
Run fast, soar through the air, and master your landings as you speed through procedural worlds to outrun the end of the universe, by yourself and with friends!
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.
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): 7.43/day in the week to Aug 26 → 11.57/day in the week after.
About
Haste is a high-speed third-person running game, set in a collapsing universe. Race through a variety of worlds, master your movement and use items and abilities to progress through each level before it falls apart around you. The game consists of ten Shards, each featuring a collection of procedurally generated levels that must be completed without fail to unlock the next. You’ll encounter challenges and characters on your journey, seeking answers about what lies behind the destruction, and how to escape it!
Third-person high-speed running gameplay
Both single player and online co-op running
10 Shards, each featuring a collection of procedurally generated levels that must be completed without fail to advance to the next Shard
90+ Items that let you customize your build for each attempt to clear a Shard
A story to explore and a lovable cast of characters to befriend
Four spectacular biomes with several different variations
4 abilities to master and 4 different bosses to discover
An unlockable endless mode
Mind-blowing speed is key and every landing counts! Hit the ground running (literally) and you’ll build up speed, but if you fumble it will cost you. You’ll need to think fast and keep track of your ever-changing surroundings to escape before the world crumbles beneath your feet.
In your run you'll be able to collect Sparks to use in the shop levels to manifest items. Items help you customise your run, affecting speed, damage, luck, health and other variables.
Speed through procedurally generated levels as you make your way through each Shard, completing every level before you run out of lives to advance to the next. Gather items and experiment with builds to help you on your way. Your journey through the broken worlds will be unique to you as you try to outrun the apocalypse.
You can now play through the entire game with other Zoes! It's cooperative in that you work together to progress, but we also keep track of player times in levels, which allows for some friendly and pleasant competition. To keep your friends apart we have unlockable skins!

As Zoe, you’ll meet different characters to aid you on your journey, whether through wisdom, encouragement or items to assist you.

Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 14.2Kreviews | 92% | — | $6.7M |
| $15.99−20% | 375ratings | 92% | — | not modelled | |
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 1178 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game plays exactly like how you would ride in the back of the car or the bus and imagine a little guy running over all the obstacles at super speed
Haste is a gorgeous game with fantastic movement, but it's brought down by bugs, bloat, dialogue, and procedural generation. I would gladly pay more for a version of the game without those features. I found myself bored, even on the hardest difficulty. I planned to refund the game after a boss repeated, but decided to stick it out to attempt to see the final boss and attempt the level 10 achievements. I wish I had refunded the game instead. It was a monotonous slog getting there, and the final boss ended up being an underwhelming, and frustrating experience. I can't recommend this game, but if you must and find yourself bored, try: - Setting difficulty to max. - Avoiding items entirely. - Ignoring sparks entirely. (Just aim for the end of the level.) - Avoiding challenge nodes. (Or just die.) - Watching something else while you play. [h2]Detailed notes[/h2] [h3]Definite bugs[/h3] • The tutorial bugged out (I was stuck in endless slow motion). I had to entirely restart the game. • I got stuck on the "Shard X" screen text twice. I had to quit the game. • I received damage despite seemingly not hitting obstacles [h3] Potential bugs[/h3] • There were no sound effects during the shard completion cinematics. • The +50% speed item didn't seem to increase my speed by 50%. [h3]Roguelike elements[/h3] • I love roguelikes but the graph map and progression felt tacked on. • You can ignore items, even on the hardest mode, and get S ranks. • You can ignore the map by clicking on the final node. [h3]Procedural generation[/h3] • The procedural generation lead to lacklustre levels: geometry flowed poorly, especially where breadcrumb trails lead to death. • Early in level 10 I went from S ranks to losing all my lives at the start of one poorly generated level where it was seemingly impossible to beat the shadow. • I would have preferred a limited set of meaningfully hand designed levels to unlimited procedural mediocrity. • I would have enjoyed racing against established times. [h3]Level types[/h3] • I loved the (rare) train track sections. They felt like a meaningful ongoing challenge. • I liked the bosses, but they felt a bit one note, as if missing a phase. • I was dissapointed when bosses repeated, and even more dissapointed when they had more lasers and instead of adding new mechanics or phases. • Regular levels felt bland. • Challenge levels felt boring (find exit / collect sparks / enter 3 circles). I would die to skip them. [h3]Difficulty[/h3] • Every difficulty felt the same. • I liked the custom difficulty sliders. It was more enjoyable with +500% obstacles but the space between the obstacles (and the entire special levels) still felt bland. • Playing okay and playing excellently felt the same. Earning a fraction of a tiny boost felt underwhelming. • Earning S grades don't feel different to C grades. It isn't clear how close you were to other grades, or how different the rewards are. Sparks as a reward felt underwhelming, since items felt pointless. • Many times I took damage it felt like it was because of unfair