
SpeedRunners 2 is a high-speed multiplayer platformer where rival superheroes face off in breakneck races using parkour, grappling hooks, and game-changing power-ups. Fall behind, and a shrinking ring of fire eliminates you – until only one runner remains.
Modeled estimate, not a reported figure. How we estimate →
Each storefront's own chart, in its own country — the closest public signal to sales where none is published. A country missing from a list is one we don't collect there, not one where the game doesn't chart.
About
Test your friendships via local multiplayer or compete with runners worldwide in this sequel to the acclaimed competitive platformer – now with up to 8 players per online lobby, upgraded netcode, new characters and power-ups, high-stakes elimination tournaments, explosive story campaign, and a variety of new multiplayer modes.
Master the movement: build momentum, swing with a grappling hook, and outmaneuver opponents using speed boosters, shortcuts, and traps scattered across maps.
Unleash an arsenal of power-ups, featuring fan-favorites like fireballs, freeze rays, and golden hooks alongside new additions like blasters and portable teleporters.
Save New Rush City, meet new and returning heroes, and gear up for multiplayer mayhem in a campaign that expands the original story and lore.
Kick back in Quick Play, get sweaty in Ranked, compete in brand-new 64-player elimination tournaments, or check out a variety of rule-bending modes in the Playground.
• Chaotic 2D racing for up to 8 players online
• Fluid, high-skill movement system
• 12 playable characters
• Dozens of unlockable cosmetic items
• Expanded arsenal of new and returning power-ups
• 16 map layouts with unique challenges
• Local multiplayer & custom games
• New experimental, rule-bending modes
• Explosive story campaign
• 64-player elimination tournaments
• Competitive Ranked play
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; Nintendo publishes no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $8.99−10% | 469reviews | 56% | — | $149.3K |
| $11.99−20% | — | — | — | 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.
Engagement
Reviews
Themes across 308 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have over 5,000 hours in the original SpeedRunners across multiple accounts. I know nostalgia is absolutely influencing my opinion here. I grew up with this game. It got me through high school and university. It is still one of the ways I stay connected with friends I rarely get to see anymore. And somehow that makes SpeedRunners 2: King of Speed even more insulting. This feels like a cash grab wearing the corpse of a game I love. The first SpeedRunners was never the most graphically complicated game in the world, but it was polished where it mattered. Movement felt responsive. The screen was readable. You could understand what was happening at a glance even when four people were flying across the map at ridiculous speeds. SpeedRunners 2 has somehow lost that. The gameplay is choppy. Frames constantly drop. Multiplayer feels poorly optimized. I will fully admit that my PC is not some cutting-edge monster, but this is also not Cyberpunk 2077. It is a side-scrolling multiplayer racing game. There is absolutely no reason something this visually straightforward should struggle this much. And even when it is running properly, the visual clarity is just worse. That is one of my biggest problems with this sequel. The first game could become complete chaos and still remain surprisingly readable. SpeedRunners 2 feels cluttered and muddy by comparison. Obviously you can eventually "get used to it," but that is not an excuse for making the sequel to an incredibly readable competitive game substantially harder to visually parse. Then there is the story mode. Jesus Christ. I finished the entire thing in less than 30 minutes. I was also very drunk. That should tell you everything you need to know about the difficulty. I understand that story mode has never been the selling point of SpeedRunners. The original game's campaign was hardly Shakespeare. Nobody was buying SpeedRunners for its gripping narrative. But if you are going to release a sequel with a new price tag attached to it, the absolute minimum you can do is make the new content entertaining. The "boss fights" are embarrassing. This is a game about GOING FAST, and somehow you can literally outrun the side-scrolling bosses that are supposed to be chasing you. Some of the bosses barely feel interactive at all. These are supposed to be the climactic finales of each act and they feel like half-finished