
RUN: The World In-Between is a new “Die and Retry” platformer game with a procedurally-generated path. Be fast, jump, and run to unlock new content.
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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, French, Italian, Spanish - Spain, Japanese, Simplified Chinese, Dutch, Turkish, German, Portuguese - Brazil, Russian
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
自虐小游戏
Perfect duration, really cool if you like Celeste mixed with Meat Boy. Music is AMAZING !
banger
Sgut!
Masochism
Picked this up on sale and overall enjoyed it! The game has downsides (and I'm sure other reviews mention these too), but I didn't feel they were enough to give a negative review. I would recommend people pick this up on sale. [h3]Pros:[/h3] - Platforming mechanics feel good, some speed tech like Celeste - Art style looks really good without looking "too pixelated" - Music stays upbeat and changes in the background while you grind, very chill - Level tile design is somewhat varied for a bit of variety in the campaign [h3]Cons:[/h3] - Procedurally generated levels essentially change the skill ceiling into an RNG death grind - The campaign is just beating like 70 levels in a row with empty dialogue and no ending - There's a chaser enemy, and it's up your ass the whole time, furthering the RNG death grind feel [h3]The Good[/h3] It's clear that the game takes inspiration from Celeste (especially in its simpler movement), and the dash jump tech feels good to use. Platforming is tight and, most of the time, ends up feeling fair while being challenging. Gameplay loop will keep you playing for a good while and losing track of time. [h3]The Bad[/h3] This game misses the core thing that made Celeste and other precision platformers such great games: the learning grind. When the player encounters a tile or room they haven't seen before, they will likely die. Once they die, they want to study / grind / learn the tile/room to pass it. It's this get-knocked-down + get-back-up repetition, improving skill over the course of the game, that makes these games so compelling... and this game misses that entirely. Procedural generation means that, when you run into a new tile that you've never seen before and die, you likely won't see it again for a bit. A lot of times, it will show up later in a level you're trying to complete and, since you never figured out how to progress it and you're being relentlessly chased to the point where you can't take a moment and think, you will likely die again. This ends up feeling like you're less motivated to learn tiles and more motivated to grind favorable RNG for tiles you already know, which honestly feels kinda bad. A fix to the procedural generation problem could be to only procedurally generate the level the first time the player reaches it. If they die, even 50 times, they get the same generated level. The core problem isn't that it's proc gen... It's that it's proc gen on *each death*. The chaser enemy also feels pretty unfair. Need to turn around to jump on a wall behind you? Might get jumped by the chaser. Need to pause for a split second to figure out what tile is next? Chaser, bop. I feel like this could've had a bit more of a delay and still been challenging without being a pushover. Instead, it just forces you to make split-second decisions the whole time, which leads to a lot of pointless deaths as you mess up some precise tile due to an intuitive slip. [h3]Conclusion[/h3] The game feels like it's great for, and maybe caters to, someone that already learned/knows all the tiles and knows what to expect. For a casual playing this for the first time, it's a mixed bag of feel-good platforming and feel-mid-to-bad levels. If the levels became more predictable on deaths, I feel like this would be one of my favorite platformers to revisit from time to time.
Très chouette platformer. Simple et exigeant ! J'en parle en 30 secondes dans un short YouTube si vous êtes curieux ! https://www.youtube.com/shorts/5PuokgnjEcg
Incroyable.
I never thought a procedural generated precision platformer could work, but this is great
super le jeu
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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