
Hardcore pixel 2D platformer with steampunk elements, with randomly generated levels.
Modeled estimate, not a reported figure. How we estimate →
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): 0.29/day in the week to Sep 1 → 0.14/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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.
About
Genres
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Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
simple time killer
Timen runner is a small-scale 2D platformer that takes the familiar idea of running through hazardous stages and gives it urgency through a constantly ticking clock. Developed and published by REX PEX GAMES, the game follows Timen through a mechanical, steampunk-inspired world where survival depends not only on avoiding danger but also on making efficient use of every available second. Its design is deliberately straightforward, favoring fast reactions, repeated attempts, collectible hunting, and high-score improvement over an elaborate story or complicated progression system. The countdown is the most important element of the experience. Players begin with only a limited amount of time, so standing around or approaching every obstacle cautiously is rarely practical. When the timer reaches zero, the run ends, turning every stage into a race against both environmental hazards and the clock itself. This creates an effective sense of pressure because even technically safe movement can become a mistake when it wastes valuable seconds. The resulting gameplay rewards players who can quickly judge jumps, maintain momentum, and adapt when the path ahead becomes difficult. Collecting Elements provides an important way of fighting against the countdown. Gathering five of them grants an additional thirty seconds, making these objects much more meaningful than ordinary score collectibles. They create frequent decisions about whether it is worth taking a dangerous route for the possibility of extending a run. Hour Keys add another objective by contributing to the unlocking of additional levels. These mechanics give exploration some purpose without distracting from the game's emphasis on speed. The strongest moments occur when only a few seconds remain and reaching another Element becomes the difference between continuing and losing the attempt. Procedurally generated levels make repeated runs less predictable. Instead of simply memorizing one fixed sequence of platforms and hazards, players need to react to changing arrangements. This approach fits the arcade-oriented structure and gives the game greater replay potential than a very small collection of static stages would provide. Random generation does have limitations, however. Handcrafted platforming challenges can be precisely tuned around particular movements, whereas procedural layouts may occasionally produce sections that feel awkward or uneven. Consequently, the challenge can fluctuate between satisfying and frustrating depending on the generated arrangement. The basic movement system remains intentionally accessible. Timen is not burdened with an enormous collection of complicated commands, allowing players to understand the fundamental objective quickly. Additional abilities become available as progress is made, introducing some variation and providing more options than the opening portion initially suggests. Despite this mechanical simplicity, the game can be difficult because the player is expected to execute basic actions accurately while simultaneously watching the timer and deciding which collectibles are worth pursuing. Its pixel-art presentation embraces minimalism. The environments and character work are not exceptionally detailed, but the clockwork and steampunk imagery gives the game a recognizable visual theme. Mechanical objects and time-related concepts are particularly appropriate considering that the entire gameplay loop revolves around preventing the clock from reaching zero. The modest graphics also help keep attention focused on movement and obstacles, which is valuable in a game where hesitation can quickly end a successful attempt. The retro-styled audio complements the visuals with an 8-bit approach that reinforces the arcade atmosphere. Neither the graphics nor sound attempt to compete with more elaborate modern platformers, but they work together coherently. The overall presentation feels functional and thematically appropriate rather than technically ambitious. Players attracted to simple retro aesthetics may appreciate this restraint, while those expecting sophisticated animation, elaborate environments, or cinematic presentation will find considerably less to admire. High-score competition is another important part of its longevity. Leaderboard support gives skilled players an incentive to improve efficiency instead of merely reaching the end of an attempt. Steam achievements provide additional objectives, and the game's repetitive structure is better suited to players who enjoy improving personal performance through numerous short sessions. Each unsuccessful run can become an opportunity to refine movement, become faster at evaluating generated layouts, and better understand when taking a risk for a collectible is worthwhile. The largest concern is that the central formula can become repetitive. Procedural generation changes stage layouts, but the fundamental activities remain largely consistent: run, jump, avoid hazards, collect useful objects, extend the timer, unlock further content, and pursue higher scores. Players looking for narrative development or extensive mechanical variety may lose interest relatively quickly. The demanding time limit can also make the experience exhausting for anyone who prefers slower platforming where exploration and careful planning are encouraged. Steam Deck compatibility is not officially established with a clear Valve Verified or Playable designation for the game. As a relatively simple Windows-focused 2D title, it may potentially run through SteamOS and Proton, but this should not be treated as guaranteed compatibility. Players intending to use a Steam Deck should therefore consider its status unverified and be prepared for possible configuration, control, display, or compatibility issues rather than expecting a fully certified handheld experience. Overall, Timen runner succeeds best as a modest arcade platformer built around urgency. The combination of a strict countdown, time-extending Elements, Hour Keys, procedural stages, unlockable abilities, achievements, and leaderboard competition creates a straightforward but challenging gameplay loop. Its limited variety and occasionally inconsistent procedural difficulty prevent it from becoming an exceptional platformer, yet the clock-based mechanics provide enough identity to distinguish it from completely conventional runners. It is most suitable for players who appreciate difficult short-form challenges, retro presentation, repeated attempts, and the satisfaction of gradually improving a score. Rating: 6/10
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Languages: English
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Steampunk pixel platformer with randomized levels, challenging, fun, yet repetitive.
Solo lo complete porque nose pero cuesta mucho porq es ladilla
Timen Runner (2017, разработчик — REX PEX GAMES) — хардкорный пиксельный 2D‑раннер в стиле стимпанка. Суть: управлять заводным человечком Тайменом, бежать вправо, прыгать (одна кнопка), собирать «часовые ключи» и «элементы», продлевать время (5 элементов = +30 секунд к минуте на уровень). Цель — набрать максимум очков для топа игроков. Ключевые особенности: однокнопочное управление (пробел — прыжок); случайно генерируемые уровни (6 локаций с разными механиками — двойной прыжок, плавание и т. д.); минималистичная пиксельная графика; стиль стимпанк (шестерёнки, механизмы); 8‑битный саундтрек; коллекционные карточки Steam; платформа: PC (Steam). Минусы: очень высокая сложность (смерть от любого касания); неотзывчивое управление (задержка прыжка); быстро надоедает музыка; монотонный геймплей; ограниченная реиграбельность после открытия всех уровней. Итог: нишевый хардкорный раннер для любителей вызовов и ретро‑стилистики. Из‑за сложности и однообразия лучше брать по скидке.
Rough chiptune music, lackluster/unpolished UI, and the main character looks like it was drawn in MS Paint. I can get over those aspects, but the one-button infinite runner gameplay is abysmally implemented. The sluggish jump, awkward movement speed, and poorly laid-out level design all come together to make the game feel awful to play. It's yet another game that describes itself as 'hardcode', where the difficulty comes from poor design instead of fun/challenging gameplay.
Bom, não é ruim, é um jogo bem leve, e que dropa cartas, só por isso vale para mim, peguei ele de graça no givee.club e joguei por um tempo depois de dropar as cartas, não sei se pode ser considerado jogo de ritmo, porém me lembra um geometry dash, não é muito difícil nem muito fácil, no geral, aceitável porém só acho isso por te pego de graça
Игра подойдёт тем, кто любит короткие, сложные и нервные забеги.
The game has cheesy jumping. It takes too long to cool down after jumping. Annoying.
Анрил играть, это на уровне демона в ГД
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.
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