procedural generation rather than failure. It got better when I learned to avoid breadcrumbs, but it lead to things feeling even more monotonous. [h3]Items[/h3] • Most items didn't feel impactful. Even the "+50%" speed item seemed to do almost nothing. • The items that did feel impactful (slow time & jump upward) didn't seem to be useful. • The base hoverboard only boosted speed by 10-20% for a short period. So it felt ignorable. • I liked how clear the descriptions were. • It felt like items would have been better off as on-track pickups (speed/restore health) or as unlockable baseline abilities (teleport/slow time). [h3]Story[/h3] • The character illustrations and models look fabulous. • The story ruined the flow of the gameplay. I would pay for less, or an option to turn it off. • The credits looked gorgeous, but they felt out of place. • The opening cinematic (crystal) felt awkward, and pointless. • I would have loved if Zoe delivered the letter, then got right into gameplay. I would have loved a game with 0 story where I just deliver letters to animals. • I hated getting a parragraph of text after clicking on a map node. Just let me in the level please. • I hated having conversations with characters who aren't physically there and have no interaction in the gameplay. It made the story and characters feel tacked on. E.g. The first ever dialogue: You're running with nobody nearby, but then the game interupts you to show you (Zoe) standing still with Riza: "Zoe: Everything's falling apart! Run!" "Riza: I finally found you! You have to find the portal out of here." "Zoe: What? Who are you?" [We can see her name is Riza] "Riza: We'll talk later. For now just run and leap!" The exchange could be entirely cut: • Riza replies are non sequiturs. The conversation makes more sense if Zoe's lines are cut. • Riza instructs Zoe to do things she is already doing. So Riza's lines could also be cut. • It tells instead of shows, and what it tells contradicts what the game is showing: Riza doesn't exist in the environment and the world is being covered in black stuff, not "falling apart". [h3]Overall[/h3] I would love to pay [i]more[/i] for a version of this games with less: no story, no procedural generation, no challenges, and no roguelike elements. Just the great physics, a few hand crafted levels, 4 shards/bosses, and racing against human times.
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Every market we collect.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Swedish*languages with full audio support
| $19.99 |
| 110ratings |
| 88% |
| — |
| not modelled |
| $15.99−20% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
I was wavering on whether to give this game a positive or negative review for a while, but after contemplating it, i think unfortunately it's gonna have to end up a negative. Now before i get into the main issues which drag this game down for me, i want to say, the core gameplay is great, like genuinely superbly fun and i really wish to see it used in another game, as it's a crying shame to be stuck here. Hopefully we can see a sequel or a spin-off at some point. (Plus bonus points for a great soundtrack!) But, and this is a big but... The rest of the game sucks, just genuinely blows. Now it's not Mindseye bad where it's clearly just unapologetically terrible, but rather, none of the game mechanics flow well into each other, or are done well enough for them to be fun. Considering that outside of the main gameplay, everything has issues, let me split this into a few chunks: Story - I'm sorry to say, but this one is the only point where i can't say it could have worked with more polish. It's just incredibly boring, none of the characters have anything interesting to say (or are interesting), and about halfway through the game i just started skipping through all the dialogue. The worlds falling apart concept can work, but the writing here is just dead on arrival. The roguelike aspect - Yeah this... just doesn't work here. Maybe it's just me being tired of the "pick 3" formula, but this is genuinely the most "this didn't need to be a roguelike" game i've ever played. It is the main crux of the game, and the one that causes it's most major issues. These being: Boring and repetitive worlds - The game would have been so, so much better were there less levels, and they were each hand-crafted unique challenges. Items - Just as a whole, the items are pointless here. All items you pick up during a run do not have a decisive impact on gameplay, all they do is either increase your speed, money or health, and that is all. At the beginning and end of a run, you will still be playing the same way, only be slightly faster, or immune to damage, or have an instant revive. Nothing about your gameplay will fundamentally change, which is the sauce that makes most roguelikes so fun to replay, and which makes this one fall flat on it's face, and become a drawback that ends up holding it's gameplay back. Shards - This ends up looping back around to my issue with this game being a roguelike, but the shards are just annoying. At first they're short and simple, but by the end of the game they get so long that they just end up being a slog of samey levels, repeated over and over just so you can buy some basic items to make the boss easier. It just ends up feeling shallow and boring. And a honorable mention to the bosses of which there are 4 in the game. (Yes 4, even though the game has 10 shards, and 1 of these is the final boss. So 3 bosses repeated 3 times.), all of which end up feeling utterly boring after your first time fighting them, and honorable mention to the final boss which is the most boring and stupidly easy of them all, only made difficult by the addition of cheap insta-kill void spaces. All in all, Haste is a game with a great base gameplay loop, made mediocre by the entire rest of the game surrounding it. Recommend on sale, if the issues sound like something that wouldn't bother you. Otherwise pass.
