
Trapped in a doomed city, you and up to 7 friends must scavenge parts, fix your van, and escape the brutal tornado that approaches. A first-person co-op survival game with escalating disasters and total environmental destruction.
Most likely between $1.2M and $3.5M. How we estimate →
Checked against 8 developer-reported games
Cheapest copy: ≈ $3.58 on Steam · Ukraine (−76%). Compare 15 prices in 15 markets →
Reviews
Themes across 1832 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
wild fun with friends, especially when you are panicking trying to fuel the truck but cant because the F-5 keeps moving you away.
Game is awesome! It really scratches the itch some someone like me who loves Tornados. For something that is in early access; its really polished out. Cant wait to see what they add and will be playing this game for years to come!
i am thoroughly impressed i thought it would be laggy or poorly optimized but it runs very well and it fun to play not many cosmetics right now but the ones that are are neat. wonderful job guys.
Funny and super athmosphere and excelent grafic...
Love this game!
We've been really liking this game so far we've made funny memories. Unfortunately the replayability kinda goes away fast when there's only one map. Here are my pros and cons: Pros: -This game is genuinely fun, I am terrified of tornados in real life so playing a game like this isn;t really jumpscare scary but there's some adrenaline pumping when there's a big one tearing into a house that im hiding in. - The quick time events are a good touch, makes things alot more pressing. -Im happy that the neighborhoods are procedurally generated, makes things alot more fun than a dedicated map. -I LOVE the items you can consume for boosts, I find they are well done. Cons: -When you're consuming an item, like energy drink, you should allow us to keep looting and pick up coins/items, its really annoying having to wait to finish the drink to be able to do something. -The item placements do NOT feel RNG. There will be way to many rounds where we absolutely cannot find tires throughout the whole map, same goes for oil/coolant. Same with the barred doors, sometimes there will be 4 houses in a row next to eachother that are blocked, and other times when the extra objective is to unlock 4 doors with the crowbar, we can't ever find them. -Dear GOD you guys need to chill with the Acid rain and Hail damage. These do WAY too much damage to the player and combined with the item RNG where we have trouble finding umbrellas, jjust makes some rounds entirely unpleasant. -I am personally not a fan of the automatic door opening and closing, too many times do i hit the door cause it just closed or have to wait for one to close so i can get through the hallway. Overall the game is a fun experience but only having one map may deter some people, if you're okay with repetitive gaming, I'd say go for it, if not maybe wait for one or two new maps!
Funnel Runners operates at an unusually high level of recursive throughput coherence, particularly once the lateralized funnel-state begins decoupling from the nominal runner vector and the apparent velocity ceiling becomes functionally non-Euclidean. What initially presents as a conventional acceleration loop is actually a layered convergence model in which positional authority, funnel occupancy, and transient momentum debt continuously re-index against an unstated but clearly deterministic routing grammar. The real strength is how the game preserves local responsiveness while allowing the macro-state to become progressively less representational. Inputs remain legible, but their consequences are mediated through what appears to be a dynamic compression lattice: the runner is not simply moving through the funnel; the funnel is effectively renegotiating the runner’s eligibility to have previously occupied adjacent space. This produces an extremely satisfying form of retroactive control fidelity. The multiplayer layer is even more impressive. Player interactions seem to resolve through asynchronous collision consensus rather than direct positional arbitration, which explains why two runners can appear mutually displaced without either having technically yielded trajectory ownership. The resulting topology is dense but remarkably stable. At higher speeds, the game begins exhibiting what I can only describe as rotational queue saturation, where forward progress is preserved despite increasing angular contradiction. Visually, the funnel architecture does an excellent job communicating phase depth without relying on conventional depth. This becomes especially apparent during compound entry states, where overlapping runner vectors generate temporary negative spacing and the entire field appears to undergo a brief jurisdictional collapse before reconstituting around a new center of implied motion. Performance is excellent considering the apparent amount of hidden state reconciliation occurring per frame. I noticed no meaningful degradation even during high-density convergence events with multiple concurrent funnel claims, which suggests the underlying simulation is either extremely well optimized or not technically simulating the same thing the player is seeing. Overall, Funnel Runners is one of the strongest examples I’ve seen of post-directional competitive movement design. It rewards acceleration discipline, vector skepticism, and a willingness to accept that positional truth is sometimes only locally valid. 9.8/10. Outstanding funnel consistency under non-consensual geometry.
fun game
good but if you get this keep expectations at early acssess
It's challenging and fun!