gimmicks somebody threw together because the campaign needed something resembling a conclusion. They are too easy, poorly designed, and completely fail to take advantage of the mechanics that make SpeedRunners fun in the first place. How do you make a boss fight in a game entirely built around speed where being too fast breaks the encounter? How does that make it into the finished product? Then you get to the amount of content included at release. It is embarrassing. You have roughly eight main maps and then "alternate" versions of those maps. Except some of those alternate versions appear to be based on old Workshop maps from the original game. And this is where the whole thing starts feeling particularly gross to me. The original SpeedRunners community is tiny. I genuinely don't think I have ever seen more than around 30 people online at once during much of the time I played it. I have spent years playing matches with horrible ping because sometimes the only people available to play against were literally on the other side of the planet. And yet that tiny community kept this game alive. People built Workshop maps. They spent hours designing levels for a game they loved. Some maps were good enough to become curated Workshop maps because they impressed both the community and the original developers. So when a sequel arrives years later with a limited map pool and starts repackaging ideas or versions of community-created maps, I have a very simple question: Where is the respect? Where is the celebration of the people who kept this game alive? Where is the acknowledgement of the community that continued building things for SpeedRunners long after most players had moved on? Because from where I am standing, this sequel seems perfectly happy to benefit from the legacy of that community without understanding what made that community love the game in the first place. That feeling runs through almost everything about SpeedRunners 2. It does not feel like somebody looked at SpeedRunners and asked: "How do we make this better?" It feels like somebody looked at SpeedRunners and asked: "How do we monetize this again?" And that difference matters. Because this isn't some forgotten franchise being resurrected out of pure passion. There are still people playing the original. The servers are still running. The community is still there. Hell, the release of this sequel might end up being one of the healthiest things to happen to SpeedRunners 1 in years, because now everyone can go back and remember how much better the original game feels. And then there is the issue of ownership. The idea that I am effectively purchasing access to a game rather than something I can meaningfully own only makes the whole experience feel worse. If continued access ultimately depends on accounts, authentication, or servers remaining available, then what exactly am I paying for long-term? SpeedRunners 1 has survived for years because people love it. I don't have that same confidence here. That brings me to the part that actually makes me angry. I wanted this game to be good. I wanted desperately for this game to be good. SpeedRunners is not some random title I bought during a Steam sale and played for six hours. I have spent thousands upon thousands of hours with the original. It is wrapped up in years of my life, friendships, stupid late-night games, competition, frustration, and memories. And this sequel showed up with new ownership, worse performance, worse visual clarity, barely any content, a laughable campaign, terrible boss fights, and the unmistakable smell of monetizing nostalgia. It feels disrespectful. Maybe my 5,000+ hours in SpeedRunners 1 have made my standards unreasonable. Fine. But at a certain point, nostalgia stops being an excuse for accepting garbage. I am disappointed. I am angry. And I am requesting a refund. If you are thinking about buying SpeedRunners 2 because you loved the original, I genuinely recommend doing something else: Go play SpeedRunners 1. If you have never played SpeedRunners before, go play SpeedRunners 1. If your friends are considering buying this so you can all play together, convince them to buy SpeedRunners 1 instead. It is smoother. It is clearer. It has more personality. It has years of community-created content. And most importantly, it actually understands what makes SpeedRunners fun. Do not reward companies for digging up beloved games, stripping away what made them special, and selling the resulting product back to the people who kept those games alive. Vote with your wallet. I certainly am. Refund requested. Go play the first game.
