
Haste
Apr 1, 2025
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76561198426666520

Recommended100 hrs played (87 hrs at review)
It's like a really good 3D Sonic roguelite game but with less Mpreg fanart.
601 votes funny
76561198426666520

Recommended100 hrs played (87 hrs at review)
It's like a really good 3D Sonic roguelite game but with less Mpreg fanart.
601 votes funny
76561198098423174

Recommended10 hrs played (1 hrs at review)
you know those ninjas that ran by the side of the car window when you're a kid and your dad was flooring it trying not to get his head cut off by one of them
you play as those ninjas in this game
269 votes funny
76561197991774929

Recommended10 hrs played (10 hrs at review)
Sonic if Sonic was nothing like Sonic but more like Sonic than any Sonic game has even been. Sonic.
112 votes funny
76561198141914210

Recommended5 hrs played (1 hrs at review)
At 3 PM local time, in a random discord server I was in, I showed them the videogame "HASTE" with the comment: "I hope this game comes out".
I wishlisted the game then, though I'd known about it ever since the initial mechanical demo.
2 hours later, 5 PM local time, I get an e-mail from steam: "HASTE: Broken Worlds is now available on Steam!"
Yeah. That's pretty fucking hasty, alright.
99 votes funny
76561198259121994

Not Recommended1 hrs played (1 hrs at review)
Abstract
---------
If you liked the demo that does not mean you will like the game.
If you do wanna buy it speedrun to shard 4 and if you're still enjoying it don't refund it, otherwise do
Full thoughts
--------------
Procedural generation was not the play, at least not how it's done here. From shard 3 and on the difficulty curve is out of whack. Some levels are really fun and smooth, enough of them are not like that I found myself not enjoying the experience. When the gameplay is good it feels awesome, the issue is the gameplay is not always good. Having procgen for an endless mode would be fine, but for the main shards it leads to irregular difficulty, the game not being consistent with how fast it wants you to beat levels causing the death wall to be way too close or way too far, and obstacle spam making some levels unreadable.
Another issue is item distribution. Unfair obstacle layouts don't matter as much if you can heal off the damage you take from them, but actually getting good items is entirely random. I have had shard layouts where I got two shops before the end and one of them was only accessible at a point where you wouldn't have enough money to buy anything and the other is right before the boss. Even if these issues were fixed though, they wouldn't solve some levels just not being fun, just a way to make the slog between fun levels more bearable.
I've also had technical issues (having stages softlock due to dying while going into the portal or having the game spawn me running into a rock). As much as I wouldn't like them to be there in the first place, these issues can be fixed, and for the people who do have fun with this game I hope they are fixed.
Maybe I'm just bad, I'm fully willing to admit that. If someone was good enough at the game they probably wouldn't struggle as much on worse generated levels, but if the game doesn't properly work up to that point, or if whether or not levels suck is all up to random numbers in a procedural generation algorithm, I personally think that's still a problem.
When the game flows it flows well, really well. This movement system in handmade levels would be fucking phenomenal. I am just so upset they hopped on the roguelite hype train for the core gameplay loop.
48 votes funny
76561198131327032

Not Recommended125 hrs played (125 hrs at review)
its mid. extremely repetitive, boring gameplay. story isnt interesting, boss fights are repetitive, items are poorly balanced, roguelike elements are weirdly thrown around and poorly placed.
28 votes funny
76561198274210995

Recommended19 hrs played (4 hrs at review)
sonic if it good was. good if sonic was. it sonic. sonic.
it if was sonic. sonic. good if was sonic it. good if sonic it good was. sonic. sonic. sonic. sonic. if. sonic.
25 votes funny
76561198876677255

Recommended8 hrs played (1 hrs at review)
very fun, just wish i could do tricks smokin sexy style with my hoverboard.
21 votes funny
76561198003172561

Not Recommended8 hrs played (8 hrs at review)
Aight look. The running is great. The speed feels great. The music is pretty bop.
But jesus christ the devs seem to really not understand what's fun about their own game. It's like they were afraid to just make an endless runner, so instead, they tried to answer the question of "what does a REAL game need???"
So suddenly there are now incredibly annoying bullet hell bosses, rogue-lite elements that don't do much because you can't really make a build, there's clunky map from slay the spire, there's awkward story presented a-la Hades (except Supergiant Games know how to write and it's not as annoying to die in Hades, as it is here) and then there's final boss that simply makes you run in circles across the broken shifting terrain where you can just hit a brick wall and fall to your death, because that's what's speedy arcady runner is supposed to feel like, apparently. Not to mention the fact that the random generator sometimes gives you levels that decide to f you over for no real reason - for the last 3 shards I just turned down the damage slider to 5% because I couldn't be bothered anymore.
I was very hyped by the demo, but by the end I just left annoyed. I won't bother finishing the last boss.
19 votes funny
76561198253199889

Recommended31 hrs played (4 hrs at review)
Foolish gamer, I laced your $20-value game with the most addictive gameplay of all time!
Fuuuuuuuuuu
19 votes funny
76561198026838608