你跑不过我你信吗
What Sonic and other running/racing/parkour games SHOULD'VE been. The rush on every drop and jump is fantastic! Please put it in SOME hall of fame.
started running at 200 meters per second met a really chill and kinda scary guy with a butterfly almost got overtaken by the end of the world several times faceplanted into a rock and almost died bought the game played it 10/10
As many others have stated, an excellent core, but a few elements bring it down quite a bit. Haste feels like it's excusing itself constantly "Oh I'm sorry about my gameplay being arcade-y. Here have rouge-lite elements to add something modern" and "Oh I'm sorry about you just ploughing through the game. Here have some story bits to pad it out and add variety". I'm here because I want to get through stages quickly and improve at getting through stages quickly, I don't care about about uninteresting characters popping in explaining in too many words and for the fifteenth time that all worlds are ending and that they are currently acting very [singular character trait]. Doesn't help that most of the singular character traits aren't interesting. It also doesn't help that we start in medias res, meaning we have to piece together an uninteresting story in part from context clues, which I quickly stopped doing. Some people have written that it feels like we are getting dialogue out of order, but in my experience it simply feels that way since context is lacking. Even when new characters and concepts get revealed to the characters, it feels like they are thrust upon you without the proper setup. Perhaps accurate to the main character being a speedster who doesn't have time to slow down and get all the details, but if that was the case, then she wouldn't have time to talk in the first place. Rouge-lite elements also feel shoehorned in. It's a game where you can't jump, you are usually only touching two buttons and one analogue stick, and you only have four variables to play around with (Speed, energy, health and money), so the possible design space is very limited for items to begin with. I will confess that my experience with rouge-lites is limited, but even from the little I've played, I can tell that this is extremely shallow. I don't feel a difference between the start and end of most of my runs, and the few where I do, I'd more chalk it up to getting in to the flow without interruptions as the run went on. The levels also feels half-hearted. They could have gone for a curated short experience where you have a few designed levels that are fun to traverse and perfect ala Sonic, or they could have embraced the arcade-y nature of these "hill-matching" infinite traversal games with a solid level generation and gone for a wide variety of different themes and obstacles, but we have neither. The appeal is the traversal, and therefore levels should be the main focus, but it feels like the developers didn't get that. It doesn't feel like the level generator they have has enough sanity checks either, as the difficulty of any level feels arbitrary. You get random spikes of difficulty and ease. Concluding thought is that a great score-attack game lies buried beneath superfluous mechanics and features in Haste, and with a few different choices it could have been a great game to return to now and again. As it stands I'll probably finish it some idle weekend, but I won't play it again after that.
Games getting carried by the music tuttorial needs a heavy rework it start kinda slow but it turns addictive really fast
A good game all about going fast. If you like going fast, it's good. If you don't like going fast, I can't associate with you anymore. When in doubt, go faster. Two minor critiques- the metaprogression is a bit slow, and it would have really benefitted from voice acting, to the point where the story feels shallow and hard to invest in without it. Still 100% worthwhile though.
Je cours très vite, je saute très haut, la musique est très forte. 10/10
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
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.
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