
Run fast, soar through the air, and master your landings as you speed through procedural worlds to outrun the end of the universe, by yourself and with friends!
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.
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): 7.43/day in the week to Aug 26 → 11.57/day in the week after.
About
Haste is a high-speed third-person running game, set in a collapsing universe. Race through a variety of worlds, master your movement and use items and abilities to progress through each level before it falls apart around you. The game consists of ten Shards, each featuring a collection of procedurally generated levels that must be completed without fail to unlock the next. You’ll encounter challenges and characters on your journey, seeking answers about what lies behind the destruction, and how to escape it!
Third-person high-speed running gameplay
Both single player and online co-op running
10 Shards, each featuring a collection of procedurally generated levels that must be completed without fail to advance to the next Shard
90+ Items that let you customize your build for each attempt to clear a Shard
A story to explore and a lovable cast of characters to befriend
Four spectacular biomes with several different variations
4 abilities to master and 4 different bosses to discover
An unlockable endless mode
Mind-blowing speed is key and every landing counts! Hit the ground running (literally) and you’ll build up speed, but if you fumble it will cost you. You’ll need to think fast and keep track of your ever-changing surroundings to escape before the world crumbles beneath your feet.
In your run you'll be able to collect Sparks to use in the shop levels to manifest items. Items help you customise your run, affecting speed, damage, luck, health and other variables.
Speed through procedurally generated levels as you make your way through each Shard, completing every level before you run out of lives to advance to the next. Gather items and experiment with builds to help you on your way. Your journey through the broken worlds will be unique to you as you try to outrun the apocalypse.
You can now play through the entire game with other Zoes! It's cooperative in that you work together to progress, but we also keep track of player times in levels, which allows for some friendly and pleasant competition. To keep your friends apart we have unlockable skins!

As Zoe, you’ll meet different characters to aid you on your journey, whether through wisdom, encouragement or items to assist you.

Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $19.99 | 14.2Kreviews | 92% | — | $6.7M |
| $15.99−20% | 375ratings | 92% | — | not modelled | |
Updates
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 1183 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I just beat the game, took me almost 9 hours, it's hard game but it's fun and also so cute I'm not a fan of racing game, but I love this one also I love the music, it's so good! I recommend giving it a try
Haste compliments very well with its momentum based gameplay where you run down the hill and run away from the void that tries to take your whole existence away. The game has a ranking system and it's kind of similar to Sonic's Ranking systems and there is 2 type of currencies in Haste. It uses anti-sparks for the hub world shop and Sparks in landmarks. Haste also brings in gadgets that you have to buy that brings more ways of building your momentum. My favourite gadget is the grappling hook since you can swing yourself more into the air with the options to where you want to aim your grappling hook at if it's either a Tree Branch or any other terrains. There are bosses in Haste, you have to dodge the bosses attack and charge your momentum at them before they super jump to a different direction. I have a some negatives about the bosses and the bosses are repetitive even when there is higher difficulties so it can get very predictable. Overall, it is a fun experience and I do recommend it for anyone that wants to play a high speed action game.
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Every market we collect.
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 2,402 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.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Brazil, Russian, Swedish*languages with full audio support
| $19.99 |
| 110ratings |
| 88% |
| — |
| not modelled |
| $15.99−20% | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 1.2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The story of the game is very simple and really becomes a compilation of non-voiced character text periodically appearing as you complete the 10 shards (each with a collection of randomly generated levels) in the game. Fortunately for the game, the core gameplay loop is so fun that this lack of story and pacing between character moments almost wasnt an issue for me. However, I can definitely see more casual players completely dropping it after a certain point as it even had me, someone who enjoyed the gameplay loop, button mashing at around shard 5 to skip the occasional character dialogue in frustration just to focus on grinding through with the right items and level rng. Safe to say, it definitely would have benefited from having a more hand crafted story mode; one with less levels per shard, lessening of the roguelite elements, and perhaps more emphasis on theming each shard with a world and a unique boss for each one to keep players engaged. That being said I'll be giving it a positive review still, as the gameplay really is incredibly fun and unique. I still havent really played something that felt this good in how you are able to build speed through timing jumps and landings. Also, the built-in Co-Op, mod support, great soundtrack, and endless mode really adds something to come back to whenever i get the occasional itch to run fast.