Not Recommended12 hrs played (3 hrs at review)
The hardest negative review I'm ever going to write.
This is a blast. I love running around, conserving momentum, flying through the air and using reflexes to avoid hazards. It's so much fun to play when the flow gets going.
Then you touch a rail wrong, it bounces you backwards, robs your momentum, and then you're in the No-Fun Zone. That's the zone racing behind you. If it reaches you, you take damage, you lose a life. In my time with the game, when I start seeing the blue glow, that's GG. Level's over, Lose a life. The ability to recover is non-existent. You take too much damage, too quickly, when that zone catches up to you. It's also reason I can't use other powers. I could use the item that spends meter to give me higher altitude, but that won't increase my forward velocity. So my options in the game are limited because I have to stay so far ahead of the No-Fun Zone.
Do a perfect run on a level? E Rank. How do you get a higher rank? Uhh... I don't know. I guess do a perfect-er run?
There's a rock coming at me I can't avoid. Is it going to end the level and take a life, or just do some damage and I can finish the level? Your guess is as good as mine.
The challenge levels do not give you enough time to learn what you're doing.
The rate you get resource for permanent upgrades you earn is too slow. If you want to improve the stats that will make the previous complaints less of a problem? Get grinding. Enjoy the previously mentioned BS as you grind that resource. Even when you're doing a Shard Run, it's impossible to tell what the shop prices are going to be, until you're there and looking at the items. You could have 700 Shards/sparks/whatever and the game will tell you that the cheapest item is 750, only when you're there and had decided not to go that other path that would've given you more sparks or items. Either increase how fast you generate resources, or make everything cheaper across the board.
This feels like a game that's been on Early Access for a while. That's a compliment. I love the art style and character designs. The story is fine. I speed read the dialogue, and skip the scenes that come up when I lose a run. Those dialogue triggers can go fuck themselves. The last thing in the world I want to do after losing a run is to watch two characters talking. I want to turn around and try again. I probably lost on some BS, so I'm really not in any mood to hear them talk. But it's fun. It's addicting. It's a genre of game I never know I wanted. But there's a solid 4-6 months of dedicated testing and polishing before I'd ever consider it ready for retail.
Nothing I've said can't be find in all the other reviews. Offering advice feels like a waste of time at this point. I just think Landfall shot themselves in the foot by releasing the game in this state. Either spend more time cooking the game, or released it to Early Access. Either way, Haste might get better, but that's going to be after the bulk of the playerbase has left. So... I guess leave this game to rot, and then work on a sequel that focuses on those core issues...? Your options suck.
Last word: I didn't get screwed over too hard over the level generation as other people did. Maybe it gets worse as the game goes. I just wish for more hand-crafted maps. Something that feels intentional and sculpted by human hands. Maybe someone smarter than me can point out the deeper problems with the random generation, or maybe someone else will explain why it's perfectly fine. I just want more handcrafted levels.
18 votes funny
76561198047096716

Recommended46 hrs played (31 hrs at review)
Bruh the things people are whining about are insane, the gaming community can not be pleased, I just saw someone complain about not knowing what luck does. I think gamers need to understand that you people being braindead idiots is not the devs fault. Im loving this game. Have it turned up all the way on difficulty and Ive only had a bug or two, I saw someone mention repetitive game play. Idk how youve played anygames in the last 5 years if you think this is too repretive,
TLDR: The gaming community needs to stop whining about moronic things while still supporting AAA Games, And blaming their lack of intelligence or skill on the game, The game is Amazing!
17 votes funny
76561197994566843

Recommended2 hrs played (1 hrs at review)
it's like sonic but not as hot
13 votes funny
76561199204252579

Recommended195 hrs played (71 hrs at review)
You are fast
fast is good
you feel good
endless gameplay loop 10/10
11 votes funny
76561198302545184

Recommended37 hrs played (18 hrs at review)
The story is a prank.
The gameplay is like if Subway Surfers inhaled enough energy drinks to kill an elephant, and then decided to put on its best Risk of Rain 2 cosplay.
The soundtrack is INSANE. IN-SANE. I am completely at a loss for words on how to gas it up. If you know you know.
-1 point for balancing issues so bad they threw their hands up and added multiple difficulty sliders, -1 point for story awfulness. Please for god's sake nerf the big roots (they are unplayable on sprint mode). It's also pretty buggy on occasion. Everything just feels a little unfinished, but the vision is there.
8/10 but I love it dearly despite its flaws.
10 votes funny
76561198110015288

Recommended24 hrs played (16 hrs at review)
endless mode experience:
1. run slow
2. get items
3. more items?
4. i think im running rlly fast
5. ok, this is too fast
6. fly instead of run
7. MORE ITEMS??
8. bug the game and fly at 1000km/h
9. i cant control myself and di3
10. repeat
10/10 i recomend it
10 votes funny
76561199124387242

Recommended27 hrs played (25 hrs at review)
After a few hours in this game and hating the snake boss, I really do think this game would be amazing with an online multiplayer. anyway I hate the snake.
edit: AFTER A FEW MONTHS THEY ADDED A SHIELDED SNAKE BOSS?! WHJY WOULD THEY DSJKHDKWHAHSD this is torture.
10 votes funny
76561198132931055

