
Run fast, take risky shortcuts, and deliver food across Waspington or choose to rebel against your Hive; after all, nothing says job security like a perfectly timed landing.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About
Running Beehind is a speed-based third-person platformer set in the buzzing city of Waspington, where fast deliveries and fluid movement keep the Hive alive. As a delivery worker at Co. Hive, you can sprint, swing, and bounce through an insect metropolis, master expressive traversal, and plan the most efficient delivery routes before the clock runs out!
The city is built like a living playground, offering shortcuts and hidden routes in every zone. Using grapples, sticky honeycomb walls, and trampolines, players are encouraged to explore and refine their movement, turning each delivery into a fast-paced puzzle of speed and flow!
Along your delivery route, you’ll meet all sorts of diverse characters, each with their own fears and stories. But one pattern quickly becomes clear: the further you stray from the Hive, the more you see the sticky, not-so-sweet impact that Co. Hive has on Waspington.
Its citizens are cornered into two choices: work with the corporation… or push against it.
But you, the player, don’t have to pick just one.
Using your company-issued gear, you can access hidden nooks and crannies, using them to send a very pointed message back to the big bees upstairs.
Players can secretly disrupt production lines or leave messages across The Hive. Vandalism slows down corporate operations and reveals hidden paths the company tries to keep buried.
Through exploration, dialogue, and choice-driven gameplay, Running Beehind allows players to decide whether to serve the Hive or sting it from within.
FEATURES
Speed-based third-person platforming focused on expressive movement;
Fluid traversal using grapples, sticky walls, and trampolines;
Multiple delivery routes that reward exploration and mastery;
Distinct zones to explore, including the Hive, the Butterfly Farm, and the Roachlands;
A choice-driven narrative with dialogue and multiple endings;
Vandalism mechanics that tie player action directly into story outcomes;
A colorful insect city filled with memorable characters and environmental storytelling.
Genres
Stats
Languages: English**languages with full audio support
Reviews
For a student game, it’s pretty good and enjoyable. The bee theme is nice. When I first saw the trailer mentioning a speed-based platformer and really emphasizing speed, I was a bit worried it would still feel too slow, Especially judging by how fast it looked in the video. After playing the game though, I was pleasantly relieved to find that the movement has been pumped up since the moment that the trailer has been recorded. That said, it still could have been a bit faster. The same applies to the double jump. I didn’t even notice it the first time I watched the trailer. After playing the game I had to rewatch the trailer to realize the double jump already existed there. I’m really glad you made the double jump actually useful though, that would have been a disaster with the old jump height.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣄⣀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⢀⣀⠀⠀⠀⠀⠀⠀⢠⡾⠉⠳⢿⡀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠻⠛⣷⣀⡀⠀⠀⠀⢼⠀⠀⠀⠀⢳⡀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⢀⡤⠞⠋⠉⡏⠉⠙⠲⣤⠸⡇⠀⠀⠀⢸⣧⡶⠋⠉⢳⡀⠀ ⠀⠀⠀⢠⠎⠁⠀⠀⠀⠁⠀⠀⠀⠀⢱⣷⠀⠀⠀⡽⠋⠀⠀⠀⢸⣿⠀ ⠴⡿⠛⡟⠒⠦⠀⠀⠀⠀⠀⣠⣷⣆⠀⢹⠛⠓⣾⣅⡀⠀⢀⣰⠏⠀⠀ ⠀⠀⠀⡇⠀⠀⠀⠀⠀⠀⠀⠈⠛⢫⠇⢸⠀⢠⣿⣿⣿⣿⣯⡁⠀⠀⠀ ⠀⠀⠀⢳⡀⠀⠀⣴⣦⡀⠰⠇⠀⠀⢀⣾⣤⣿⣿⣿⣿⠟⠈⠻⡄⠀⠀ ⠀⠀⠀⠈⠳⣄⡀⠻⠟⣠⠀⠀⠀⣠⡟⢠⣿⣿⣿⣿⡟⠀⠀⣰⣷⡄⠀ ⠀⠀⠀⣀⣠⠬⢿⣶⣾⠤⠤⠞⠋⠉⣻⣿⣿⣿⣿⠟⠛⠒⢺⣿⣿⡇⠀ ⠀⡀⣾⠁⠀⠀⠀⠀⠈⢷⡀⠀⢀⣾⣿⣿⣿⣿⠿⣄⠀⠀⣼⣿⣿⡇⠀ ⠀⢸⣞⢦⡀⠀⠀⠀⠀⣠⡽⡶⣾⣿⣿⣿⡿⠃⠀⢈⣷⣾⣿⣿⠛⠉⠉ ⠀⠀⠁⠀⠙⠛⠒⢚⡿⠋⠀⠀⠀⡏⠛⠻⠧⠤⠤⠴⠿⠛⠋⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⢠⡏⠀⠀⠀⠀⣼⠁⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠳⠤⠤⠴⠚⠁ 💛🐝💛🐝💛🐝💛🐝💛🐝💛🐝💛🐝💛
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Game was good for a solid 5 minutes before all the clunkiness started to overtake the experience - Random buildings with no collision that I would phrase through - Character sometimes won't jump/sprint when told to unless I let go of all the keys and press them again - Grapple stops working after grabbing another delivery and it won't work again - Character will bounce on random props and be sent flying in a complete opposite directions - Character not being able to jump onto easy ledges - The grapple aim UI will be floating in the middle of the screen without any use whatsoever after collecting deliveries - It gets to a point the game stops telling you where to deliver things to Additionally, here's some extra feedback: - A save option would be nice - Every time I load up my save all of my graffiti progress is completly erased - Graffiti should appear on the radar - Some more orientation would be good, I have no clue what to do for the keycard or 50% of the achievements
Hızlı koşun, riskli kestirme yollar kullanın ve Waspington genelinde yemek dağıtın ya da Kovanınıza karşı isyan etmeyi seçin; sonuçta, mükemmel zamanlanmış bir inişten daha fazla iş güvenliği sağlayan bir şey yok.