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Latest in each market: best MX #38, worst BR #89 · 7 markets collected
US · last 30 days
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese*languages with full audio support
Hours played at review time, across 308 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
DO NOT BUY THIS. it is NOT the original devs behind speedrunners 1. The people behind this are cash hungry losers that put NO soul into this game, because of the following: -Barely any content added to the newer one. (2 new items (WOW! so much), 4 characters and a bunch of maps that are awful to play as. -There are bugs everywhere from being stuck in objects making you lose the round to just being blasted into the killscreen for what seems like no good reason. -There are new gamemodes added in this that just are awful to play. (Theres a medal hunting one that becomes: "i camp area and i hope i get lucky" and random bs go as the map launches 50 fireballs into your face that you cant do anything against.) -The 2 items they DID add are such a 0/100, ones a watch that lets you go up to max speed which is fine, not anything crazy but then they add a ray gun that can snipe across the screen, stun for what feels like 5 seconds AND GETS 3 USES -almost NONE of the original speedrunners maps made it into the game, no mansion (honestly good), no factory, no nothin, they legit had to rename the maps to something else and give them B sides that just to be like, oh no. these are VERY different maps but its just a reskin from the original game but made worse because they added a section that feels god awful to play. -speaking of movement, the walljumping feels like someone grabbed gorrilla glue and slobbered it all over the walls, theres a section at swift peaks B (which is just a ♥♥♥♥♥♥♥ reskin of snowed in from the 1st game) that ive seen everyone in online fail 99/100 times because its just that god awful -They added in a story mode that feels boring as all hell. The bots are fine i guess but the story is lazily writting at best, boss battles that just feel like a fkin scratch programming chart by how predictible they are and the fact that its supposed to be a "speedrunning" game is fun and all BUT ALL YOU DO AT THE BOSSFIGHTS IS STAND STILL AND ONLY MOVE WHEN DODGING OR HAVING TO ATTACK. WHICH IF U HAVE HALF A BRAIN IS LIKE ONCE EVERY 30 SECONDS I'm genuinly pissed off as i was lowk looking foreward to this game not realising it was made by a team that all they doo is make ♥♥♥♥♥♥♥ spongebobs games (AND THEY ARENT EVEN GOOD) EDIT: i forgot to mention, MY MAIN CAT MASCOT GOT MAIMED AND ABUSED INTO SOME FEMDOM CHARACTER THAT NOBODY CARES ABOUT Tinybuild why have u cursed us, if you were going to drop a title THIS big after THIS long. QUALITY CHECK UR ♥♥♥♥. jesus
This game fr feels like the prototype to the first one. Just so many problems, looks and feels terrible. Actual Garbage im sorry. Just buy the first.
First off I'd like to start this review with some highlights of the Agreement you sign in the beginning. EULA License Grant for the Game. We grant you a non-exclusive, personal, revocable, non-transferable license to download, install, and use the Game for your personal, non-commercial use on devices or console you own or control, provided they meet the necessary specifications. You agree that your use of the Game is solely for personal entertainment and has no monetary value. Restrictions & Community Guidelines You agree not to: iv. Reverse engineer, decompile, disassemble, display, perform, prepare derivative works base on, or modify the Game, in whole or in part, except as permitted by applicable law; This Means that: you are agreeing that you purchased a revokable license rather than own the game. And you are not allowed to modify or reverse engineer the files. Lets say in 5 years they pull online capabilities from this game and the community decides to engineer a new community version of online for people to still play. They can pull it down. The community decides they miss custom maps from 1 and wants to bring custom maps into 2? Not anymore. And if they catch you doing such things? They can happily pull your "revokable license" This game is essentially Fair Play Labs taking the corpse of DoubleDutch Games Speedrunners 1 and puppeting it to be a fraction of what it once was. The big new highlight they showcase is the new graphics design. But when you start playing you notice the removal of the minimalist design quickly makes you start to lose track of where you are at points in time. Anyone from the pc release of Speedrunners 1 will remember the community support given with the allowance of Community made maps. This is no-longer a thing. To top it off back to the first highlight they allow absolutely no modification to these files what-so-ever. If this was because they made one version of the game for both consoles and pc and decided they do not want to spend anymore time to developed extra's for pc like custom maps (which the last dev's did) that could then been published to be downloaded on consoles as well? Any reason why is up for speculation. The story mode. I beat the story mode while reading the dialogue in-between races in under 30 minutes. There are three chapters to the story mode. At the end of every chapter there is a boss battle. There are two boss battles where the boss is essentially a GIF on the top right of a side-scroller map and one where it's a gif in the middle of an arena. Your objective is to get item crates and shoot rockets at a 45 degree to where you're facing because they designed it to where it cannot home in on the GIF. The bosses have very simple rotating attack patterns as well. There where two styles of races in the campaign. 