
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 1201 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Peak game, do not hesitate, this is a good one!
prepu:)
[h3]Play the Demo. Current asking prices are too high.[/h3] Sale: $17.70AUD | Retail: $29.50 The high speed exhilarating slip & slide thrill of travelling at 100+kph weaving through tight geometry full of poles, ice, cacti & ruined structures whilst avoiding air to ground obstacles before launching into the sky to analyze the upcoming terrain to maximise my decline/incline speed with perfect landings for added top speed, all to chase the S rank for a level node, is unmatched. [b]However[/b] HASTE is bogged down by the roll the dice level generation & obstacle spawns, a bloated item list, stingy meta currency gains, the length of levels and most intrusive, constant story interruptions through visual novel elements that feature characters who aren't interesting outside of their beautiful designs & artwork. [b]When HASTE generates an error free level, It feels intense & it really shines. But the complete package is not that. It's a roll of the dice luck of the draw and the chase isn't worth the PRICE of admission at this time, and that's the great sin.[/b] HASTE could have benefited from a number of developer crafted levels instead of Procedural Generation, however that could have removed the incredible feeling & expression of brain power that occurs when the levels are generated near perfectly, as said before. [h3]GAMEPLAY, MOVEMENT & ITEMS[/h3] Outrun the void & your death, simple as that. Each level dissolves as you run, if you are too slow you will be caught & killed. The player has 3 lives (by default) and you have to use momentum and in-flight management to navigate through level corridors until you reach an escape portal with each level taking 1min+ to complete, relative to your skills, the items you acquire & your selected difficulty options. Zoe has few controls but you’ll mostly be using A & D to avoid obstacles and Spacebar to manage your momentum and entry/exit speeds from the sloped geometry. In spite of the simplicity the game offers multiple ways of mastery given the speed management system. At certain points throughout you’ll be able to purchase items that grant roguelike bonuses to your run such as increased speed, invulnerability etc. This makes the early game experience slower & harder than it should be compared to the demo, made worse on certain level generations as you may just die due to the speed of the void relative to your ability to increase your own. [h3]GAME STRUCTURE, LEVELS & STORY[/h3] The game contains a 7+ hour 10 mission story housed in shards within a hub world. Each mission shard is a procedurally generated tree of level nodes that you work through until you reach one of the 3 (excluding the finale) bosses in the game, with each boss receiving modifiers in later missions that somewhat change your approach to their repetitive appearances. You must beat Shard 1 to unlock S2, so on & so forth with a limited Endless Shard unlocking after S3. The tree contains multiple branching nodes between the first and last with the choice of navigation placed on your shoulders. The amount of nodes present increases with story progression as does the obstacle difficulty & requirement of split second decision. [b]Improved from the demo is the ability to select a path of nodes up to the boss ahead of time so that you don't return to the selection screen after each level (something that the game benefits greatly from).[/b] The levels are mostly straight line corridors of various heights of geometry full of craters, hills & incline/declines with various obstacles scattered in front of you & the occasional corner that will keep you on your toes & challenged. Note: The tight corners seen in the Demo seem to be removed. Static Obstacles provide variation to a run but after a few completions it all melds together losing that wow factor,; they include trees, lava colosseums, gravity orbs, train tracks & mines and you’ll encounter by themselves or in conjunction with the former orbital gun fire, rock pillars, lava plumes & missile shells that spawn in front of you with little warning. They use RNG spawns which can cause them to appear on top of you, ending runs unexpectedly. The shard & levels reward Spark currency depending on completion speed, with a set amount of Sparks (depending on meta upgrades) appearing throughout each level along generated ramps for you to potentially gather. Sparks are exclusive to the Shard and are used to purchase items from shops that appear mid-run. Each level node within the tree can be generated as one of the following:[list] [*]Vanilla Levels place you into procedurally generated biomes with random obstacles generated throughout based on the seed. [*]Disrupted Nodes are modified runs via fragment disruption. [*]Increase the damage you take w/ no benefit. [*]Reduce (no benefit) or provide currency [*]Reduce the cost of the next 2 items purchased at the shop [*]Increased or additional obstacles. [*]Challenge levels have vastly different objectives to the base game and can vary from simple conversations with NPC's to dedicated arenas. [*]A Black & White choice/tradeoff from an NPC. [*]Camps that heal the player when damaged & restore a singular life if lost. [*]Shops where you can use the accrued currency to purchase player improvement items and if you don't want the items you can reroll at an added cost. [*]Boss Nodes are always at the end of the tree and host one of the three bosses during Shards 1-9 - Snake, Convoy & Jumper, while S10 has a unique timed platforming boss to conclude the game.