
RUN: The World In-Between is a new “Die and Retry” platformer game with a procedurally-generated path. Be fast, jump, and run to unlock new content.
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.
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
Sums Steam only; GOG, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Bonjour je suis un grand fan de platformer et ce jeu et l'un des plus durs que j'ai eu dans ma main un destin assez déstabilisant de savoir que on ne sait rien et connais assez paumé sur les objectifs je vous conseille de faire ce jeu en une traite une pause c'est fatal message un très bon jeu qui est clairement sous-coté
C'est vraiment le jeu par excellence où vous allez mourir en boucle et recommencer des niveaux sans cesse... Et vous allez aimer ça!
I have an overall positive impression of this game and think it's fun, but still have some issues both subjective and objective. I loved the music. It matched the vibe perfectly and was honestly something I would bump while working if I downloaded the soundtrack. A great mix to speedrun levels to! I love the graphics. Not too complicated so your computer never slows down or gets lag spiked while playing it without compromising creativity or looks in general. It's nice to look at for sure. I like the gameplay (to a point). Speedrunning and parkour are two genres that I absolutely love and this game combines them. The controls make sense and the fact that you can adjust the pace to how you like is a great addition. If I were a better player, I would definitely have played this game over and over and over again. But I'm not that great at the game, whether that be a skill issue or the game itself. This game was fun for about 45 minutes and then levels started getting wayyyy too difficult. The difficulty ramped up too fast between one completed run and the next. And since the runs are procedurally generated (which was fun when the runs weren't too hard), you can't always just practice the same trouble spot over and over until you finally get it. So, it started taking me thirty minutes just to complete one run without dying. If you are not willing to die over and over and over (and I'm talking >150 deaths just for one level), then you might just want to buy this game while it's on sale. It's very frustrating and honestly a turn off. If the game ramped up the difficulty at a more constant pace or allowed us to repeatedly do trouble spots, then I would still go at it. It's a fun concept and initially a really fun game! TLDR: Overall, I would recommend it to anyone interested in fast-paced games and/or parkour games with cool music, but will warn them that it gets very difficult too early in the game and should be approached with a lot of patience.
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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, French, Italian, Spanish - Spain, Japanese, Simplified Chinese, Dutch, Turkish, German, Portuguese - Brazil, Russian
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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 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h1]A Small but really unique platformer[/h1] [h2]Gameplay[/h2] RUN: the world in-between (wich i'm just gonna call RUN from now on) is a pretty standard platformer, the movement feels really good, jumping and dashing around the different levels is really fun in and of itself. The thing that makes run stand out though is it's level structure. Basically the levels are "procedurally generated", that means that every time you die you'll have to go through a different level wich is basically just pieces of levels thrown together. This makes the game pretty hard, every time you complete a level you unlock new level pieces that are harder and harder, but you can't just learn the level to finish it because it changes every time. And while I personally really liked that about the game, I think a lot of people wouldn't like that very much. The game's main mechanic is basically the Super Mario 3D Land cosmic clone / Celeste chapter 2 badeline ghost, basically you're always followed by something that mimics your movement and tries to kill you forceing you to go fast (you can disable it in the option if that makes the game too stressfull though wich is always nice to have). [h2]Presentation and Aesthetics[/h2] I really like RUN's pixel art, the animation of the character are very fluid and the backgrounds are really beautiful. The music is also really good. [h1]Conclusion[/h1] RUN is a really challenging but fun platformer. The game forces you to get better at the game overall and not learn a single level through the procedurally generated levels. THe movement feels slick and it's honestly a great deal for a pretty low price. Just keep in mind that the game can be frustrating because of that procedural generation to some people.