1. The generic race till the other guys fall out of the screen we all grown to love 2. You and the others race laps and 1st place is the winner. During the second style of races I have to say your personal camera given is absolutely atrocious zoomed in as close as it could possibly be to your runner not allowing for you to see any of your play space. In the game settings you can adjust it from small to large but it barely does any difference giving you a tiny bit more camera in front, and above you. During the gameplay you will encounter random hitches/stutters even though this game is rather simplistic and you'd assume can't be resource intensive. Online-play: I still had fun in online. But I think a portion of that was rose-tinted glasses. I was absolutely joyful to be back in speedrunners with a populated community. One problem though is the items. Unlike the first game there is a noticeable delay during the deployment of items to where there hurtboxes actually register. This allows for other players/npcs to run straight through a crate or projectile during its deployment if they are close enough to you. The online play can be pretty laggy and have missed inputs or notable delay. If everyone else quits the race the match does not count! No XP. Lack of levels from the first game. and very few levels as is. There seems to be adjustments to the gravity changing pathing higher level players would take. Given all this I have critiqued I will still be playing the game and not refunding it. It's only $10 USD for me to relive some fond memories with a community I have since long-missed. I'm still beaten up by the lack of community representation by the developers and do not like their choice in camera and graphic design but hey. New supported game. Given all the negatives I will still be giving a thumbs down.
• more sluggish than SpeedRunners 1 • Less content than SpeedRunners 1 • Lacks visual clarity of SpeedRunners 1 • Screen shink? really in 2026? - why not zoom in, it's 3D ffs (also new effect is blinding)
Played 10 hours in the Speedrunners 2 playtest and then a few more hours on release but I never found me saying "woah, this is cool" or "oh, they did this better". It was always "Oh my god I used to love playing this map" and "Auntie still got it" or "I missed this game so much". Every thing I enjoyed from Speedrunners 2 was actually something that Speedrunners 1 gave me and the more I thought about that, the more I would ask myself "is there something that I like from Speedrunners 2?" The game is so visually cluttered and the pacing and flow of every element on screen feels like it's there to "dopaminemax" as if it was trying for the game to *look* interesting for people that haven't played it and my distaste began to grow from there. Then I invited a friend that never played speedrunners before saying "Oh, it's okay go as hard as y'all want. I did all the advanced tutorials and know all the techs like wall running and stuff" and at first we all laughed. Techs? in Speedrunners? nah girl, this game is just about momentum and skill but then I went to do the advanced tutorials and there was indeed a "techs" tutorial which described new features such as the wall running thing and other stuff that although minor, still were "techs". Part of why I loved Speedrunners so much is because of how true to skill it is but I feel like this sequel is trying to drift apart from that as there's a lot of potential to do crazy stuff with the techs but the problem is that when you start making techs a core concept, it goes from a party game you can play and enjoy to something that will quickly make people not want to play with you. Speedrunners is a game that always struggled with skill gaps between players and the techs just make stuff worse as ♥♥♥♥ can sometimes feel not fair. How was someone supposed to know that you can taunt and use an item or press hook + jump at the same time or do bunny hop? not to mention the amount of time it takes to properly learn all of that. I don't mind it, but part of why I was able to enjoy getting demolished in this game is because everything felt possible if I just had the right route or approached stuff differently without the need of a tech. As of right now, it's not really a problem and they're mostly unused but I know that if this game stands on for a while, it's just going to be insufferable. Specially seeing people try and do these techs and die because they failed to do them. What else did Speedrunners 2 specifically add? oh yeah, the two new items. The shockwave I think it's fine. It can help you dodge missiles, it can save you when you ♥♥♥♥ up your momentum and you can