Haste 표지 이미지게임 정보 / ROGUE BY ROGUE
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Haste

액션 전투플랫포머협동 모험

원문 · 영어Run 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!

ROGUE BY ROGUEV1

자체 평점

74.3/ 100
전체 순위 #65
자체 리뷰 / RBR V1

이 점수의 이유는?

원문 · 중국어 간체

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。

01

핵심 게임플레이

가중치 25%9.0 / 10
원문 · 중국어 간체

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。

02

빌드와 전략

가중치 25%6.5 / 10
원문 · 중국어 간체

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。

출처01 ↗
03

다회차 플레이 가치

가중치 20%7.0 / 10
원문 · 중국어 간체

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。

출처01 ↗
04

무작위성과 공정성

가중치 20%7.0 / 10
원문 · 중국어 간체

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。

출처01 ↗
05

완성도와 편의성

가중치 10%7.5 / 10
원문 · 중국어 간체

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。

출처01 ↗
평가자
원문 · 중국어 간체
Rogue by Rogue · AI 资料评测
평가한 버전
원문 · 중국어 간체
具体构建未知;以所引资料描述的版本为准

평가 범위와 한계

원문 · 중국어 간체

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。

평가 근거 자료 02

  1. 01
    보관 자료
    원문 · 중국어 간체

    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。

    보관된 외부 자료 보기 ↓
  2. 02
    웹 자료
    원문 · 중국어 간체

    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。

    원문 보기 ↗
YOUTUBE + BILIBILI / VIDEO

영상 리뷰

영상 2개

언어 구분 없이 YouTube와 Bilibili의 리뷰와 분석을 모았습니다. 원본 영상에서 시청하세요.

평가 근거 자료

참고할 만한 다른 목소리.

자체 점수에 미반영

보관된 외부 리뷰와 커뮤니티 자료는 서로 다른 버전을 다룰 수 있습니다. 외부 의견과 평점은 별도로 표시합니다. 영상의 전체 맥락은 원본에서 확인하세요.

플레이어 의견 요약

원문 · 영어A 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.

원문 · 영어Haste 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.

플레이어가 칭찬한 점

  • 원문 · 영어Movement 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
  • 원문 · 영어Soundtrack: 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
  • 원문 · 영어Art style and character design are widely described as charming and gorgeous
  • 원문 · 영어Skill expression: no jump button, high skill ceiling, and S-rank chasing gives mastery payoff; flow state when it clicks
  • 원문 · 영어Late-game and endless-mode item snowballing (RoR2-style) lets runs go absurdly fast, which fans find hilarious and satisfying
  • 원문 · 영어Runs great, including 60fps on Steam Deck, and DualSense haptics are praised
  • 원문 · 영어Good value and broad appeal: cheap-ish at $19.99, Sonic-fan catharsis, works as a chill or background game
  • 원문 · 영어Critics (But Why Tho 9/10, Vandal 82, The Games Machine 80) call it a refined arcade experience

플레이어가 비판한 점

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

차별화된 특징

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

의견이 갈리는 점

  • 원문 · 영어Whether 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
  • 원문 · 영어Story and characters: some find Zoe and the cast cute and delightful, others find the writing boring and overlong
  • 원문 · 영어Difficulty: some call it too easy (items and speed trivialise it) while others hit boss and level-generation spikes they find unfair
  • 원문 · 영어Multiplayer: fine as a casual drop-in for some, disappointing as true co-op for others

반복과 부담

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

기대하는 개선 사항

  • 원문 · 영어Hand-crafted or curated levels (Clustertruck, Neon White and Cyber Hook are cited as better comparisons), possibly with time-trial and leaderboard support
  • 원문 · 영어Items that change playstyle or act as permanent mechanics rather than small stat boosts; more build variety
  • 원문 · 영어More bosses and more distinct biomes and level variety per shard
  • 원문 · 영어Stronger, better-paced story or an option to skip or trim dialogue; UI readability (speed indicator is easy to miss)
  • 원문 · 영어Fixes 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
  • 원문 · 영어More content or DLC and mod support; players were disappointed the devs said no more content updates are planned

원문 · 영어Launched 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.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 5 (2026)

원문 · 영어Haste 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.

제작자가 칭찬한 점

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

제작자가 지적한 문제

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

설계에 대한 관찰

  • 원문 · 영어Momentum-and-angle based movement with perfect landings feeding an energy system
  • 원문 · 영어Roguelite layer kept intentionally minor to protect the core mechanic
  • 원문 · 영어Four biomes repeated at higher intensity with randomized levels

변경된 의견

원문 · 영어He 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.

원본 영상 보기 ↗