Picked this up on sale and overall enjoyed it! The game has downsides (and I'm sure other reviews mention these too), but I didn't feel they were enough to give a negative review. I would recommend people pick this up on sale. [h3]Pros:[/h3] - Platforming mechanics feel good, some speed tech like Celeste - Art style looks really good without looking "too pixelated" - Music stays upbeat and changes in the background while you grind, very chill - Level tile design is somewhat varied for a bit of variety in the campaign [h3]Cons:[/h3] - Procedurally generated levels essentially change the skill ceiling into an RNG death grind - The campaign is just beating like 70 levels in a row with empty dialogue and no ending - There's a chaser enemy, and it's up your ass the whole time, furthering the RNG death grind feel [h3]The Good[/h3] It's clear that the game takes inspiration from Celeste (especially in its simpler movement), and the dash jump tech feels good to use. Platforming is tight and, most of the time, ends up feeling fair while being challenging. Gameplay loop will keep you playing for a good while and losing track of time. [h3]The Bad[/h3] This game misses the core thing that made Celeste and other precision platformers such great games: the learning grind. When the player encounters a tile or room they haven't seen before, they will likely die. Once they die, they want to study / grind / learn the tile/room to pass it. It's this get-knocked-down + get-back-up repetition, improving skill over the course of the game, that makes these games so compelling... and this game misses that entirely. Procedural generation means that, when you run into a new tile that you've never seen before and die, you likely won't see it again for a bit. A lot of times, it will show up later in a level you're trying to complete and, since you never figured out how to progress it and you're being relentlessly chased to the point where you can't take a moment and think, you will likely die again. This ends up feeling like you're less motivated to learn tiles and more motivated to grind favorable RNG for tiles you already know, which honestly feels kinda bad. A fix to the procedural generation problem could be to only procedurally generate the level the first time the player reaches it. If they die, even 50 times, they get the same generated level. The core problem isn't that it's proc gen... It's that it's proc gen on *each death*. The chaser enemy also feels pretty unfair. Need to turn around to jump on a wall behind you? Might get jumped by the chaser. Need to pause for a split second to figure out what tile is next? Chaser, bop. I feel like this could've had a bit more of a delay and still been challenging without being a pushover. Instead, it just forces you to make split-second decisions the whole time, which leads to a lot of pointless deaths as you mess up some precise tile due to an intuitive slip. [h3]Conclusion[/h3] The game feels like it's great for, and maybe caters to, someone that already learned/knows all the tiles and knows what to expect. For a casual playing this for the first time, it's a mixed bag of feel-good platforming and feel-mid-to-bad levels. If the levels became more predictable on deaths, I feel like this would be one of my favorite platformers to revisit from time to time.
After completing Nightmare Mode, I felt it was only fitting to post a review. It's a fast-paced platformer with fun obstacles, a simple yet beautiful art style, and a great soundtrack. You will have a pretty enjoyable time if you plan on finishing only on the lower difficulties. Unfortunately, the game's flaws become more apparent in the later stages. Imagine the final screen of Celeste's C Side, but with the Farewell difficulty and procedural generation. This makes learning the obstacles one of the most frustrating platformer experiences I have had. The game could easily resolve this issue by adding a seeded speedrun mode once the difficulty is unlocked. Instead, the game requires you to beat that difficulty to unlock the practice/quality-of-life feature. This ruins the casual playthrough experience for a more casual audience. As someone else put it, Celeste is a challenging game that wants you to overcome it. This game is the complete opposite: it prides itself on being difficult by making the learning process longer and harder than necessary.
Jeu fait pour le speedrun. Très fun, très prenant avec une bonne BO
本編クリア済レビューです! 前提として私は購入目的が 「Celesteのアクション体験を味わいたい」 だったため、その点で言えば未達成です! なので、未プレイの方は是非Celesteから遊んで下さい。 このゲームについてはジャンプ(壁蹴り)と横ダッシュのみの 正統派なアクションプラットフォーマーです。 壁にはへばりつくように張り付き、壁に触れるとダッシュが回復!?します。 クリアすると最初の地点に戻り、同じ道を無限に繰り返すのですが 新しいギミック、構造がランダムで追加されていくレベルデザインです。 アイテムを拾うと背景のロケーションが追加されます。 このゲーム体験を誰かに共有したり、おすすめできないので 作者様への敬意を込めて高評価を押しますが はい/いいえ が押せない中間です。
banger
Masochism
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Players by region
Where this game's players are, estimated from review languages.
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