Very fun auto runner, reminds me a bit of 3D Sonic levels. The movement system and the way you need to pick up speed by flying off ramps, then landing at the right angle is cool and takes some time to get the flow going. The game itself isn't very hard, but some of the random levels are really annoying with the timing of the landings or the placement of the hazards. I can manage to get most levels without taking damage, then one level has a weird hill disposition, making it very annoying to pick up speed. I even had a level where several pits (which are instakills) are placed in a row and required me to do several curve manuevers to go across. I liked that you can select every level in advance and play them in one go instead of going to the map after every level to plot your course. Graphics are nice and the soundtrack is very good. The characters have cool designs and a lot of personality, although you can only see that in small doses. The bosses are cool, but can be rather unfair if you are unlucky with items. The snake boss of level 3 was killing me in one hit at full health. Its a shame that they start to repeat, with only 3 different regular bosses and one final boss that is incredibly easy. Getting new tools takes some grinding (ie, repeating levels over and over) and I don't think they are as good as the starting one. I think the jet board is the most useful tool you can have. The ending was pretty cool, but it reminded me a lot of the ending of Outer Wilds.
The game looks like a 7/10, plays like a 5/10 and overall scores a 3.5/10. I expected it to be like boost vector ex but rogue like, sounds promising right? Subway surfers with bosses and upgrades. The similarity is uncanny and I haven't shaken off the feeling ever since I got one in the first five minutes. The vibe oscillates between "a toddler could do a perfect s run first try" and "how did they expect me to predict this". There are numerous casino segments in the levels, as in, you have to predict when to land if there is a giant bottomless valley (you must go up a ramp or you die, predicting is almost impossible because 99% of the time you'll spend staring at your feet grinding that sweet boost with perfect landings) or be forced into a forest full of cactuses or other stuff, completely obscuring your view and realising your true self as the real main character of steel ball run (pocoloco) The upgrades are a total letdown, typical roguelike problem of either rolling so good you could die, or rolling so horribly you could die. Jumping in the game about running is somehow an active ability of exactly one item. There's also a life system, which serves no purpose other than to annoy you and grind through the same slog again. Meta progression is unecessary since the base game doesn't really change and is already far too easy. The maps are horrible. The design is barren, the locations are stiff and randomly generated, they are barely passable to traverse and nothing special to look at. The map system left me dumbfounded. It's unnecessary, as you are presented with the most complex conundrum every single time: would you rather get one dollar or two dollars? I bet devs realised this themselves, as you can plan the entire course you take through the map at the start and simply forget about the map's existance. Speaks volumes about the rogue-like aspect of the game, you are not forced to make any difficult decisions nor can you game the system or change or adapt your style mid-game, making taking different paths, thus different upgrades, pointless. The story is so obnoxiously boring and banal I started to skip since I saw the first word spoken in the dialogue. It's the typical "the world is being consumed by dark goo, we need to cleanse it to get the colours back". No voicelines, the artstyle seems cool but none of the characters stick because the detailing is too thick and they have no notable features. The amount of content is dreadful. You have exactly 4 different biomes (simply different ground colour and obstacle shapes, i.e. cactuses instead of trees, snow instead of sand, the terrain is exactly 1:1 the same everywhere) and two types of maps - vast open-roam, where you fight bosses or do challanges, or a straight line, where you will spend 90% of the game. There are 8+ shards - map packs (autogenerated sequences of 8+ maps with a single boss fight) - and exactly 3 boss types. That's it. The game runs out of content by shard 3, after