
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
Sympa
Sgut!
Très chouette platformer. Simple et exigeant ! J'en parle en 30 secondes dans un short YouTube si vous êtes curieux ! https://www.youtube.com/shorts/5PuokgnjEcg
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
Incroyable.
Let me be clear, if there was a neutral score review option, I'd pick that instead. Also, I only played through the main campaign as of this review, so if there's something in the other modes that fixes all these problems, shame on me. Let me give some context: I LOVE me some platformers. I even 100%'d Super Meat Boy in middle school cause I'm a psycho. I can definitely feel the Meat Boy, Celeste and even Scourge Bringer influence in this. The controls are mostly great, though there are some oddities like slipping off of a walljump when it seems like you hit it just right, or how it sometimes feels like walljumps are inconsistent in their arc. But honestly, overall the controls are above average. I ALSO love my roguelikes. Isaac, Dead Cells, Slay the Spire, Risk of Rain, Balatro, you name it, I've probably played it. I clearly am not opposed to games relying on repeating content to a degree as long as it's done well and provides variety. Those things are not the problem. RUN is supposed to be a procedurally generated platformer, but what does that actually mean for the gameplay of RUN itself? Imagine if Super Meat Boy only had like 6 or 7 levels per world for 7 worlds, each level takes 10 seconds or less to clear, and you have to beat a random assortment of levels of the world you're in, and even some of the previous worlds levels. And you have to beat the whole group without dying to make a fraction of progress toward moving on to the next world. Essentially meaning you're going to be seeing the exact same platforming challenges over and over and over and over again, regardless of how many times you flawlessly completed them, and if you make a mistake, that entire group of patterns is forfeit and you gotta try an entire other random group of the same level patterns. In a precision platformer, a form of platformer reliant on dying multiple times to a challenge until you finally do it juuuust right. I hope this is ringing some alarm bells in your head. It took me a mere hour to beat the campaign, and even then it felt like one of the most padded campaigns I ever played. If it was just a string of levels that once you've beaten one, you've beaten it for good, I honestly think I would have beaten it in 10 min or so, and I would have had much nicer things to say frankly. I think there are multiple difficulties after normal, and MAYBE they provide more level variety, but honestly I was dreading the idea of continuing to do what I had been already doing for an hour even if it provided more difficulty, which is something I generally like. I just had enough. Look, the people behind this are clearly capable of making a good platformer, but it feels like a tiny tiny tiny tiny TINY game desperately trying to make itself look like its at LEAST a "short" game, to the detriment of its own fun and pacing. I genuinely would have gone on to the other modes to look for more content and ways to play if I wasn't absolutely worn out on just how repetitive the campaign was. I NEVER wanted to see those platforming levels again. I think this game is proof that these guys are capable of making great things, but MAN does the execution of this game's concept not work whatsoever. For me, anyhow. Lots of people seem to like it despite all this, so make of that what you will.
自虐小游戏
Perfect duration, really cool if you like Celeste mixed with Meat Boy. Music is AMAZING !
arte muy bueno musica muy buena y la historia esta buena pero el juego se basa en reciclar todos sus niveles una y otra vez es bastante aburrido yo creo que trataron de hacer algo pero les quedo grande la verdad parece mas una beta por lo incompleto que se siente
Ce jeu est génial ! Un die and retry dans lequel j'ai ressenti très peu de frustration. Le jeu pousse à aller toujours plus loin, à apprendre de nos erreurs et de nos réflexes (dont les mauvais ne s'effacent pas toujours ^^"). A chaque réussite, ce sont des petites victoires vraiment appréciables. La récupération de souvenirs aide à plus de défi et c'est cool. En somme un super jeu que je recommande +++ !
I never thought a procedural generated precision platformer could work, but this is great
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
Players by region
Where this game's players are, estimated from review languages.
Related
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| $42K | 364 | 93% | $4.99 | |
| $42K | 90 | 71% | $12.99 | |
| $42K | 152 | 80% | $9.99 | |
| $42K | 394 | 80% | $4.99 | |
| $42K | 657 | 65% | $3.99 | |
| $42K | 79 | 76% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $5.7K | 32 | 100% | $9.99 | |
| $5K | 70 | 94% | $4.99 | |
| $3.5K | 16 | 75% | $7.99 | |
| — | 0 | — | — | |
| $0 | 92 | 96% | Free | |
| — | 0 | — | — |