Run fast, leap through the air, and perfect your landings as you try again and again to make your way through an infinite number of worlds falling apart behind you!
209 Players in Game
5 312 All-Time Peak
88,35 Rating
Steam Charts
209 Players in Game
5 312 All-Time Peak
88,35 Rating
At the moment, HASTE: Broken Worlds has 209 players actively in-game. This is 94.28% lower than its all-time peak of 5 312.
HASTE: Broken Worlds Player Count
HASTE: Broken Worlds monthly active players. This table represents the average number of players engaging with the game each month, providing insights into its ongoing popularity and player activity trends.
Month |
Average Players |
Change |
2025-07 |
452 |
+44.38% |
2025-06 |
313 |
-20.04% |
2025-05 |
391 |
-68.77% |
2025-04 |
1253 |
0% |
6 134 Total Reviews
5 603 Positive Reviews
531 Negative Reviews
Very Positive Score
HASTE: Broken Worlds has garnered a total of 6 134 reviews, with 5 603 positive reviews and 531 negative reviews, resulting in a ‘Very Positive’ overall score.
Reviews Chart
Chart above illustrates the trend of feedback for HASTE: Broken Worlds over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.
Recent Steam Reviews
This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback
Playtime:
297 minutes
At first I was enjoying the game. Whilst it felt like a 3D version of Tiny Wings for iOS and Android, complete with trying to go down a slope at the exact angle to build momentum, this simplicity in games design quickly became it's undoing.
The procedurally generated levels genuinely screw up the game badly - sometimes it doesn't matter how good of a player you are, or how well you've mastered the controls, some levels are so badly generated it is simply impossible to beat them. The hills aren't big enough, your special cannot be improved, you simply have the level catch up to you, damage you, or can't generate enough speed to make it over the gaps.
It's rare I put down a game, I usually love to 100% them or at least finish them to see where the story goes. But the frustrating levels, combined with a mediocre story, has me somewhat regretting my purchase.
👍 : 5 |
😃 : 0
Negative
Playtime:
663 minutes
Incredible, exhilarating moment-to-moment gameplay marred by a progression system that can do little but hinder it.
This is a roguelite where dying feels like a pointless waste of time, not an expected part of the game. The singular meta-progression currency is handed out in such small amounts, and the upgrade prices scale so quickly, that you can get all the way to the end of a run, die on the last boss, and end up with enough of them to buy... literally nothing. Which ends up making your previous run feel like you did nothing but waste your time.
As it stands, the game doesn't seem to know whether it wants to be a linear, level-based platformer or a full-on roguelite, and as such it fails to claim the benefits of either. Runs are randomly generated, but are more akin to chapters in a typical platformer rather than runs in a roguelite, being entered from a hub world and accessed in a linear order. As such, when you die, it's like a typical platformer in that you lose progress and are sent back to try again, but *unlike* a typical platformer, since it's randomly generated, you don't even have the foreknowledge of what the level will look like for your next attempt!
I'm still giving a positive review because I do think the game is still worth it despite these issues; the incredible game feel of sprinting at maximum velocity, soaring through the air, and scrambling for any hint of additional speed is amazing and makes up for its shortcomings. I just wish the progression system worked to enhance that experience, rather than putting a damper on it.
👍 : 5 |
😃 : 0
Positive
Playtime:
594 minutes
Fair regional pricing
Save button even though its a roguelite
Fun game
👍 : 4 |
😃 : 0
Positive
Playtime:
275 minutes
Great character and speed feel, but everything else is straight awful.
The game pulls from roguelikes for what seems like no good reason at all.
The only good trinkets/artifacts/whatever-you-call-them are ones that give boost. Most of the other ones seem to relief you of arbitrary restrictions set up by the game for some random reason. Rarer items also feel awful - a legendary item that triggers other 'close call' items at the cost of 2.5-3 good green items in a very short run where you get like 3-5 items in general, what a great idea? Got this thing a couple of times and it never triggered anything in the game except for my eye twitching at the item itself.
