
Distance is an atmospheric racing platformer. Fusing futuristic arcade racing with parkour, survive a deadly, mysterious, neon-drenched city by jumping, rotating, and flying.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 1/day in the week to Aug 4 → 2.57/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 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.
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Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 833 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h3] 100% Achievement Review: Based on my experience completing all the (available) achievements. [/h3] Feel free to follow my [u][url=https://store.steampowered.com/curator/45897386/]Steam Curator[/url][/u] & [u][url=https://www.youtube.com/@Awijii]Youtube Channel[/url][/u] for more 100% reviews, videos & achievement content! [h3]Title: Distance[/h3] Summary: Racing platforming game Personal notes: Fun racing game with lots of platforming and a decent kinda scary story. I had a fun time with this especially playing on custom workshop maps. I will say that this games difficulty surprised me with some of the achievements requiring precise handling and speed. If you go on this adventure you will know what I mean. Overall pretty good game that mixes a few genres. Time it took to complete: 20hrs Most difficult achievement(s): - Worthy (Earn the approval of the Elders) - The Other Side (skuttling, skuttling, skuttling) - Pumpkin King (Break all pumpkins in Spooky Town) -Vendor Bender (Find pieces from the past in Lost to Echoes) Difficulty rating: ★★★★★★★☆☆☆ 7/10 Overall rating: ★★★★★★☆☆☆☆ 6/10
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Hours played at review time, across 834 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
If you are looking for some Hot Wheels Accelerator game this is the closes thing to it. i have been playing this game casual from time to time when i get bored from other games and to be fair it never disappoints, from all amazing track(easy and hard) to all of the workshop track there is hours upon hours of fun. I recommend the game and 100%
Tremendo juego, me atraparon es cine y mas con los mods de acceleracers
[h1] Очень атмосферная и дико недружелюбная гонка, напоминающая Super meat boy на колёсах где-то в Космосе [/h1] И вот тут уже до боли обидно. По кадрам из игры было ожидание неведомых красот под шикарное ретровейв оформление. Но разработчики решили упороть игрока лютым хардкором. Зачем так издеваться в аркаде? Есть же примеры дружелюбных гонок. Тот же флетаут стал глотком свежего воздуха в жанре после обновления. А в остальном тут какой-то дичайший застой или даже деградация. Даже в этой гонке можно было сделать шикарную вводную со многими объяснениями по поводу местного мира. Машинка тут интересная и можно было объяснить прилипание к трассам магнитными силами, а там уже электроприводом пояснить плавность и мощность разгона. В Космосе теоритически это всё реализуемо. Даже магнитные трассы. Сюжетно можно было пояснить и разрушенность трасс вместе с тому подобным. Тут же разработчики просто накидали механик с трассами и просто гоняйся на результат. Но даже гоняться было бы занятно при более адекватной механике управления с грамотной физикой. Тут же поведение машины дико странное, как и поведение местной гравитации. Даже в Космосе машину куда-то уносит, хотя по инерции должно нести так же вдоль трассы. Что за сила уносит эту машину непонятно. Стики лучше вообще не трогать, т.к. машину начинает вертеть от души. Притом были объёмные обновления от разработчиков, но технически мало что изменилось. Может чуть оптимизации добавили, может где-то подправили управление. Но в остальном суть игры не поменялась. Играть всё так же утомительно, особенно в кампании. Графически тоже без изысков. Если в кампании встречаются атмосферные уровни, то в аркаде всё унылее. Так же максимальные настройки не везде идут на пользу картинке. При всех ползунках на максимум можно получить какую-то дикую заблюренную картинку с эффектом сепии и кучей бликов. Хотя на кадрах со страницы игры всё выглядит пристойно. По физике также напрягла непонятно дикая скорость. Нужно нестись к финишу сломя голову, чтобы просто получить серебро. Ну и машина ещё к тому же имеет способность прыгать и летать с неким подобием крылышек. Как это работает непонятно. Тем более как крылышки помогают летать в космосе и притом такие тщедушные. Да и странная прочность у машины, если она выдерживает прыжки. Понятно, что это не симулятор, но всё равно хотелось бы понимать процесс. [h1] В общем, разочарование. Потеть здесь как-то не хочется при таком недружелюбном отношении. А без русского перевода вдвойне всё уныло и непонятно [/h1]
o jogo fica bom com os mods de acceleracers eos carros bom
The most important direction is forward. The most important skill is speed.
Distance is a "Time Attack" racing game. While you can join multiplayer lobbies and race against others, the primary focus is achieving faster times on the Global leaderboards (or your friends list, if you have friends). The game is centered around a Neo-Dystopian futuristic cyber city aesthetic, with many of the Campaign levels taking on a dark/horror aesthetic. The soundtrack is a variety of EDM tracks, from heavy and gritty, to bouncy and whimsical. There are no microtransactions and no season pass. You unlock new cars (which you can color to your liking), by completing in-game achievements. When you buy the game, you get the whole game. What makes Distance unique is the sheer freedom of movement. You're not bound to the road, or the ground for that matter. You have jet thrusters, wings, jumping, and wall magnetism. You can explore (almost) every inch of (almost) every map. A large appeal to the gameplay is going off-course, and finding shortcuts, skip routes, and hidden teleporters to achieve better times on the leaderboards. By virtue of this, there are many secrets to find in many levels. The real meat and potatoes of Distance exists through the custom level editor. It's one of the most robust editors I've ever seen for any video game. There are thousands of player-made custom maps to play, and still many more being created. The editor is so powerful and diverse, people have made custom cutscenes for their tracks, rpg adventures, jet-ski levels, puzzle maps, whack-a-mole, fishing, roleplay playgrounds, a 30 day (real time) jail cell, and every variety of racing track you can imagine. The community, as it stands now, is a small, but dedicated group of (mostly) lovely individuals that reside on the games official Discord server. No matter how new or inexperienced you are with Distance, they are happy to invite you in and be a part of the fun. They have so much to offer in terms of friendliness and technical knowledge. Distance quickly became one of my favorite games, but the warm and inviting community cemented it as the game I come back to every single day. There are two annual community events, centered around Halloween and Christmas. But if you are interested, and dedicated enough, you can host an event for any season. I would love to see more community investment. The game, unfortunately, only has one active developer. Their presence is sparse (I've never seen a developer active since I've started playing). But according to others, they are present during the Christmas event. And they did release the 1.5 update just one week before I found the game. So they are active, but not present. Overall, Distance is a fantastic hidden gem. You won't regret buying this game. I bought a second copy just to support the developers. It runs well on lower end machines. It's better experienced with a controller (in my opinion). And the official Discord server is the place to be, so go join it! Edit: 500 hours later, I still love it! Edit: Another 500 hours later, I still love it! Edit: Yet another 500 hours later, I still love it! Edit: Yet another another 500 hours later, I still love it!
Occasionally frustrating, but a visually gorgeous, mechanically rich racer/platformer hybrid with the best storytelling I've seen in this genre. If you're a fan of arcade racing games in any capacity, I highly highly recommend
Great racing game AND a must-listen soundtrack for all enjoyers of electronic music. This OST covers the whole emotional range, a variety of moods, and energy levels. Bonus points that the lead developer was ALSO the lead musician, that's how you know it's good.
Parkour and platformer (precision platformer, actually) really are the appropriate tags and description for this game. "Racing" is simply misleading. The campaigns seem interesting enough but I'm not really a fan of the trial and error approach that is mandatory to succeed. And the tasks and options beyond the campaigns have been pretty underwhelming. 71/100
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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