HASTE: Broken Worlds
Charts
170

Players in Game

5 603 😀     531 😒
88,35%

Rating

$19.99

HASTE: Broken Worlds Steam Charts & Stats

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!
App ID1796470
App TypeGAME
Developers
Publishers Landfall
Categories Single-player
Genres Indie, Action, Adventure, Racing
Release DateTo be announced
Platforms Windows
Supported Languages English

HASTE: Broken Worlds
170 Players in Game
5 312 All-Time Peak
88,35 Rating

Steam Charts

HASTE: Broken Worlds
170 Players in Game
5 312 All-Time Peak
88,35 Rating

At the moment, HASTE: Broken Worlds has 170 players actively in-game. This is 0% 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
2025-08 456 +8.77%
2025-07 419 +34.1%
2025-06 313 -20.04%
2025-05 391 -68.77%
2025-04 1253 0%

HASTE: Broken Worlds
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: 280 minutes
It's fun until the shard 7 boss. The paradigm shift between how you play the game up until that boss fight and how you have to play against the boss is wild. The boss gameplay becomes antithetical to how the rest of the game is designed to be played. Further, the roguelite items that you get during a run to bolster your "build" are primarily designed around the core gameplay and not the boss fights. The shard 7 boss is so ridiculous that it's no wonder that less than 1/5th of the players have completed the game. Because there are still 3 more shards to go after the 7th one. I enjoy the core gameplay a lot. Unfortunately that gameplay is marred heavily by the whiplash that the player experiences with the later bosses. They push beyond challenging and enter the realm of unfun, anti-gamer, tedium. I'm frankly shocked that I'm giving this a negative review, but the design of this gameplay loop is flawed. I've noticed some grievances that other players have mentioned that are intrinsic problems with the levels being generated and not hand-crafted. Sometimes the generator creates sheer gold, and sometimes it creates levels that have no flow and are littered with annoyances moreso than obstacles. This game is a 7/10 at best. It has such a strong foundational platform but it is rough around the edges. The grappling hook is poorly implemented, and it was the item I was most excited to use. :(
👍 : 10 | 😃 : 4
Negative
Playtime: 515 minutes
I really wanted to like this game. The main gameplay loop is a lot of fun, the characters are adorable, and the music is really good. The problem is that towards the end of the game, it just gets frustratingly difficult, specifically the boss fights, to the point where, even if I lower the difficulty so much that I can easily S rank all the regular stages, which isn't fun, the boss at the end still feels impossible, which is even less fun :/ If only the boss fights were more balanced, it would make the entire game much more enjoyable.
👍 : 2 | 😃 : 0
Negative
Playtime: 966 minutes
Great Momentum, Terrible Timing ★☆☆☆☆ I came to Haste for speed — and it delivers on that. The movement is slick, the reflex chains feel good, and the world could be cool… if the game stopped yanking the brakes every five minutes to shove exposition in my face. The devs made a game about momentum, and then built the story like a book report. No voice acting. No expression. Just cardboard-cutout NPCs frozen in place, delivering walls of unskippable text you have to spam through at half the speed you’d naturally read. It’s like the game forgot what it was about. You can feel the story wasn’t designed to be experienced — it was tacked on. Lore by obligation. Not immersion, not vibe — just “read this so we can say it’s deep.” Sorry, but no. A fast-paced game should not force players to crawl through flavorless lore dumps like it’s a visual novel stuck in molasses. If you're here for the rush — stick to the gameplay and skip the plot. If you’re here for story — you'll be talking to mannequins who forgot their lines. Feels like someone built a racecar and parked a librarian in the driver’s seat
👍 : 28 | 😃 : 0
Negative
Playtime: 1122 minutes
Core gameplay is solid with simple controls that still allow for a high ceiling of mastery. Accompanied by a very nice soundtrack is a story with character interactions that are fed to you gradually per run in a Hades-like fashion. Although the experience of fighting the final boss is akin to having brick walls toolgunned in right in front of you.
👍 : 5 | 😃 : 0
Positive
Playtime: 1635 minutes
WEEEEEEEEEEEEEEEE! *JUMP* WEEEEEEEEEEEEEEEEEEEEE! *JUMP* YAHOOOOOOOOOOO- The above continues for hours until my adult bedtime.
👍 : 4 | 😃 : 3
Positive
Playtime: 449 minutes