also change directions even if it's a speed loss. I think it's fine and knowing the places you can discard it without losing speed is also good on its own too. I like that item but it has the same problem as the other one, which is being a completely selfish/self centered item that doesn't care about other players. There's no cool interactions and the speed loss advantage for other players is not enough imo. The gun on the other part is incredibly controversial. Definitely the item that killed most people in the 10+ hours I've played and even if it's nerfed on release, I still don't like it. I feel like it goes against the core item design in Speedrunners, where everything has some kind of counter, can be dodged or can help other players if you're not careful. The gun is just a gun. You shoot and it shoots wherever your character is facing. No way to dodge it, no penalty for using it or missing, the only thing you can do is hope they miss the shots and a skilled player will pretty much only use it around ledges or pits to knock back other players into places they just can't recover for. I think this item is a mistake and a complete design overlook. It felt like someone had a frustration with none of the items being direct but instead playing for the long game or with a "META" perspective and I feel like a lot in Speedrunners 2 is like that. You know how games lately feel like they are so optimized to not allow a single moment where your mind is not actively entertained? It's basically that. The main menu already has one of the level tracks playing, arranged into a main theme-y feel, there's an obnoxious announcer telling you the news and just overall not shutting up at all now, all the characters have voices and say stuff when winning, being hit, getting speed (the worst offender), and basically everything you can think of. The "cooldown" of item usage at the start of rounds is reduced (or even 0, when there are 8+ players), The main menu is flashy and has your character emoting and showing off a skin or smth with your player level and rewards and blah blah blah. Everything in Speedrunners 2 has the feel that they want to exploit dopamine for player retention or maybe I'm too cynical. I don't know, but I do know that the original developers are not doing this game which makes complete and total sense. I wouldn't go as far as to say "everything Speedrunners 2 does is Speedrunners 1 but worse" solely because I don't want to do hyperbole but they certainly haven't done stuff better but maybe that's an impossible thing to ask, as the first game was already perfect imo. The movement is different from the original so the copypasted maps are different to play on their own and I'm fine with this but the map variants only serve to keep things fresh. They're not good maps on their own or something I would think "Woah this part is definitely better". The two new maps tho, Forest and Moon are just.. really, really bad. They feel like low quality workshop maps and while it's fine, it just worries me that everything new this game has to offer is just bad or mediocre at best. Finally, I really wish this game was in Early Access. I think I wouldn't feel as cynical as I feel if the game did release on Early Access because it just simply isn't ready. I would say "Give it a few years" but I don't even know if they're planning to go for the long run or if this is just it! I would love to be wrong but as much as I love Speedrunners and want people to play it, I just can't recommend this one.
As a huge fan of the first game, I feel I can confidently say that this game is absolutely terrible. I've seen nothing but reskins of maps from the first game. They added these terrible, slow-moving(or stationary) platforming boss fights that just don't fit in with the game at all. You will have more fun playing the first one. Save yourself $10
Blatant nostalgia bait, glitchy and buggy, not only does this game feature a reduced roster with mostly the same maps as the first game but the menuing and controlling are incredibly frustrating or near unplayable. the default controls seem weird on keyboard so im glad youre able to change them.. except the game only recognizes the default controls when you try to play the campaign and for me that would mean hitting the "shut down" shortcut repeatedly so i cannot play the campaign at all due to this oversight/bug, not to mention some buttons cannot be rebound so i find myself repeatedly hitting the "open chat" button when i CAN use my preferred buttons during online or local and people think im BM'ing or spamming chat. the levels while being almost nothing new seem to feature several new glitched places and angles to get completely stuck in the map, leaving you to lose a life or get taunted and mercy killed by your friend.
more of the same but with terrible 3D graphics and music arrangements. If you liked the original keep playing the first title and skip this "sequel". If you want a true sequel, check out Sprint City (made by the same developers).
give me speedrunners but hold the characters and hold the maps and hold the physics hey jimmy give me a speedrunners with nothin
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