Game file / ROGUE BY ROGUEHaste
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!
Why this score?
Original text · Simplified Chinese
核心移动足以支撑反复练习,然而构筑对跑法的改变有限,地形和首领重复也是长期体验的边界。
Core gameplay
Weight 25%9.0 / 10Original text · Simplified Chinese
根据资料评估:读地形、俯冲和精准落地形成可练习的高速循环,保持速度有连续反馈;首领与失败重跑有时打断流畅感。
Builds & strategy
Weight 25%6.5 / 10Original text · Simplified Chinese
根据资料评估:商店道具和能力消耗允许速度、生存等取舍,但多数增益是数值或条件奖励,主动技能成本也限制试验。
Replayability
Weight 20%7.0 / 10Original text · Simplified Chinese
根据资料评估:生成地形要求重新选择落点,无尽模式可继续挑战极限;相似区域与重复首领使战术变化有限。
Randomness & fairness
Weight 20%7.0 / 10Original text · Simplified Chinese
根据资料评估:落地技巧通常能稳定提高表现,但障碍聚集与部分首领地形组合偶尔压缩无伤应对空间。
Polish & usability
Weight 10%7.5 / 10Original text · Simplified Chinese
根据资料评估:基础操控、速度反馈和常规设备表现获肯定,极端无尽掉帧、继续游戏异常等零星反馈保留扣分。
- Reviewer
Original text · Simplified Chinese
Rogue by Rogue · AI 资料评测- Version reviewed
Original text · Simplified Chinese
具体构建未知;以所引资料描述的版本为准
Scope and limitations
Original text · Simplified Chinese
基于收录评论与官方产品说明的主观资料评测,未试玩;原始玩家评论及所有补丁未逐条重新核验。性能评价依赖快照,未作当前硬件测试;官方确认首领数量,但数量本身未直接转化为分数。
Review sources 02
- 01Archived materialView archived external material ↓
Original text · Simplified Chinese
收录评论与社区资料(2026-10-01 快照)
使用 作者观点摘要 的具体玩法优缺点(Tier list Part 5 (2026))以及 玩家好评与批评;只引用这些资料的具体反馈,不采纳旧等级或外部分数。
- 02Web sourceView original ↗
Original text · Simplified Chinese
Haste — Steam 官方商店页
2026-10-08 访问。确认了程序关卡、落地保持速度、道具商店、四种能力和无尽模式。该页不作为实测性能或缺陷已修复的证据。
Video reviews
Reviews and deep dives from YouTube and Bilibili, in every language. Open the original video to watch.
Other voices, for reference.
Archived third-party reviews and community material may refer to different versions. External opinions and ratings are presented separately; consult the original videos for their full context.
Community discussion
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.
What players praise
- 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
What players criticize
- 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
Distinctive features
- 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
Divided opinions
- Whether the roguelite structure belongs: many negative reviewers say a hand-crafted level game would be better, while positive ones say procedural runs and item snowballing drive replayability
- Story and characters: some find Zoe and the cast cute and delightful, others find the writing boring and overlong
- Difficulty: some call it too easy (items and speed trivialise it) while others hit boss and level-generation spikes they find unfair
- Multiplayer: fine as a casual drop-in for some, disappointing as true co-op for others
Repetition and friction
- 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
Hoped-for improvements
- 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
Launched April 1 2025 on PC (Windows, Mac, Linux) and became a strong word-of-mouth hit, boosted by short-form video clips; Steam-based revenue trackers estimate roughly $5.0M gross and 100-200k owners (estimates, not audited). Landfall kept patching for about a year: 1.8 added inventory reordering and Wraith story content (Nov 2025), 1.9 a UI overhaul and cooldown item rebalance (Dec 2025), 1.10 Time Trials (Feb 2026), 1.11 crossplay and console launches on PS5, Xbox and Switch 2 (Apr 2026), then 1.11.b and 1.11.C stability and endless-mode save fixes. The devs said the last planned content update has shipped, and some reviewers are sad about that. Current Steam community threads show scattered bug reports (stuttering, black screen after Continue) and accessibility requests. Steam also lists a demo. Note the Steam listing title is just Haste, and the store page's own copy says ten Shards and 90+ items. OpenCritic score could not be retrieved; web search budget was exhausted so Reddit and OpenCritic were not reached.
Community sources
- Top helpful positive and negative English Steam reviews (local file) ↗
- Steam metadata, review counts, SteamSpy owners estimate and revenue estimate (local file) ↗
- Steam store page: features, tags, review summary ↗
- Metacritic critic page: Metascore 81, 6 critic reviews, user score 7.5 ↗
- Metacritic user review themes ↗
- But Why Tho 9/10 review: pros and cons ↗
- Steam news: patch history, crossplay, last content update statement ↗
- Steam community discussion threads: bugs and feature requests ↗
- Revenue estimate (Boxleiter method) ↗
Archived creator commentary 1
Third-party summaries based on automatic captions may contain transcription or interpretation errors.
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. He enjoyed it enough to keep playing well past what the tier list required and places it high on the board, though the exact tier letter is not spoken.
What the creator praises
- 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
Issues raised by the creator
- 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
Design observations
- Momentum-and-angle based movement with perfect landings feeding an energy system
- Roguelite layer kept intentionally minor to protect the core mechanic
- Four biomes repeated at higher intensity with randomized levels
Updated opinion
He reviewed the game previously in a standalone video; since then it has been updated and many earlier issues were fixed, so this is a re-evaluation.