Not Recommended4 hrs played (1 hrs at review)
Good game, disgusting developer. The indie gaming industry isn’t as independent as it seems. Landfall Games, Wings Interactive, and Sweet Baby Inc. are connected and are controlling which games get funded, published, and promoted based on their DEI standarts.
More Information in this video (No self promotion just how I found out about it):
https://youtu.be/NYkeJy49y7g?feature=shared
10 votes funny
76561198004356475

Not Recommended3 hrs played (3 hrs at review)
It's a good thing the core moment-to-moment running gameplay is so exhilaratingly perfect, because the rest of the game they built around it kind of sucks. I ordinarily like roguelikes, but this game is a textbook example of using the roguelike structure purely as a cynical, or maybe just desperate attempt to pad out their five minutes of genuinely good gameplay into a full-length experience.
It's hard to give this a thumbs down when it's still, at it's core, really damn fun. But when the game's less-polished elements repeatedly intrude on that experience, it's just as hard to give it a thumbs up. The whole, here, adds up to a lot less than the sum of its parts.
9 votes funny
76561198364490311

Not Recommended23 hrs played (20 hrs at review)
Haste has got some rich and deeply satisfying gameplay, but in what was likely an effort to give it plenty of repeatability, I feel that Landfall has left a massive blemish in what could've been such an amazing game; the level design.
Or really I should say the lack of level design, as everything is procedurally generated. I have a lot of holes to poke here that show how much this design choice holds the game back, starting with a fun, hidden mechanic I'd like to call "Completely Unpredictable Bullsh*t". This is a common process you will experience when playing through various shards when you find that the terrain gives you little to no chance to work your way through them, causing you to take damage and possibly lose a life due to an obstacle that you had no chance of getting through unless you had a path preemptively organised and/or supporting items that could overwhelm the random chasm that stretches for fifteen kilometres, or the series of dips and rises in the land that give you no opportunity to make a perfect landing and keep your speed up. These are things you couldn't possibly prepare for regardless, as the entire game is, you guessed it; procedurally generated.
Completely Unpredictable Bullsh*t is no stranger to games in general, and obviously you want to have a challenge at times, however, it's one thing to have levels in a game that feel impossible to get through and frustrate you, but when the source of that frustration doesn't come from intentional game design and instead originates from automated computer slop, it feels relatively unfair when you lose a shard run due to elements that were completely out of your control and had no way of avoiding.
C.U.B and it's harrowing effects are only compounded by the fact that the other aspects of the game make no effort to make up for it. There's only 3 bosses and 3 different environments that are repeated in a cycle for the entire length of the game, and the only change in difficulty is making things faster and having everything shoot more lasers, there isn't any voice acting or small animations for characters to keep the dialogue scenes interesting which in turn drag down the momentum of what is supposed to be a fast-paced game. Many items often repeat themselves, closing in on the ending and not even have discovered half of the discoverable items, of which some come close to copying the function of another. The soundtrack, something I enjoy, but does fail to keep interest after 10+ hours of gameplay, and most, if not all the collectable abilities that you can purchase from your friends play second fiddle to the courier board you already have from the very beginning.
(SPOILERS!!) Speaking of your "friends", the main story also feels very disconnected from the actual gameplay. The story makes an attempt to give you the perspective that you've got a whole team of people behind your back, helping you fight against the collapse of your universe, but in actuality you personally have to force your own perspective to take belief in such a concept as no one is really to be seen anywhere in the levels or giving you support in any kind of way, with the exceptions of The Captain and Gan, who both offer you items in exchange for collected currency.
A better portion of the story has you, Zoe, go chasing after your best friend Niada, and Zoe seems to hold a lot of concern and panic about this whole situation, but if you closed your eyeballs for the 20 seconds of time that has the dialogue on screen, you'll find that you have absolutely zero clue about any of this. In fact, you wouldn't understand anything that's going on because the visual novel side of things take the weight of the story entirely, without having the gameplay reflect any of it.
A lot of this could've been remedied by having Niada actually show up during levels, with her running in the lead, or better yet; have these various characters assigned a shard each to support you throughout them, and instead of having you spend antishards on largely useless equipment you'll use once, having that equipment locked to specific shards where the levels are intentionally designed to force you to use that equipment to survive. For example you could get up to shard 3, where Niada is actively fighting through the levels trying to get to the end, and throughout this specific shard you're given her corresponding grappling hook to traverse through uniquely high terrain where your regular horizontal speed simply wouldn't cut it, or have another shard where you utilise Daro's Cowl to fly through especially long gaps in the land.
I find all of this especially disheartening because I held a lot of excitement for this game, and I think Landfall has always made very entertaining games, and knowing that they are incredibly capable of amazing level design (Clustertruck, TABS, made an entire battle royale map), it absolutely baffles me how this choice slipped into the beta let alone the final release. Maybe it was to try something new, to put focus on other aspects of production, or to take the load off developers, but I can't help but feel that Haste would have been so much better off with hand-crafted levels, and that procedural generation mixes with Haste's gameplay the same way water mixes with oil; not at all. I get that Landfall isn't a titan of a triple A studio with hundreds of hands on deck, and that time and money constraints are a heavy factor at play, but I'd easily pick an arrangement of pre-designed levels less than a tenth of the size of the current game in a heartbeat, knowing that love was poured into them, and I would have been more than happy to wait for that.
I want this game to be amazing so badly, because the potential is absolutely there, and this review should not downplay just how fun it is to sprint through these various, beautiful environments (despite the small variety), but in this game's current state you can really just play the free demo and not only receive the same experience, but save yourself from the infuriating loop of shard runs that almost seem to intentionally work against you entirely due to having poor luck.
Update: I wasn't expecting this to gain any meaningful level of attention. I wrote this at 1am on a week night when I was intoxicated and lost to the final boss. Thanks for the awards, you all truly humble me. That's at least 2 or 3 gooner anime profile backgrounds with jiggle physics for my steam inventory. I'm not changing a thing about the review everything I said still stands. If you disagree with my opinion please feel free to express your dispute by giving my review another jester award. Adieu.
9 votes funny
76561198075818785

