

RUN: The world in-between
Team RUN · 2022 · Precision Platformer, Action, Adventure, Procedural Generation, Platformer
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About RUN: The world in-between

RUN: The World In-Between is a highly dynamic platform game with procedurally-generated levels.
Inspired by Celeste, Dead Cells, Scourge Bringer, and even Super Meat Boy, your movements will have to be as quick as they are precise.

In a place where everything is constantly moving, you will have to face the dangers of the World In-Between to reach for the light.
Dodge the most devious traps while relying on your reflexes, hoping for a better future.

- Addictive gameplay
- Gems to collect in order to unlock memories
- Replay value – you can always beat your own score
- Accessibility options to customize your experience
- An optimized mode for speedrunners
- Artistic direction by Encre Mecanique
- Soundtrack by Thomas Barrandon
- By the creator of HepHep Fever
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Players praise the tight controls, responsive movement system, and great music that make the fast-paced platformer engaging, with some impressed that procedural generation works well in a precision platformer. However, complaints center on repetitive level design where the same chunks recycle excessively, frustrating difficulty spikes in later stages that punish learning through constant randomization, and quality-of-life issues like prolonged controller vibration after deaths that should have been addressed.
I made this game. So obviously I have some feelings for it. But honestly, I think it's good. People around me tells me it's good. And I trust them! That is why I can proudly recommend this game! Have fun.8 found this helpful
RUN: The world in-between, developed by Team RUN and published by Team RUN alongside PID Games and Flying Oak Games, is a fast-paced platformer that builds its entire identity around speed, repetition, and mastery. It places players in a surreal, fragmented world where movement is constant and hesitation is punished, creating an experience that feels less like a traditional level-based platformer and more like a continuous test of reflexes and adaptability. From the very beginning, the game makes its intentions clear: this is a challenge-driven experience that expects failure, rewards persistence, and gradually teaches players how to move with precision under pressure. At the center of the gameplay is a tight and responsive movement system designed to encourage fluid motion. Jumping, dashing, and quick directional adjustments form the backbone of traversal, and the game constantly pushes players to string these actions together without breaking momentum. Unlike platformers that allow for cautious progression, RUN: The world in-between thrives on forward motion. Players are often pursued by an encroaching force that eliminates any temptation to slow down, reinforcing the idea that …1 found this helpful
There's about ten levels worth of content, and they are great levels. The controls are fun and the music is great. But it's masquerading as a longer game by stitching together different chunks of these ten levels in different formations over and over again. It isn't using procedural generation, it's using a random number generator to do this. I'm not even sure if there's any rules in place to make sure the sections flow into each other well. I'd love this if it was a short game that takes a few hours long with no procedural generation and the chunks were stitched together in a fun order. As it stands, it gets boring very quickly. The same piece of a level will show up about 20-30 times every 20 minutes of play time. After every death my controller vibrates mildly for far too long, which is just annoying and a waste of my battery, it doesn't seem there is a way to turn off rumble in the game itself, but I suppose it's possible via steam's input settings.1 found this helpful
I never thought a procedural generated precision platformer could work, but this is great
After completing Nightmare Mode, I felt it was only fitting to post a review. It's a fast-paced platformer with fun obstacles, a simple yet beautiful art style, and a great soundtrack. You will have a pretty enjoyable time if you plan on finishing only on the lower difficulties. Unfortunately, the game's flaws become more apparent in the later stages. Imagine the final screen of Celeste's C Side, but with the Farewell difficulty and procedural generation. This makes learning the obstacles one of the most frustrating platformer experiences I have had. The game could easily resolve this issue by adding a seeded speedrun mode once the difficulty is unlocked. Instead, the game requires you to beat that difficulty to unlock the practice/quality-of-life feature. This ruins the casual playthrough experience for a more casual audience. As someone else put it, Celeste is a challenging game that wants you to overcome it. This game is the complete opposite: it prides itself on being difficult by making the learning process longer and harder than necessary.
banger
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