The levels inside of a shard are largely the same in their contents don't really become harder or easier - why separate levels inside of a shard this way?
The first few levels before the first shop feel like a free E rank >> get one gold chain in the shop >> all levels after are a free S rank. The best the game feels is when one completes a boss and is given the option to continue running with the items that you have gotten already - these levels are much longer, the character is speedier, overall more enjoyable.
Score scaling overall feels rather junk - may well be the failure of balancing the game to account for items.
Why is the meta-progression here in the first place? Have a weird roguelike aspect that does not work for the overall idea and meta-progression to fix the issues created by the items+map+scoring affecting the economy.
Characters and their dialogue feel like they have been made with the help of GPT prompt. After a few attempts at reading the dialogue, just got annoyed by any dialogue appearing at all. They have the option to skip the whole interaction entirely - can you guess why there is a need for this option in the first place? There is hardly anything to gain from it, and it just gets in the way all the time.
The game is about speed, so you look at your character and what is immediately ahead of you. Makes sense that the UI would use this to place the most important stuff where you are looking already. That is why we get the speed gauge at the top left so that you have free eye muscle exercise looking at two things at once.
Instead, there is a health bar where the character speed really should have been. A stat and concept that is really useless and gets in the way of the process in the first place. If I am not fast enough I am failing already and need to do better to get what it I want (speed, momentum, meter/second, whatever this game is called). Why does this game need health at all?
Or instead, let's develop this idea of useless concepts even further - any time that you land you need to answer a trivia question by handwriting the answer with the mouse or a joystick? Maybe let's solve a quadratic equation? How about clock in at work and have a 8-hour shift?
The game does not explicitly explain how to succeed at the game either. The only good instructions I have seen are not to land at a steep angle for a perfect landing and use the Subway Surfer hoverboard.
Did you know that you lose speed while not on the ground? Perhaps the speed gauge at the far left edge of the screen that could help with that? How do you combat this - stay on the ground more. To do so you need to quick land as early as possible, so that you stay in the air less. Too bad that this takes away control and makes landing precisely harder. The more frequent appearances of very vertical levels also does not help with that.
The world destruction that is the main in-game reasoning for running away as fast as you can also has not really worked for me - you either outrun it miles ahead or if you see it, you are most likely just dead.
Everything hates speed, and does not want you to have any of it. There is a chance that a level has a "Speedway" with speed-boost rings along the whole length. The game does not let you get on it and manage that break-neck speed, as there are bots that take the whole width of the speedway.
The game does not let you have it. I wonder what the expected experience of this game was as envisioned by the game developer.
In the words of a great thinker, rest his soul, - this is a certificate of disqualification.
Aside from Hotline Miami 2, I have not experienced a game hating the player in a way that makes sense to the player. And this one is not it either.
Had more fun playing the demo, so if you have played the demo and are considering the full game, it is mostly downhill from there.
Also no framerate cap, so I'm generating at 400 hz for my 144 monitor.
👍 : 36 |
😃 : 4
Negative
Playtime:
243 minutes
Descenders, Tiny Wings, Sonic, and Tribes had a beautiful baby girl. AND there's online co-op. AND there's Steam Workshop. What an absolute gem.
👍 : 7 |
😃 : 0
Positive
Playtime:
798 minutes
[h1] Haste [/h1]
Some of the most fun I've had with an Indie title.
Haste is a very unique game. Sure, there are other games where you run fast, but this one is pretty different in its approach and quality.
Running and flying through the air both feel incredibly smooth and responsive.
The levels and boss fights can be challenging but at the same time very fun.
And progressing + using different gear is also enjoyable.
Overall a very intense, fast-paced, satisfying game.
It's really not as hard as I've seen some people claim that it is, but at the same time, it can be a fun challenge if you're unfamiliar with these types of games.
(You've seen this a million times, but yes, Haste is if Sonic was actually Sonic AND actually ran fast)
Also, it's pretty cheap, so, if you're interested in it, give it a try.