[/list] The shard path I would choose was clear from the get-go if there were multiple negative Disrupted Nodes present as they greatly reduce your ability to complete a run on top of the coin flip level generation, thus their addition offers nothing. The final boss is a test in awareness & ability but once again relies on RNG because most surfaces fail to have enough ramps to gain height before death. I had two runs killed because of poor level generation wasting 20+ minutes, twice. [h3]HUB & EQUIPMENT[/h3] The Hub world houses the shards that are marked with Mission numbers above them (poor visibility) & beams of light directing to the finale, with waypoint markers directing you to the next story related shard. You can replay any of the shards upon re-entry but you can also edit the Shard's seed & enable a time-trial mode by interacting with any shard before entry. The Hub also contains a campsite where you can talk with NPC's to purchase improvements, Hoverboard (Demo mobility item) side-grades & cosmetics using Anti-spark currency accrued successfully completing a shard (although the amount received (300-500 for 10-20mins) is trivial given the cost & range of useful improvements), you do receive shards after failure but it is significantly reduced to the point it doesn’t matter, despite the length of your run. 16hrs i could upgrade Spark generation & count to max w/ one of the 3 purchasable equipment. I have no desire to grind Anti-sparks to gain access to others. [list] [*]The Captain provides meta persistent upgrades, Maximum Health, Max Lives, Max Energy, Item Rarity % chance, Sparks during level generation and the how many Sparks you start with each Shard. [*]Gan reveals the item roster, where you can read their benefits outside of a run or check how many items you have yet to unlock. (13hrs playtime & I'm missing 13.) [*]Riza allows you to check your all time stats: Shards Played, Sparks collected, S Ranks achieved, Deaths, Distance Travelled, Airtime, Perfect Landings, Highest Speed and longest endless run. [*]Weeboh is the cosmetic vendor where you can change Zoe's outfit & color for a cost 500-5000), or [b]if you use the Steam Workshop, change her model to Goku, Rayman, Sonic, Tahm Kench etc without additional in-game purchase.[/b] [*]Niadaz Daro & Wraith sell their equipment - Hourglass, Grappling Hook & Cowl each with their own alternative movement bonus to the hoverboard. [/list]
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Every market we collect.
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.
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
FAST FAST FAST FASTER FASTER FAST FAST FAST I NEED TO GO FASTER AHH THE BLACKJ BORDER IS CATCHING UP FASTER FAST FGAST FAST FSAT GO GO GO damit i died
gud game, many zoom. sanic cud never
Does very few things, but does them beyond well. Ignore the story. Ignore the shards/missions once you rolled credits. Hop on Endless and run. Worth every penny *if* on sale. Also, don't ignore the crossplay coop aspects! There's something transcendent about hopping into an Endless Coop with Rihanna's Shut Up and Drive blasting from the shared playlist. I also finished Shards 7-10 as a duo. I don't think the rougelite Shard missions should've been the main game even if I liked them. There's very little incentive to replay any of them and my buddies just hop on to do Endless and vibe. The only real difference between Shards and Endless are how you get items and if there's a boss at a fixed end. There seems to be less than 10 procedural stages for both modes and only 3 cycling main Shard Bosses. I would have preferred thoughtfully made, fixed levels for the story with the rougelite shards and Endless as bonus modes. ... and the story is one step above nonexistent. The characters are adorable but sometimes I wish they just gestured at each other in place of talking. Good thing I'm not playing for that! Time to run 🏃➡️
10/10 co-op is so much fun
fast
Amazing
Painfully mid, could have done something so cool with it's premise but besides the gameplay there was nothing of substance and the gameplay, especially the bosses, was incredibly repetitive. The story was so ass that I skipped over the entire thing, which I never do that in any game I play. Would refund
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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