I like Haste for it's gameplay. I recommend it exclusively for it's gameplay. But it does not know what it wants to be. Why is this game a roguelite with procedurally generated levels? It doesn't add anything, it might exclusively detract. The levels sometimes have random portions that lead into dead ends, or have speed rings pointing towards nothing in particular. Sometimes levels have entirely too many gaps to land perfectly so your speed gets hampered. This movement system would've been so good with hand crafted levels with more intentionality. The disconnected levels really suck too, but at least you can plot a path and not have to constantly pick levels. That's a great qol life feature. It's weird to me that the game has a 3D overworld with seamless zones and then this 2D map to select levels inside the shards. The exact same system but you have to choose, for example, to run left or right at the end of the map to pick a new route would have achieved the same effect but enable you to run seamlessly in the world. Just anything more thought out would've been nice. There's story and characters but honestly, it's so forgettable that it feels like an afterthought, like bloat. The characters in this game barely exist. What's even the point. Was the dialogue procedurally generated too? There's good art and good character design but it's squandered like crazy. On endless mode the flaws of this game become apparent. Every level is a straight line. While there is some verticality, levels that turn around or loop de loop could've been great. There's different environments but not much variety in level design. You go forward and avoid trees, or lazers, or lava. The boss levels show a bit more promise since they are wide open arenas you can run around in to achieve an objective, but they are far and few in between. So the game could have been great, a 9/10 experience, just based off the game play alone. It feels great to run around, swing between objects, jump between obstacles. But the rougelite systems are half heartedly implemented, the story barely exists, and genuinely I find myself annoyed when the characters stop to give me some meandering dialogue. So it's like a 6/10 for me worth at most $10. Solid character design and game play mechanics make me wish that one day a better Haste game is made. This game feels like an extra side mode of that game. It is squandered potential. I wish steam let me post a review without making me recommend for or against this game because I like it enough to keep playing it, but I can't shake the feeling it could have been so much better.
👍 : 15 | 😃 : 0
Positive
Playtime: 901 minutes
go fast, get currencty, get item, go even faster. one of, if not THE best "go fast" game I've played
👍 : 10 | 😃 : 0
Positive
Playtime: 399 minutes
Neutral-ish review. My enjoyment at the start of the game was very high, then started to drop, and around shard 8 or so hit a freefall. If the levels were designed or curated I feel the experience would be a lot better. It feels like they developed a strong core for the game, but then realized it would be too repetitive and hoped rougelite elements would fix this. These elements are the things I dislike most in the game; the procedurally generated maps lead to some unsolvable BS, and the items are largely superfluous. It's also a major frustration that colliding with any solid terrain is basically guaranteed death, though I can't think of any good resolutions for this problem. The music slaps, and when the game is good it's really good, but at higher difficulties I'm just throwing myself at a brick wall and hoping for generous RNG; maps that don't have blind obstacles or blind pitfalls or random turns or literal walls of lasers or constant uphills and then playing those maps close to perfect because so many minor mistakes will make it lethally impossible to recover speed if the mistake doesn't kill you outright. As an addendum, while fun enough to ignore the core gameplay feels really weird aesthetically. Where in a game about running and going fast the mechanism for doing so is constant jumping. Where more than dodging or utilizing resources my foremost priority is looking for small bumps so that I can jump as frequently as possible. It feels like I'm playing Mario Kart trying to do tricks for speed; it works, but feels kinda wrong.
👍 : 32 | 😃 : 2
Negative
Playtime: 15494 minutes
I have never had so much fun with any single game for a very long time! Absolutely a must play if you like mach speed, exhilarating game play.
👍 : 15 | 😃 : 0
Positive
Playtime: 70 minutes
its like if sonic had a baby with microsoft flight simulator good stuff
👍 : 32 | 😃 : 12
Positive

HASTE: Broken Worlds Screenshots

View the gallery of screenshots from HASTE: Broken Worlds. These images showcase key moments and graphics of the game.


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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