👍 : 9 |
😃 : 0
Positive
Playtime:
1598 minutes
A testament to just how far a fun core mechanic can go in making a game really satisfying and addictive. The mere act of running forward, jumping, and finding a place to land, is just, like, viscerally enjoyable. It also helps that the sceneries are crazy surreal landscapes, the music consists of crazy fun "dreamy" electronic tunes, and the player character's design is absolutely adorable.
The primary gameplay loop consists of running around, avoiding obstacles, jumping up automatically upon taking an ascent at high speed, and then trying to land as smoothly as possible to preserve your momentum. It's insanely effective at stimulating them old dopamine receptors, I tell ya. The game is so mesmerizing, with its long surreal corridor-esque levels and fast pace, that I wouldn't be surprised if it became the new "background footage game" for videos of people reading Tumblr posts in a monotone voice on YouTube.
I also like what this game does with "boss fights". Instead of interrupting the primary loop we're used to and forcing us to engage with token combat, they instead take advantage of the game's strengths, with basically every boss being about running towards them at high speed and kicking them.
There is a bit of a difficulty spike in the form of the boss of Shard 3 which almost made me ragequit, but I'm glad I didn't. After I beat it and unlocked the Endless Shard, I just kept mindlessly running in Peaceful mode, just to relax, and man, was it hard to finally convince myself to stop. I think I kept at it for over an hour, just enjoying the satisfying core traversal mechanic.
If I were to make some complaints, the first one is that I see no point in not allowing us to change our special ability mid-game, instead only allowing us to do so from the hub world. I also wish the hub world had some collectibles worth exploring for, instead of being exclusively a place that connects the levels and the shop.
There is a story in the game too, but I did not pay too much attention to it. Like, the world is falling apart because some jerks are using some machines to extract its essence or something, maybe it's a metaphor for humanity destroying our own world, I dunno. It's a bit too easy to ignore the story when the primary gameplay loop is so energetic and addictive, let's be honest.
All in all, good game. Worth playing. Etc.
👍 : 12 |
😃 : 0
Positive
Playtime:
641 minutes
Bought the game because it looked like a lot of fun with its super fast, speed-focused gameplay, kinda reminded me of Sonic, lol.
Finished it on SPRINT (hardest difficulty), and for €18.99, it's absolutely worth every penny!
This is a clear
[h1] 8/10 [/h1]
Have fun,
peace ✌️
👍 : 27 |
😃 : 0
Positive
Playtime:
1306 minutes
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.
👍 : 128 |
😃 : 44
Positive
Playtime:
629 minutes
Sonic if Sonic was nothing like Sonic but more like Sonic than any Sonic game has even been. Sonic.
👍 : 588 |
😃 : 148
Positive
HASTE: Broken Worlds Minimum PC System Requirements
Minimum:- OS *: Win 7
- Processor: Intel Core i5-2400 @ 3.1 GHz or AMD FX-6300 @ 3.5 GHz or equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 670 or AMD R9 270 (2GB VRAM with Shader Model 5.0 or better)
- DirectX: Version 10
- Network: Broadband Internet connection
- Storage: 4 GB available space
- Additional Notes: Only runs on 64 bit systems
HASTE: Broken Worlds Recommended PC System Requirements
Recommended:- OS: Win 10
- Processor: Intel Core i7-4770 @ 3.4 GHz or AMD Ryzen 5 1600 @ 3.2 GHz or equivalent
- Memory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 970 or AMD R9 290X (4GB VRAM with Shader Model 5.0 or better)
- DirectX: Version 11
- Storage: 6 GB available space
- Additional Notes: Only runs on 64 bit systems
HASTE: Broken Worlds has specific system requirements to ensure smooth gameplay. The minimum settings provide basic performance, while the recommended settings are designed to deliver the best gaming experience. Check the detailed requirements to ensure your system is compatible before making a purchase.
HASTE: Broken Worlds Videos
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