Not Recommended7 hrs played (3 hrs at review)
The movement and gameplay itself is really fun and I love it.
But I wont give this game a recommendation until they arent able to fix the randomly generated levels from being so broken.
Guess what. not being able to jump over a cliff because the map didnt generate a big enough slope for you to jump over and then losing your entire runs progress, is not fun.
9 votes funny
76561198037608072

Recommended10 hrs played (4 hrs at review)
Thought I bought a game. Instead I got a banger soundtrack with a complimentary game.
9 votes funny
76561198003292141

Not Recommended8 hrs played (4 hrs at review)
Editing my review after defeating shard 3.
After fighting the 2nd boss i was hopeful, it felt much more in-line with how the actual game plays, it played like a more advanced normal level.
Then i got to boss 3. Boss 3 is a (literal) repeat of boss 1, but worse (And slightly different colour wooo). I also discovered that "breaking flow" as i mentioned earlier will result in the boss getting to just jump away without you getting a hit, if you are not able to permanently go forward at him, you will have to functionally repeat that section, which again, is procedurally generated and sometimes you just get a lava wall in a flat section, or giant space beams where there is already floor stuff everywhere and you have no-where to go.
As such i'm changing my review to not recommended for now, PURELY for the boss mechanics, which genuinely ruin an otherwise brilliant game.
Original review:
A hesitant recommend due entirely to one feature.
I'll start with the positives.
* The normal levels are extremely fun, the core gameplay loop is perfect, balancing your speed, getting sparks getting boosts gettting energy.
* The music is absolutely top notch.
* Roguelite element is a wonderful addition to the "endless runner" style of gameplay, hoping lots more items unlock as i play through.
* Npcs and "story" so far are interesting and keeping me want to know more.
Negatives:
* The game is nearly impossible to sight read through your first time if something is an obstacle or a boost. Go through a little hole in a spinning wheel, boost. Sparkly objects? good. Shiny purple object in sky? bad, almost instantly shard endingly bad?
* If you aren't doing poorly it can be very difficult to tell where the left/right edge is until it's too late especially since the levels "curve". (When you are doing poorly and the void is catching up and you can see the "seams" approaching at the side of the levels which completely resolves this).
Both of these are probably relatively easy fixes (Perhaps some degree of colour coding on good vs bad objects?, and have some degree of the "wall" show even when you aren't doing poorly?)
But the feature that nearly made me not recommend this?
Boss fights. They are a complete departure from the fun of the levels, and really highlight the negative side of procedural things. The main levels are all about this going fast keeping low to the ground, the bosses are about desperately trying to avoid the fact the ground is covered in (again random) crap, which sometimes leads to just straight up walls of stuff that forces you to completely break the flow of the game. Then on the first boss there's an actual literal wall of lava... and since it's procedural, there's no real guarantee you'll be able to jump it when it appears, unless you again break flow (and even sometimes not then).
The bosses are unfun compared to the normal levels i nearly quit and refunded it purely based on that, they simply don't fit well at all and it is genuinely wild to me that they are in the same game with the same design as the rest of the game.
9 votes funny
76561198127595992

Recommended3 hrs played (3 hrs at review)
I booted up Haste thinking, “how hard can sprinting through collapsing worlds be?” Answer: very. I’ve never panicked and parkoured so hard in my life. This game doesn’t just ask you to go fast—it lovingly shoves you off a cliff and says, “Figure it out mid-air.”
Each run is a chaotic fever dream of wall-jumps, double-dashes, and “OH GOD THE FLOOR IS GONE” moments. You don’t play Haste, you survive it. One second I was feeling like a speed god, the next I’d faceplant into a laser because I blinked. Rookie mistake.
Levels are procedurally generated, so every run is a fresh new way to die stylishly. There's also this branching overworld where you pick routes, meet weird little dudes, grab upgrades, and quietly regret your choices. It’s like a roguelike but caffeinated, with the attention span of a squirrel on Red Bull.
Visually? Gorgeous. The world explodes beautifully as you sprint past it. The music? Changes tempo depending on how doomed you are, which I find deeply rude and also very cool.
If you like your games fast, chaotic, and just a little unhinged, Haste is pure joy. It’s like speedrunning your own destruction—and loving every second of it.
>>>>Curator Page<<<<
8 votes funny
Haste
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Apr 10, 2025

