
Just Get Through is a randomly generated platformer with roguelike elements. Featuring a destructible environment, sandbox mode, user-created levels, various gamemodes, hardcore mode, color palettes, deadly traps, explosions and more.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
《快过去》~一个很好玩的随机生成地图到达目的地的游戏~ 游戏的地图关卡都是随机生成的,玩家经过各种障碍到达目的地~ oh~即使有些障碍不好通过,没关系~用炸弹炸掉 什么都能炸掉,噗~想多了~(我最讨厌那种加固的炸不掉的墙壁咯~) 游戏特效非常不错~ 画面是从黑白到彩色不断解锁~ 关卡也是从简单到困难不断解锁~
Platformer with procedurally generated levels that sometimes result in weird/hard levels where multiple traps overlap. Theres a catch with its destructible environment, you can almost always avoid the traps if you want to spend the time to digging or use your TNT. Music is surprisingly nice and it has multiple different game modes and the main one (for me) was the Hardcore, it introduces fall damage that makes this game a bit harder but thankfully you only need to reach the tenth level for the achievement. 6/10. My Hardcore run https://www.youtube.com/watch?v=GvN37knWbtQ Follow my Steam Curator for more: https://store.steampowered.com/curator/43514354/
Just Get Through is one of thousands of lazy 2D retro pixel platformers infesting Steam and bringing the average quality of video games lower, just by existing. They chose to use obsolete retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. The pixel "art" in this game is of exceptionally poor quality even for a retro pixel game. The developer was unable to come up with decent level design or game/story flow/plot, so they opted to try to use samey repetitive procgen as a substitute for adding content to the game. As a result, the game doesn't actually have any content worth mentioning. Even worse, the procgen is so bad it generates levels that can't be completed. This is surely one of the most epic failures in game development history. Anyway. Developers must learn that procgen is not content. The developer makes this inadequacy seem like a selling point. It's not actually wise to be proud of your deficiencies, but here we are. So we have a very poor game, with pixel "art" used as a substitute for proper graphics, procgen used as a substitute for proper level design and gameplay flow, and of course a comedy $5 USD price tag used as a substitute for a reasonable price for this lazy bundle worsener. Without any doubt, this is definitely a game to avoid.
[h1] Pretty bad actually. [/h1]
Doesn't feel good to play, gets boring rather quickly.
Bad
Cool idea, frustratingly difficult. Too difficult for me, but i can appreciate a cool platformer when I see it.
Поставил из-за низких требований, дошел до 40го уровня в классическом режиме, и увидев такое скопление ловушек в одном месте, понял, что гта 5 на моем ноутбуке лагала примерно так же
Just Get Through, developed and published by Retrific, is a tightly focused 2D platformer that blends roguelike unpredictability with precision-driven gameplay. On the surface, it appears minimalistic, with simple visuals and straightforward controls, but the experience quickly reveals itself to be far more demanding than it first suggests. The game is built around a singular idea: survival through skill and adaptation, where each run becomes a test of reflexes, decision-making, and persistence in the face of constant failure. At the heart of the game is its procedurally generated level system. Every run presents a new sequence of hazards, ensuring that players cannot rely on memorization alone. Instead, they must react in real time to traps such as spikes, moving blades, automated turrets, and collapsing terrain. The early stages introduce these elements in manageable ways, but the difficulty escalates rapidly, layering multiple threats together into chaotic obstacle courses. This constant variation keeps the gameplay fresh, but it also means that success depends heavily on a player’s ability to read situations quickly and respond with precision. Movement plays a crucial role in how the game feels. Controls are responsive and intentionally tight, giving players the tools they need to navigate complex layouts with accuracy. Jumping, positioning, and timing must all be executed with care, especially as levels become more crowded with hazards. Adding to this is the game’s use of explosives, which serve both as a survival tool and a strategic resource. Players can use them to clear obstacles, open alternate paths, or escape otherwise impossible situations. This mechanic introduces a layer of improvisation, forcing players to think beyond pure platforming and consider how best to manipulate the environment to their advantage. Progression follows a roguelike structure, meaning that failure