Cool concept of a game. The movement felt good, too slow at some points, and the jump felt a bit low, but prety smooth and decent over all. I don't really care for all the lore being dropped on me at the tutorial/introduction. The art/map itself is very cool, I really like the art direction, however the music did not fit the scene at all. If I wanted to traverse in a medival world, I would've played the in-game music of Running Beehind. The player animations were cool, they felt smooth. The logo is sick, props to the artist. Overall I'd rate this at 6.5/10. Mostly due to the movement being fun, the game itself does not entertain me for a long time.
I played the totorial level the character animations are very nice
a good game, with a few caveats, i enjoy the gameplay, especially the grapple, however this game is full of bugs and one major flaw, whenever you start a mission you lose the grapple, and cant get one during the mission, which i dont understand, it just pads the time and makes it harder to plan routes so i give you a 4/5
The movement in the game is awesome!!! Especially the grappling hook is something I can play around with for an insanely long time!
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⣀⣀⡀⠀⠀⣀⡀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⢸⣿⣿⣿⠀⣼⣿⣿⣦⡀ ⠀⠀⠀⠀⠀⠀⠀⠀⣀⠀⠀⠀⠀⢸⣿⣿⡟⢰⣿⣿⣿⠟⠁ ⠀⠀⠀⠀⠀⠀⢰⣿⠿⢿⣦⣀⠀⠘⠛⠛⠃⠸⠿⠟⣫⣴⣶⣾⡆ ⠀⠀⠀⠀⠀⠀⠸⣿⡀⠀⠉⢿⣦⡀⠀⠀⠀⠀⠀⠀⠛⠿⠿⣿⠃ ⠀⠀⠀⠀⠀⠀⠀⠙⢿⣦⠀⠀⠹⣿⣶⡾⠛⠛⢷⣦⣄ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⣿⣧⠀⠀⠈⠉⣀⡀⠀⠀⠙⢿⡇ ⠀⠀⠀⠀⠀⢀⣠⣴⡿⠟⠋⠀⠀⢠⣾⠟⠃⠀⠀⠀⢸⣿⡆ ⠀⠀⢀⣠⣶⡿⠛⠉⠀⠀⠀⠀⠀⣾⡇⠀⠀⠀⠀⠀⢸⣿⠇ ⣠⣾⠿⠛⠁⠀⠀⠀⠀⠀⠀⠀⢀⣼⣧⣀⠀⠀⠀⢀⣼⠇ ⠋⠁⠀⠀⠀⠀⠀⠀⠀⠀⢀⣴⡿⠋⠙⠛⠛⠛⠛⠛⠁ ⠀⠀⠀⠀⠀⠀⠀⠀⣀⣾⡿⠋⠀
Good foundation, looks and feels like a student/solo dev game. The movement feels pretty good but it needs some refinement. Here were a few pain points. The jumps felt more horizontal and less vertical and the games use of height made the jumps feel "off" leading into the next pain point. Ledge grabs, I ended up fighting this mechanic more than its usefulness was supposed to give and instead would just backtrack to the nearest big ramp/staircase because the jump alone wasn't enough and the ledge grabs were so sticky that it was easier and saved time to backtrack. You often loose your double jump and sometimes even your regular jump trying to run from slightly ledges/elevated surfaces (like roofs) ending up on the ground and stuck backtracking to try again and fail again. I found myself instead getting to a ledge and slowing down or stopping and then jumping to make sure I was planted and will have both my jump and double jump to clear gaps. Final pain point was that the compass showing me the objective is fine enough but because of how the levels/hub is laid out I had to find ways around various obstacles that couldn't be jumped over (like TALL walls) leading to a lot of backtracking or moving perpendicular to the objective feeling like no ground is being gained and with the missions being tracked by time any extra movement that's not being made to the objective is wasted and felt wasted. Surprised to not see any jump pads/surfaces or the use of some flight rings?