
Between Stops is a story-driven turn-based RPG with bullet-hell inspired combat. Dodge deadly boss patterns, shape character relationships, and unlock multiple routes where your choices permanently alter the story.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. The player count below is how many people own it, not what they spent.
About
After falling asleep on a late-night subway, you and your friend Sakou awaken in a strange world that shouldn’t exist. A world created by forgotten gods. A world on the verge of being erased.
To survive, and to find a way home, you must navigate unfamiliar cities, confront dangerous enemies, and decide how you will treat the people who stand in your way.
Turn-Based RPG Combat inspired by Deltarune's combat,
Dodge enemy attacks in real-time during their turn while choosing how to respond during yours. With new added features, such as parrying, supporting, and small rhythm mechanics.
Multiple Routes & Consequences
Your actions dramatically alter character relationships, boss fights, and entire story outcomes.
Character-Driven Storytelling
Develop bonds with a cast of flawed, evolving characters, including Sakou, Strivain, and others whose fates depend on your decisions.
Challenging Boss Encounters
Unique multi-phase battles with custom mechanics and emotional narrative weight.
Or let it be destroyed like it was meant to so long ago?
Genres
Stats
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 50 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
i know this is more of feedback than reviews, but can you add lower resolution for lower end devices, cuz my old laptop is getting maximum 15 fps and my mom wont buy a new one, pls and thanks, if it was not laggy i wouldve enjoyed it better
AMAZING 3 Undertale / Deltarune refs ive seen so far ToTORIAL See that heart. no ♥♥♥♥ PINK AND YELLOW OMFG amazing game so far you were not kidding when saying it was UT/DR inspired Note: the game doesn't tell you what items heal thats a bit anoying
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $193 | 4 | 100% | $1.99 | |
| $265 | 4 | 75% | $2.49 | |
| $490 | 5 | 80% | $4.99 | |
| $0 | 0 | — | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Hours played at review time, across 50 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Recomiendo muchísimo este juego. El pixel art es divertidísimo, el humor y el guion son geniales, la historia es cautivadora y el sistema de combate es una divertida variación del género bullet hell de Undertale/Deltarune. ¡Me lo pasé genial probándolo y tengo muchas ganas de seguir jugando pronto!
im 1h in now and ts peak good job to dev
Between Stops — story‑driven RPG с пошаговыми боями в духе Deltarune и элементами bullet hell. Игрок исследует странный мир, проснувшись после поездки в ночном метро, принимает решения с последствиями и взаимодействует с персонажами. Плюсы: Глубокий сюжет. Выбор игрока меняет мир, отношения с героями и концовку. Необычная боевая система. Пошаговые бои с уклонениями в реальном времени, парированием и ритм‑элементами. Атмосфера. Ретро‑стиль и чёрный юмор создают запоминающееся настроение. Множество маршрутов. Несколько вариантов развития истории. Бесплатно. Модель free‑to‑play делает игру доступной всем. Минусы: Сложность боёв. Элементы bullet hell могут отпугнуть новичков. Медленный старт. Первые часы требуют терпения для погружения в механики. Ограниченная аудитория. Специфичный стиль и геймплей подойдут не всем. Одиночный режим. Нет мультиплеера. Итог Between Stops понравится фанатам сюжетных RPG и сложных тактических боёв. Это атмосферное приключение с акцентом на выбор и последствия — отличный вариант для тех, кто готов освоить непростые механики ради глубокой истории.
Highly recommend this game. The pixel art is very fun, the comedy / script is amazing, the story is engaging, and the combat is a fun spin-off of the undertale / deltarune bullet hell genre. I had a lot of fun trying this game out and I'm excited to continue it soon!