resets a run, but not entirely without reward. Players gradually unlock upgrades that can improve their chances in future attempts, such as enhanced mobility or better resource management. This system creates a sense of forward momentum even in the face of repeated setbacks, encouraging players to keep pushing further with each attempt. Additional modes, including time-based challenges and recurring events, provide extra variety and give players reasons to return beyond the core loop. Visually, the game adopts a clean pixel-art style that prioritizes clarity over detail. Environments are defined by bold colors and simple shapes, making it easy to identify hazards and navigate quickly, which is essential given the speed of gameplay. While the presentation is not particularly elaborate, it serves its purpose effectively, keeping the focus on mechanics rather than aesthetics. Effects such as explosions and environmental destruction add a satisfying sense of impact, reinforcing the physicality of the gameplay. The difficulty is one of the game’s defining features, and it walks a fine line between engaging and frustrating. The challenge is consistently high, often pushing players to repeat sections multiple times before achieving success. For those who enjoy mastering difficult systems, this creates a rewarding loop where improvement is clearly felt over time. However, the randomness of level generation can occasionally lead to uneven difficulty spikes, where certain runs feel significantly harder than others without clear justification. This unpredictability is part of the design, but it can also test player patience. Replayability is where Just Get Through excels. The combination of randomized levels, unlockable upgrades, and additional modes ensures that no two sessions feel identical. The inclusion of user-created content further extends the game’s lifespan, allowing players to design and share their own challenges. This transforms the game into more than just a set experience, turning it into a platform for ongoing experimentation and competition. Despite its strengths, the game’s narrow focus may limit its appeal. There is no narrative framework or contextual motivation, which means the experience relies entirely on gameplay to hold the player’s attention. For some, this purity is a strength, but for others, it may feel lacking in depth or variety. The minimalist presentation, while functional, also does little to elevate the experience beyond its core mechanics. In the end, Just Get Through is a game that fully commits to its identity as a challenging, skill-based platformer. It offers a satisfying sense of mastery for those willing to invest the time, supported by systems that encourage experimentation and persistence. At the same time, its high difficulty and limited scope make it a more specialized experience rather than a broadly accessible one. For players who enjoy pushing their limits and refining their skills, it delivers a compelling and often addictive loop. For others, its intensity may prove difficult to sustain. Rating: 8/10
[h1]🎨 Graphics[/h1] ☐ Masterpiece ☐ Beautiful ☐ Good ☑ Nice ☐ Can be... ☐ Bad ☐ Awful ☐ Paint.exe [h1]⚔ Gameplay[/h1] ☐ Try to don't get addicted ☑ Pretty good ☐ Good ☐ Nothing special ☐ Ehh ☐ Bad ☐ Just... no! [h1]♫ Audio[/h1] ☐ Addicting ☐ So good ☑ Good ☐ Decent ☐ Not so good ☐ Bad ☐ Crackle [h1]👪 Who is for[/h1] ☐ Adult ☑ Teen ☑ Kid ☐ Everybody [h1]💻 Hardware Requirements[/h1] ☐ Ask NASA if they has a space computer ☐ VERY high ☐ High ☐ Good ☑ Minimal ☐ Potato PC ☐ If the Paint goes on [h1]🎮 Difficulty Level[/h1] ☐ Dark Souls ☐ Requiring ☐ Significant brain use ☑ Easy to learn - Hard to master ☐ Not so easy ☐ Easy ☐ Just press a few buttons [h1]⌚ Grind[/h1] ☐ Awful ☐ Too much grind ☐ Medium level of grinding ☐ Sometime, a Bit ☐ It's not required to progress ☑ Only if you care about leaderboards ☐ It doesn't exist at all here [h1]🎭 The Story[/h1] ☐ Indescribable ☐ The tear's spinning in the eye ☐ Pretty good ☐ Ordinary ☐ Nothing special ☐ Bad ☑ *It's not there ☐ *A game based on another book, movie, game etc. [h1]⏳ Game Time[/h1] ☐ Infinite ☐ Long ☐ Average ☐ Short ☐ Just for one cup of tea ☑ *Unspecified [h1]💰 Price[/h1] ☐ Priceless ☐ Worth its cost ☑ Wait for a sell ☐ Maybe if you've got some unused cash ☐ Don't recommend ☐ Don't throw money away ☐ *The Product is for free [h1]🔧 Bugs[/h1] ☐ Hive of bugs ☐ They destroy the game ☐ Can piss off u ☐ Few defects ☑ Small glitches ☐ Have never encounted them Overall rating, pleasure of the game: 80/100 ℱ𝒾𝓍𝒾𝓍𝒾
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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