buying this game at a huge discount instead of supporting the developers by paying full price! Wishing everyone smooth rides and extreme flights!
A hypnotic visual experience.
Highly competitive racing horror game with an amazingly low skill floor and seemingly no skill ceiling. Let it be better racing line management, pseudo-flying movement tech, or utilizing trick bonuses to navigate the seemingly endless ways to complete both the campaign tracks or community highlighted ones; all while jamming out to some fantastic music. Highly recommend trying this game out!
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.