Between Stops is a narrative-focused RPG that takes a familiar late-night commute and turns it into an unpredictable journey through a strange world. Developed and published by Too Tired Dev, it begins when the protagonist and their friend Sakou fall asleep while riding the subway and awaken somewhere that should not exist. They find themselves trapped in a realm created by forgotten gods, a place now threatened with complete destruction. Finding a route home is the immediate objective, but the journey soon develops into something much larger as the player becomes involved with the inhabitants, conflicts, and uncertain future of this unusual world. One of the most appealing aspects of the game is the importance placed on player decisions. Conversations are not simply opportunities to select different flavors of the same response. Choices can influence relationships, determine how encounters develop, alter confrontations, and contribute to different outcomes. The player is frequently encouraged to decide who deserves assistance, who can be trusted, and how far they are willing to go when dealing with difficult situations. These decisions give the adventure a stronger sense of personal ownership because the consequences of an action can continue beyond the immediate scene. The characters are essential to making those choices meaningful. Sakou and the other personalities encountered throughout the journey are presented with flaws, motivations, and problems that prevent the story from becoming a straightforward conflict between obviously good and evil sides. The player's treatment of these characters can influence their circumstances and potentially their fate. This creates situations where an apparently reasonable decision can have uncomfortable consequences later, making experimentation with different approaches one of the game's major sources of replay value. Combat takes an interesting hybrid approach. The foundation resembles a turn-based RPG, allowing the player to consider offensive and supportive actions during their opportunity to act. Enemy turns, however, can shift the experience toward real-time bullet-hell gameplay in which surviving depends on avoiding incoming attack patterns. Instead of simply watching characters absorb damage after selecting commands, players remain actively involved in defense. This creates a satisfying contrast between strategic planning and reflex-driven execution. Additional mechanics such as parrying, supporting allies, inventory management, and rhythm-oriented interactions broaden the combat beyond basic attacking and dodging. These systems help encounters maintain variety, although players who prefer purely traditional turn-based battles may need time to adjust. Likewise, someone attracted primarily by the story should understand that reflexes can matter. Learning attack patterns and responding accurately can be just as important as choosing the right ability. Boss battles make particularly good use of this structure. Major enemies can introduce distinctive mechanics and multiple phases, turning important confrontations into more elaborate challenges. The branching narrative can also influence the circumstances surrounding these encounters. This makes bosses feel connected to the player's journey rather than existing solely as mandatory barriers. When a confrontation is partly the result of earlier behavior, winning or losing carries more narrative weight. The game's setting provides an effective contrast between ordinary life and surreal fantasy. A subway ride is an intentionally mundane beginning, making the transition into a realm associated with forgotten gods more striking. Traveling through unfamiliar cities gradually reveals more about the world and its inhabitants, while the top-down 2D presentation gives everything the approachable appearance of a retro-inspired RPG. Beneath that presentation, however, the narrative can explore considerably heavier subjects. Players should be prepared for substantial tonal shifts. Humor and unusual character interactions coexist with themes involving violence, death, murder, and suicide depending on how events develop. This mixture gives Between Stops a personality that can move from playful to unsettling surprisingly quickly. The darker possibilities also strengthen the significance of its choices because failure, aggression, or questionable decisions can have consequences beyond losing a battle. Replayability is consequently one of its most promising qualities. Different decisions can change relationships, encounters, and eventual outcomes, giving players legitimate reasons to return after finishing one route. A compassionate first playthrough could be followed by a much more aggressive approach to discover how characters and major events respond. The larger question concerning whether this endangered world should be saved adds another layer to those decisions and helps connect individual choices to the broader narrative. The game is designed as a single-player experience and includes Steam achievements. Controller support is partial, so players expecting a completely controller-oriented interface should keep that limitation in mind. Language availability is also relatively restricted, with English serving as the primary supported option across the interface, subtitles, and voiced content. Neither issue undermines the central concept, but both can affect accessibility depending on the player's preferred setup. For Steam Deck users, there is no official Steam Deck compatibility rating displayed for the game at present. This means it should be treated as unverified rather than assumed to be fully compatible. The game's relatively straightforward 2D presentation appears suitable for portable hardware in principle, but partial controller support could require configuration or occasional use of alternative inputs. Until Valve provides an official compatibility classification or broader testing establishes consistent results, Steam Deck owners should consider the handheld experience uncertain rather than guaranteed. Between Stops ultimately stands out through the way it connects story choices with an unusually active interpretation of turn-based combat. Bullet dodging, parrying, rhythm mechanics, character relationships, branching consequences, exploration, and multi-phase bosses give it more mechanical variety than a conventional dialogue-heavy RPG. Its darker themes will not suit everyone, and the absence of verified Steam Deck support is worth considering, but players who enjoy consequence-driven adventures with demanding combat have plenty to investigate. The possibility of changing relationships and outcomes also gives subsequent playthroughs a meaningful purpose rather than reducing them to simple repetition. Rating: 7/10
jurk mc kirk my beloved
This game is not bad at all. I saw this game on the Godot subreddit before its release and I was very excited to play it! I believe it is a great thing to play while waiting for the next Deltarune chapter! The story is interesting and the humor definitely got a few chuckles out of me. This is a promising project that I believe has massive potential. While it is good, as a fellow game developer, I do have have a few things to pick at to help boost this game to its potential: Graphics: The pixel art is really good and the designs for the characters are phenomenal! However, I noticed many consistency issues in the pixel sizes. There are times where the game zooms in and out which doesn't usually work well for pixel art. Your composition and framing in your cutscenes and battles are amazing, which makes everything look beautiful except for the sprites themselves. An easy fix to start sending you in the right direction would be to go to your project settings, go to window, shrink the viewport size to match your pixel count in the overworld and change stretch mode to viewport. This will make the pixels in your game act like real retro pixels, which I believe would boost quality. Audio: The sound design that does exist in this game is fantastic! Everything fits perfectly, but I do see some areas that could use more like the battle initiations. An important game design tip I like to think of is "EVERYTHING should make a sound, especially if you have to press a button to do it." Additionally, if the volume of everything was collectively decreased by a little bit, that would be perfect because I have to play this at very low volume due to it being so loud. Battles: The fights in this game seem to be more of a cheap copy of Deltarune rather than something inspired off of it. While you do have to interesting ideas like the initial dodge or the fact that every party member is very unique in abilities, they seem more slapped on-top rather than integrated. They need a little more work for sure, especially the initial dodge, which most of the time just feels like an unchallenging sequence of button presses without any strategy or skill. I think it would be a lot more interesting if you only had a brief moment to react and move party members out of the way. Despite these little nitpicks, this game will become something that is truly promising and fun and I can't wait to see more!
peak truly peak it works on my laptop
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