76561198426666520

Recommended100 hrs played (87 hrs at review)
It's like a really good 3D Sonic roguelite game but with less Mpreg fanart.
601 votes funny
76561198426666520

Recommended100 hrs played (87 hrs at review)
It's like a really good 3D Sonic roguelite game but with less Mpreg fanart.
601 votes funny
76561198098423174

Recommended10 hrs played (1 hrs at review)
you know those ninjas that ran by the side of the car window when you're a kid and your dad was flooring it trying not to get his head cut off by one of them
you play as those ninjas in this game
269 votes funny
76561197991774929

Recommended10 hrs played (10 hrs at review)
Sonic if Sonic was nothing like Sonic but more like Sonic than any Sonic game has even been. Sonic.
112 votes funny
76561198141914210

Recommended5 hrs played (1 hrs at review)
At 3 PM local time, in a random discord server I was in, I showed them the videogame "HASTE" with the comment: "I hope this game comes out".
I wishlisted the game then, though I'd known about it ever since the initial mechanical demo.
2 hours later, 5 PM local time, I get an e-mail from steam: "HASTE: Broken Worlds is now available on Steam!"
Yeah. That's pretty fucking hasty, alright.
99 votes funny
76561198259121994

Not Recommended1 hrs played (1 hrs at review)
Abstract
---------
If you liked the demo that does not mean you will like the game.
If you do wanna buy it speedrun to shard 4 and if you're still enjoying it don't refund it, otherwise do
Full thoughts
--------------
Procedural generation was not the play, at least not how it's done here. From shard 3 and on the difficulty curve is out of whack. Some levels are really fun and smooth, enough of them are not like that I found myself not enjoying the experience. When the gameplay is good it feels awesome, the issue is the gameplay is not always good. Having procgen for an endless mode would be fine, but for the main shards it leads to irregular difficulty, the game not being consistent with how fast it wants you to beat levels causing the death wall to be way too close or way too far, and obstacle spam making some levels unreadable.
Another issue is item distribution. Unfair obstacle layouts don't matter as much if you can heal off the damage you take from them, but actually getting good items is entirely random. I have had shard layouts where I got two shops before the end and one of them was only accessible at a point where you wouldn't have enough money to buy anything and the other is right before the boss. Even if these issues were fixed though, they wouldn't solve some levels just not being fun, just a way to make the slog between fun levels more bearable.
I've also had technical issues (having stages softlock due to dying while going into the portal or having the game spawn me running into a rock). As much as I wouldn't like them to be there in the first place, these issues can be fixed, and for the people who do have fun with this game I hope they are fixed.
Maybe I'm just bad, I'm fully willing to admit that. If someone was good enough at the game they probably wouldn't struggle as much on worse generated levels, but if the game doesn't properly work up to that point, or if whether or not levels suck is all up to random numbers in a procedural generation algorithm, I personally think that's still a problem.
When the game flows it flows well, really well. This movement system in handmade levels would be fucking phenomenal. I am just so upset they hopped on the roguelite hype train for the core gameplay loop.
48 votes funny
76561198131327032

Not Recommended125 hrs played (125 hrs at review)
its mid. extremely repetitive, boring gameplay. story isnt interesting, boss fights are repetitive, items are poorly balanced, roguelike elements are weirdly thrown around and poorly placed.
28 votes funny
76561198274210995

Recommended19 hrs played (4 hrs at review)
sonic if it good was. good if sonic was. it sonic. sonic.
it if was sonic. sonic. good if was sonic it. good if sonic it good was. sonic. sonic. sonic. sonic. if. sonic.
25 votes funny
76561198876677255

Recommended8 hrs played (1 hrs at review)
very fun, just wish i could do tricks smokin sexy style with my hoverboard.
21 votes funny
76561198003172561

Not Recommended8 hrs played (8 hrs at review)
Aight look. The running is great. The speed feels great. The music is pretty bop.
But jesus christ the devs seem to really not understand what's fun about their own game. It's like they were afraid to just make an endless runner, so instead, they tried to answer the question of "what does a REAL game need???"
So suddenly there are now incredibly annoying bullet hell bosses, rogue-lite elements that don't do much because you can't really make a build, there's clunky map from slay the spire, there's awkward story presented a-la Hades (except Supergiant Games know how to write and it's not as annoying to die in Hades, as it is here) and then there's final boss that simply makes you run in circles across the broken shifting terrain where you can just hit a brick wall and fall to your death, because that's what's speedy arcady runner is supposed to feel like, apparently. Not to mention the fact that the random generator sometimes gives you levels that decide to f you over for no real reason - for the last 3 shards I just turned down the damage slider to 5% because I couldn't be bothered anymore.
I was very hyped by the demo, but by the end I just left annoyed. I won't bother finishing the last boss.
19 votes funny
76561198253199889

Recommended31 hrs played (4 hrs at review)
Foolish gamer, I laced your $20-value game with the most addictive gameplay of all time!
Fuuuuuuuuuu
19 votes funny
76561198026838608