which, I kid you not, you'll be forced to play in the first area again. This is mindboggling. By shard 6 you'll have effectively beaten the game twice, exactly the same game mind you, with the same bosses (maybe 1 more unique attack per the same boss, doesn't really matter), the same maps. The items don't spice up the game because they just make it easier, they don't create unique/memorable playstyles like in any other rogue-like. The only difference between the shard other than pointelss aesthetics is the boss encounters, none of which is particularly interesting to fight, they are defeated in the same way every single time, it's just annoying - you're always playing catch with them, simply touching their weakpoint makes them take damage, repeat this 3 times and you won. You don't have a timer either, the boss doesn't gain health, you will probably have a pack full of hp upgrades, and the game grinds to a screeching halt - you take damage -> cover (no penalty, waiting for hp regen) -> run back -> repeat. If you take the gamble and throw yourself head first to skip the healing, you are instantly rewarded with two bars out thee of hp damage and risk running those 8+ autogenerated line-levels again (dreadful). Just play subway surfers lmao
me go fast :D
[h1]J'aurais voulu l'aimer...[/h1] [u]Points négatifs[/u] : - Les sensations. Où est ma dopamine ?! Aucun feedback très positif lors d'atterrissages parfaits, peu de sensations de vitesse "pure" à mon goût et se manger un obstacle se trouve être plus frustrant que le jeu n'est fun. - L'ennui. Passé la première demi-heure de jeu je commençais déjà à me lasser de ces niveaux couloirs, les décors se répètent sans cesse et sans variation, aucune surprise ou spécificité entre les niveaux d'un même biome. Dès que j'ai vu que le 3e Boss était une variante du 1er j'ai laissé tomber. - La musique. Au mieux c'était correct, mais souvent c'était agaçant ! Je suis allé jeter un œil à la bande-son complète et il semble y avoir certains bons morceaux mais presque tout ce que j'ai entendu sur ma partie était vraiment peu inspiré et pas agréable. - La traduction. Le jeu a beau être traduit en français, je n'ai rien compris au fonctionnement de certains objets tellement leur description n'était pas claire. - L'histoire. Le manque de doublage n'aide pas mais l'intrigue paraît si peu captivante malgré beaucoup de courts dialogues entre les personnages... Qui n'apportent pas grand chose. - Le prix. Trop cher pour le peu qu'il y semble y avoir à faire dans ce jeu. [u]Points positifs[/u] : + Le chara design. Les personnages sont bien dessinés et originaux. + La prise en main. Simple et très rapidement intégrée. + La musique (?). Les goûts et les couleurs après tout, peut-être que vous aimerez. + L'aspect Roguelite facultatif. Si vous n'aimez pas les Roguelites, celui-ci ne vous forcera pas la main. Vous pouvez ignorer la grande partie de ces fonctionnalités et juste vous concentrer sur les mécaniques de base. [u]Verdict[/u] : Mes attentes étaient trop hautes, je m'attendais à prendre mon pied et je n'ai eu que peu de sensations. J'ai surtout pensé à ces jeux mobiles / flash où il fallait gérer l'angle d'atterrissage et aller le plus loin possible... Mais ces jeux étaient gratuits et s'essoufflaient très rapidement. Haste c'est un peu pareil, mais à 19€.
Мне сложно поставить этой игре негативный отзыв, потому что играть в нее в кайф. Но есть моменты. которые меня прям тригерят и бесят, но не влияют на общее ощущение 1. Странная генерация некоторых уровней. т.е бывает бежишь , видишь кольцо проходишь через него подлетаешь и сразу получаешь урон от препятствия выше или слева. Среагировать никак(только если заново сид запускать и перепроходить). потому что камерой ты не видишь препятствие. 2. Однотипные боссы, я прошел половину игры(всего уровней 13) и я уже по 3 разу бью одних и тех же боссов , у которых просто меняется тип урона 3. Сюжет был сделан для галочки я даже не вникал в него, по началу пытался, потом понял, что смысла в нем мало 4. В промо игры было показано, что можно играть за других персов , по итогу в качестве гг у нас самый скучный перс с заурядными способностью и внешностью
Its like if cs surf and sonic took a bunch of acid and had a baby 10/10
soo fun
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.
Players also reviewed
The games this title's players most often review too — audience affinity.
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