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Haste

Haste

Developed by
Landfall
Published by
Evil Landfall?

$19.99

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!

Consensus
A78.4/100
Steam players92.2% positiveVery Positive14,270 reviews
Metacritic ↗81/100Users: 7.5/10
VG Insights estimate ↗≈704K copies · ≈$9.3M gross

What creators say

View full ranking →

Part 5 (Jul 2026) · #3 of 9 in that tierWatch the moment (1:37:30)

Tier list Part 5 (2026)

Haste is a fast-paced 3D running roguelite where you race from the start to a portal while a void chases you, chaining dives and perfect landings to keep energy up for your active ability. He finds it skill-intensive but deeply satisfying once it clicks, with excellent visuals and standout music. The roguelite layer is light but impactful, deliberately so as not to disturb the core movement. Updates since his earlier review fixed many of his complaints.

Liked

  • Core movement and dive/perfect-landing system feels great and rewards mastery
  • Excellent visuals and a large, high-quality soundtrack he listens to outside the game
  • Roguelite elements (passives, actives, gems) blend well without straying from the core running
  • Active abilities (board, wings, jump) enable distinct playstyles
  • Post-launch additions: per-level modifiers, harder modes, better keyword and item explanations
  • Extremely satisfying and fun; he kept playing beyond what he needed for the ranking

Disliked

  • Losing all health costs a life and restarts the same level layout or boss, which feels tiring
  • Active abilities are too expensive, discouraging experimentation with builds
  • Loop mode gives few items, making an endless mode less appealing
  • Bosses can be frustrating and are hard to make work in a running game
  • Hub area could use more secrets and things to do; runs do not differ drastically from each other

What players say

A third-person, momentum-based 3D parkour/runner roguelite from Landfall in which you play Zoe, sprinting and gliding across procedurally generated levels and chaining perfect landings to outrun a collapsing universe, solo or in online co-op.

Haste is received very positively overall: Steam sits around 92% positive across roughly 14,000 reviews (Very Positive) and Metacritic shows an 81 Metascore from 6 critics with a 7.5 user score from 49 ratings. Nearly everyone, including the people who downvote it, agrees the movement and sense of speed are outstanding, and the soundtrack and art get frequent praise. The recurring complaint is that everything wrapped around the movement (procedural levels, pick-3 item roguelite layer, only three bosses, wordy story) is thin and repetitive, with novelty fading around shard 3-4. It launched on PC on April 1 2025 (a full release, not early access); console versions with crossplay followed later, and a late patch note says the last planned content update has shipped, so future work is ports and bug fixes rather than new content.

Players love

  • Movement and sense of speed: chaining perfect landings, reading terrain and weaving obstacles feels fluid, tactile and arcade-like; repeatedly compared to what a good 3D Sonic or Tiny Wings in 3D would feel like
  • Soundtrack: drum-and-bass style tracks with smooth blending between levels are called out by players and by critics (e.g. But Why Tho) as a highlight
  • Art style and character design are widely described as charming and gorgeous
  • Skill expression: no jump button, high skill ceiling, and S-rank chasing gives mastery payoff; flow state when it clicks
  • Late-game and endless-mode item snowballing (RoR2-style) lets runs go absurdly fast, which fans find hilarious and satisfying
  • Runs great, including 60fps on Steam Deck, and DualSense haptics are praised
  • Good value and broad appeal: cheap-ish at $19.99, Sonic-fan catharsis, works as a chill or background game
  • Critics (But Why Tho 9/10, Vandal 82, The Games Machine 80) call it a refined arcade experience

Common complaints

  • Levels are procedurally generated and, per many negative reviews, blur together with mostly palette and obstacle changes across the 10 shards
  • Only three (some say four) bosses, recycled and made tougher in later shards; the final boss is called underwhelming by some
  • Roguelite layer is shallow: many items are small stat or condition bonuses, few change how you play, and runs feel similar
  • Story and dialogue are frequently criticised as wordy, flat or badly paced for a game about going fast; many players skip it
  • Procedural generation can produce bad terrain or no-win stretches, with obstacle clusters forcing hits and some boss setups depending on luck
  • Bugs and performance issues reported by some: crashes, freezes, black screen after Continue, stuttering, lag in extreme endless runs
  • Multiplayer is thin: players share a world but barely interact beyond gifting lives and items, so buying extra copies disappoints some
  • Repetition after the early shards (novelty wears off around shard 3-4) leads several reviewers to a thumbs-down despite loving the core

Can feel tedious

  • Shards can run around 20 minutes and feel long and samey once novelty fades
  • Forced dialogue and story beats between levels; many skip them
  • Grindy achievements: one reviewer cites the 5000 km achievement as requiring a long endless slog, and shard 10 achievements as annoying
  • Permanent upgrades (anti-spark and similar) feel like plain stat bumps, and some players need repeated runs for them
  • Collision or terrain trapping in ditches, unavoidable obstacle clusters, and luck-driven level layouts that can ruin a no-hit attempt
  • Challenge nodes and the map feel tacked on, and several reviewers say items and map choices can be ignored while still getting S ranks

What's unique

  • Sonic-like speed and momentum fantasy in a roguelite with no jump button; speed is built by timing landings on downslopes
  • Landing-quality mechanic (perfect, good, bad landings) that drives both speed and score
  • Sparks economy and item snowballing that can let endless mode reach absurd speeds
  • Ten-shard campaign with a node map, characters and story wrapped around a runner, plus an endless mode and later time trials
  • Drop-in online co-op with crossplay on consoles, and a Workshop mod scene (e.g. character swaps)
  • Built by Landfall (Totally Accurate Battle Simulator, Clustertruck) with a playful tone and Steam Deck-friendly performance

Players want

  • Hand-crafted or curated levels (Clustertruck, Neon White and Cyber Hook are cited as better comparisons), possibly with time-trial and leaderboard support
  • Items that change playstyle or act as permanent mechanics rather than small stat boosts; more build variety
  • More bosses and more distinct biomes and level variety per shard
  • Stronger, better-paced story or an option to skip or trim dialogue; UI readability (speed indicator is easy to miss)
  • Fixes for procedural-generation edge cases (no-win landings, luck-dependent bosses) plus accessibility options such as a screen shake toggle and the ability to decline challenge rewards
  • More content or DLC and mod support; players were disappointed the devs said no more content updates are planned

Summarised from Steam reviews and community discussion.

Steam tags

Fast-PacedActionFemale Protagonist3D PlatformerParkourRogue-liteSingleplayerAdventureRunnerRacing

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