Not Recommended12 hrs played (3 hrs at review)
The hardest negative review I'm ever going to write.
This is a blast. I love running around, conserving momentum, flying through the air and using reflexes to avoid hazards. It's so much fun to play when the flow gets going.
Then you touch a rail wrong, it bounces you backwards, robs your momentum, and then you're in the No-Fun Zone. That's the zone racing behind you. If it reaches you, you take damage, you lose a life. In my time with the game, when I start seeing the blue glow, that's GG. Level's over, Lose a life. The ability to recover is non-existent. You take too much damage, too quickly, when that zone catches up to you. It's also reason I can't use other powers. I could use the item that spends meter to give me higher altitude, but that won't increase my forward velocity. So my options in the game are limited because I have to stay so far ahead of the No-Fun Zone.
Do a perfect run on a level? E Rank. How do you get a higher rank? Uhh... I don't know. I guess do a perfect-er run?
There's a rock coming at me I can't avoid. Is it going to end the level and take a life, or just do some damage and I can finish the level? Your guess is as good as mine.
The challenge levels do not give you enough time to learn what you're doing.
The rate you get resource for permanent upgrades you earn is too slow. If you want to improve the stats that will make the previous complaints less of a problem? Get grinding. Enjoy the previously mentioned BS as you grind that resource. Even when you're doing a Shard Run, it's impossible to tell what the shop prices are going to be, until you're there and looking at the items. You could have 700 Shards/sparks/whatever and the game will tell you that the cheapest item is 750, only when you're there and had decided not to go that other path that would've given you more sparks or items. Either increase how fast you generate resources, or make everything cheaper across the board.
This feels like a game that's been on Early Access for a while. That's a compliment. I love the art style and character designs. The story is fine. I speed read the dialogue, and skip the scenes that come up when I lose a run. Those dialogue triggers can go fuck themselves. The last thing in the world I want to do after losing a run is to watch two characters talking. I want to turn around and try again. I probably lost on some BS, so I'm really not in any mood to hear them talk. But it's fun. It's addicting. It's a genre of game I never know I wanted. But there's a solid 4-6 months of dedicated testing and polishing before I'd ever consider it ready for retail.
Nothing I've said can't be find in all the other reviews. Offering advice feels like a waste of time at this point. I just think Landfall shot themselves in the foot by releasing the game in this state. Either spend more time cooking the game, or released it to Early Access. Either way, Haste might get better, but that's going to be after the bulk of the playerbase has left. So... I guess leave this game to rot, and then work on a sequel that focuses on those core issues...? Your options suck.
Last word: I didn't get screwed over too hard over the level generation as other people did. Maybe it gets worse as the game goes. I just wish for more hand-crafted maps. Something that feels intentional and sculpted by human hands. Maybe someone smarter than me can point out the deeper problems with the random generation, or maybe someone else will explain why it's perfectly fine. I just want more handcrafted levels.
18 votes funny
76561198047096716

Recommended46 hrs played (31 hrs at review)
Bruh the things people are whining about are insane, the gaming community can not be pleased, I just saw someone complain about not knowing what luck does. I think gamers need to understand that you people being braindead idiots is not the devs fault. Im loving this game. Have it turned up all the way on difficulty and Ive only had a bug or two, I saw someone mention repetitive game play. Idk how youve played anygames in the last 5 years if you think this is too repretive,
TLDR: The gaming community needs to stop whining about moronic things while still supporting AAA Games, And blaming their lack of intelligence or skill on the game, The game is Amazing!
17 votes funny
76561197994566843

Recommended2 hrs played (1 hrs at review)
it's like sonic but not as hot
13 votes funny
76561199204252579

Recommended195 hrs played (71 hrs at review)
You are fast
fast is good
you feel good
endless gameplay loop 10/10
11 votes funny
76561198302545184

Recommended37 hrs played (18 hrs at review)
The story is a prank.
The gameplay is like if Subway Surfers inhaled enough energy drinks to kill an elephant, and then decided to put on its best Risk of Rain 2 cosplay.
The soundtrack is INSANE. IN-SANE. I am completely at a loss for words on how to gas it up. If you know you know.
-1 point for balancing issues so bad they threw their hands up and added multiple difficulty sliders, -1 point for story awfulness. Please for god's sake nerf the big roots (they are unplayable on sprint mode). It's also pretty buggy on occasion. Everything just feels a little unfinished, but the vision is there.
8/10 but I love it dearly despite its flaws.
10 votes funny
76561198110015288

Recommended24 hrs played (16 hrs at review)
endless mode experience:
1. run slow
2. get items
3. more items?
4. i think im running rlly fast
5. ok, this is too fast
6. fly instead of run
7. MORE ITEMS??
8. bug the game and fly at 1000km/h
9. i cant control myself and di3
10. repeat
10/10 i recomend it
10 votes funny
76561199124387242

Recommended27 hrs played (25 hrs at review)
After a few hours in this game and hating the snake boss, I really do think this game would be amazing with an online multiplayer. anyway I hate the snake.
edit: AFTER A FEW MONTHS THEY ADDED A SHIELDED SNAKE BOSS?! WHJY WOULD THEY DSJKHDKWHAHSD this is torture.
10 votes funny
76561198132931055

Not Recommended4 hrs played (1 hrs at review)
Good game, disgusting developer. The indie gaming industry isn’t as independent as it seems. Landfall Games, Wings Interactive, and Sweet Baby Inc. are connected and are controlling which games get funded, published, and promoted based on their DEI standarts.
More Information in this video (No self promotion just how I found out about it):
https://youtu.be/NYkeJy49y7g?feature=shared
10 votes funny
76561198004356475

Not Recommended3 hrs played (3 hrs at review)
It's a good thing the core moment-to-moment running gameplay is so exhilaratingly perfect, because the rest of the game they built around it kind of sucks. I ordinarily like roguelikes, but this game is a textbook example of using the roguelike structure purely as a cynical, or maybe just desperate attempt to pad out their five minutes of genuinely good gameplay into a full-length experience.
It's hard to give this a thumbs down when it's still, at it's core, really damn fun. But when the game's less-polished elements repeatedly intrude on that experience, it's just as hard to give it a thumbs up. The whole, here, adds up to a lot less than the sum of its parts.
9 votes funny
76561198364490311

Not Recommended23 hrs played (20 hrs at review)
Haste has got some rich and deeply satisfying gameplay, but in what was likely an effort to give it plenty of repeatability, I feel that Landfall has left a massive blemish in what could've been such an amazing game; the level design.
Or really I should say the lack of level design, as everything is procedurally generated. I have a lot of holes to poke here that show how much this design choice holds the game back, starting with a fun, hidden mechanic I'd like to call "Completely Unpredictable Bullsh*t". This is a common process you will experience when playing through various shards when you find that the terrain gives you little to no chance to work your way through them, causing you to take damage and possibly lose a life due to an obstacle that you had no chance of getting through unless you had a path preemptively organised and/or supporting items that could overwhelm the random chasm that stretches for fifteen kilometres, or the series of dips and rises in the land that give you no opportunity to make a perfect landing and keep your speed up. These are things you couldn't possibly prepare for regardless, as the entire game is, you guessed it; procedurally generated.
Completely Unpredictable Bullsh*t is no stranger to games in general, and obviously you want to have a challenge at times, however, it's one thing to have levels in a game that feel impossible to get through and frustrate you, but when the source of that frustration doesn't come from intentional game design and instead originates from automated computer slop, it feels relatively unfair when you lose a shard run due to elements that were completely out of your control and had no way of avoiding.
C.U.B and it's harrowing effects are only compounded by the fact that the other aspects of the game make no effort to make up for it. There's only 3 bosses and 3 different environments that are repeated in a cycle for the entire length of the game, and the only change in difficulty is making things faster and having everything shoot more lasers, there isn't any voice acting or small animations for characters to keep the dialogue scenes interesting which in turn drag down the momentum of what is supposed to be a fast-paced game. Many items often repeat themselves, closing in on the ending and not even have discovered half of the discoverable items, of which some come close to copying the function of another. The soundtrack, something I enjoy, but does fail to keep interest after 10+ hours of gameplay, and most, if not all the collectable abilities that you can purchase from your friends play second fiddle to the courier board you already have from the very beginning.
(SPOILERS!!) Speaking of your "friends", the main story also feels very disconnected from the actual gameplay. The story makes an attempt to give you the perspective that you've got a whole team of people behind your back, helping you fight against the collapse of your universe, but in actuality you personally have to force your own perspective to take belief in such a concept as no one is really to be seen anywhere in the levels or giving you support in any kind of way, with the exceptions of The Captain and Gan, who both offer you items in exchange for collected currency.
A better portion of the story has you, Zoe, go chasing after your best friend Niada, and Zoe seems to hold a lot of concern and panic about this whole situation, but if you closed your eyeballs for the 20 seconds of time that has the dialogue on screen, you'll find that you have absolutely zero clue about any of this. In fact, you wouldn't understand anything that's going on because the visual novel side of things take the weight of the story entirely, without having the gameplay reflect any of it.
A lot of this could've been remedied by having Niada actually show up during levels, with her running in the lead, or better yet; have these various characters assigned a shard each to support you throughout them, and instead of having you spend antishards on largely useless equipment you'll use once, having that equipment locked to specific shards where the levels are intentionally designed to force you to use that equipment to survive. For example you could get up to shard 3, where Niada is actively fighting through the levels trying to get to the end, and throughout this specific shard you're given her corresponding grappling hook to traverse through uniquely high terrain where your regular horizontal speed simply wouldn't cut it, or have another shard where you utilise Daro's Cowl to fly through especially long gaps in the land.
I find all of this especially disheartening because I held a lot of excitement for this game, and I think Landfall has always made very entertaining games, and knowing that they are incredibly capable of amazing level design (Clustertruck, TABS, made an entire battle royale map), it absolutely baffles me how this choice slipped into the beta let alone the final release. Maybe it was to try something new, to put focus on other aspects of production, or to take the load off developers, but I can't help but feel that Haste would have been so much better off with hand-crafted levels, and that procedural generation mixes with Haste's gameplay the same way water mixes with oil; not at all. I get that Landfall isn't a titan of a triple A studio with hundreds of hands on deck, and that time and money constraints are a heavy factor at play, but I'd easily pick an arrangement of pre-designed levels less than a tenth of the size of the current game in a heartbeat, knowing that love was poured into them, and I would have been more than happy to wait for that.
I want this game to be amazing so badly, because the potential is absolutely there, and this review should not downplay just how fun it is to sprint through these various, beautiful environments (despite the small variety), but in this game's current state you can really just play the free demo and not only receive the same experience, but save yourself from the infuriating loop of shard runs that almost seem to intentionally work against you entirely due to having poor luck.
Update: I wasn't expecting this to gain any meaningful level of attention. I wrote this at 1am on a week night when I was intoxicated and lost to the final boss. Thanks for the awards, you all truly humble me. That's at least 2 or 3 gooner anime profile backgrounds with jiggle physics for my steam inventory. I'm not changing a thing about the review everything I said still stands. If you disagree with my opinion please feel free to express your dispute by giving my review another jester award. Adieu.
9 votes funny
76561198075818785

Not Recommended7 hrs played (3 hrs at review)
The movement and gameplay itself is really fun and I love it.
But I wont give this game a recommendation until they arent able to fix the randomly generated levels from being so broken.
Guess what. not being able to jump over a cliff because the map didnt generate a big enough slope for you to jump over and then losing your entire runs progress, is not fun.
9 votes funny
76561198037608072

Recommended10 hrs played (4 hrs at review)
Thought I bought a game. Instead I got a banger soundtrack with a complimentary game.
9 votes funny
76561198003292141

Not Recommended8 hrs played (4 hrs at review)
Editing my review after defeating shard 3.
After fighting the 2nd boss i was hopeful, it felt much more in-line with how the actual game plays, it played like a more advanced normal level.
Then i got to boss 3. Boss 3 is a (literal) repeat of boss 1, but worse (And slightly different colour wooo). I also discovered that "breaking flow" as i mentioned earlier will result in the boss getting to just jump away without you getting a hit, if you are not able to permanently go forward at him, you will have to functionally repeat that section, which again, is procedurally generated and sometimes you just get a lava wall in a flat section, or giant space beams where there is already floor stuff everywhere and you have no-where to go.
As such i'm changing my review to not recommended for now, PURELY for the boss mechanics, which genuinely ruin an otherwise brilliant game.
Original review:
A hesitant recommend due entirely to one feature.
I'll start with the positives.
* The normal levels are extremely fun, the core gameplay loop is perfect, balancing your speed, getting sparks getting boosts gettting energy.
* The music is absolutely top notch.
* Roguelite element is a wonderful addition to the "endless runner" style of gameplay, hoping lots more items unlock as i play through.
* Npcs and "story" so far are interesting and keeping me want to know more.
Negatives:
* The game is nearly impossible to sight read through your first time if something is an obstacle or a boost. Go through a little hole in a spinning wheel, boost. Sparkly objects? good. Shiny purple object in sky? bad, almost instantly shard endingly bad?
* If you aren't doing poorly it can be very difficult to tell where the left/right edge is until it's too late especially since the levels "curve". (When you are doing poorly and the void is catching up and you can see the "seams" approaching at the side of the levels which completely resolves this).
Both of these are probably relatively easy fixes (Perhaps some degree of colour coding on good vs bad objects?, and have some degree of the "wall" show even when you aren't doing poorly?)
But the feature that nearly made me not recommend this?
Boss fights. They are a complete departure from the fun of the levels, and really highlight the negative side of procedural things. The main levels are all about this going fast keeping low to the ground, the bosses are about desperately trying to avoid the fact the ground is covered in (again random) crap, which sometimes leads to just straight up walls of stuff that forces you to completely break the flow of the game. Then on the first boss there's an actual literal wall of lava... and since it's procedural, there's no real guarantee you'll be able to jump it when it appears, unless you again break flow (and even sometimes not then).
The bosses are unfun compared to the normal levels i nearly quit and refunded it purely based on that, they simply don't fit well at all and it is genuinely wild to me that they are in the same game with the same design as the rest of the game.
9 votes funny
76561198127595992

Recommended3 hrs played (3 hrs at review)
I booted up Haste thinking, “how hard can sprinting through collapsing worlds be?” Answer: very. I’ve never panicked and parkoured so hard in my life. This game doesn’t just ask you to go fast—it lovingly shoves you off a cliff and says, “Figure it out mid-air.”
Each run is a chaotic fever dream of wall-jumps, double-dashes, and “OH GOD THE FLOOR IS GONE” moments. You don’t play Haste, you survive it. One second I was feeling like a speed god, the next I’d faceplant into a laser because I blinked. Rookie mistake.
Levels are procedurally generated, so every run is a fresh new way to die stylishly. There's also this branching overworld where you pick routes, meet weird little dudes, grab upgrades, and quietly regret your choices. It’s like a roguelike but caffeinated, with the attention span of a squirrel on Red Bull.
Visually? Gorgeous. The world explodes beautifully as you sprint past it. The music? Changes tempo depending on how doomed you are, which I find deeply rude and also very cool.
If you like your games fast, chaotic, and just a little unhinged, Haste is pure joy. It’s like speedrunning your own destruction—and loving every second of it.
>>>>Curator Page<<<<
8 votes funny