Compare Rage Runner prices across 50+ stores and find the best deal. Developed by Hypercane Studios. Published by Plug In Digital. Released on 5/16/2014. Available on PC. Genres: Action, Casual, Indie, Racing, Simulation.

A sci-fi trench-run racer built entirely on twitch reflexes and split-second dodges. If leaderboard chasing at breakneck speed sounds fun, this scratches that itch. If you hate dying repeatedly, look elsewhere.

My first few minutes with Rage Runner felt like someone fired me out of a cannon through a hallway made of instant death. You pilot a fixed-wing spaceship down a narrow corridor, swerving past smashers, low ceilings, collapsing walls and assorted obstacles while a dubstep-synced soundtrack tries to convince you this is all very cool and not at all stressful. It absolutely is stressful. That is the whole point. The core loop is clean: fly fast, dodge everything, collect power modules that you can cash in as a missile, a shield, or a superbrake utility depending on how you want to play a given run. Swapping between those three options in real-time while the corridor narrows is where the small skill ceiling actually lives. The 13 hand-crafted levels are each tuned to a specific track and mood, so there is a rhythm-game quality to mastering them once you have memorised the obstacle patterns. On top of that sits a procedurally generated endless mode that the game claims can produce 100 million distinct layouts, which sounds enormous but in practice means the random gauntlet is your go-to for pure score chasing. A daily Level of the Day mode and 19 Steam leaderboards give competitive players something to fight over. There is also a Kid Mode (labeled Joyride) that tones down the punishment, which is genuinely useful for getting younger or less-experienced players comfortable before the corridor tries to kill them. Here is where the mixed Steam reviews (sitting at 54 percent positive) make sense. The controls are tight and the core premise is addictive in short bursts, but the presentation is rough. Menus are inconsistently navigated between keyboard, mouse, and gamepad depending on which screen you land on, which is a real friction point when you just want to jump back in after a wipe. The visuals are functional rather than impressive, recycled corridor textures doing the heavy lifting throughout. And the game carries some structural oddity: there is a separate arcade mode containing mini-games that feels bolted on rather than integrated, almost like two different prototypes shipped in the same box. The community discussion around the game went quiet by 2017 and there is no indication of ongoing updates, so what you see is what you get. For the target audience, which is solo players who love bite-sized score-attack sessions and do not need multiplayer or split-screen, this can click. Gamepad support works (Xbox controllers are confirmed), and the difficulty curve rewards repetition in the same way old-school arcade racers did. It is not a couch party game at all. There is no local multiplayer, no co-op, and the competitive element is purely asynchronous leaderboard stuff. Four friends and a couch will not find much here beyond passing the controller for hot-seat attempts on the daily challenge, which has its own low-key charm. Just do not go in expecting a feature-rich racer. Think of it as an arcade cabinet that also has a level editor with Steam Workshop support, priced accordingly. Riley, Scout Team

Rage Runner
ActionCasualIndieRacingSimulation

Rage Runner

May 16, 2014Hypercane StudiosPlug In Digital
GamerScout Says

A sci-fi trench-run racer built entirely on twitch reflexes and split-second dodges. If leaderboard chasing at breakneck speed sounds fun, this scratches that itch. If you hate dying repeatedly, look elsewhere.

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Screenshots & Media

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About Rage Runner

My first few minutes with Rage Runner felt like someone fired me out of a cannon through a hallway made of instant death. You pilot a fixed-wing spaceship down a narrow corridor, swerving past smashers, low ceilings, collapsing walls and assorted obstacles while a dubstep-synced soundtrack tries to convince you this is all very cool and not at all stressful. It absolutely is stressful. That is the whole point. The core loop is clean: fly fast, dodge everything, collect power modules that you can cash in as a missile, a shield, or a superbrake utility depending on how you want to play a given run. Swapping between those three options in real-time while the corridor narrows is where the small skill ceiling actually lives. The 13 hand-crafted levels are each tuned to a specific track and mood, so there is a rhythm-game quality to mastering them once you have memorised the obstacle patterns. On top of that sits a procedurally generated endless mode that the game claims can produce 100 million distinct layouts, which sounds enormous but in practice means the random gauntlet is your go-to for pure score chasing. A daily Level of the Day mode and 19 Steam leaderboards give competitive players something to fight over. There is also a Kid Mode (labeled Joyride) that tones down the punishment, which is genuinely useful for getting younger or less-experienced players comfortable before the corridor tries to kill them. Here is where the mixed Steam reviews (sitting at 54 percent positive) make sense. The controls are tight and the core premise is addictive in short bursts, but the presentation is rough. Menus are inconsistently navigated between keyboard, mouse, and gamepad depending on which screen you land on, which is a real friction point when you just want to jump back in after a wipe. The visuals are functional rather than impressive, recycled corridor textures doing the heavy lifting throughout. And the game carries some structural oddity: there is a separate arcade mode containing mini-games that feels bolted on rather than integrated, almost like two different prototypes shipped in the same box. The community discussion around the game went quiet by 2017 and there is no indication of ongoing updates, so what you see is what you get. For the target audience, which is solo players who love bite-sized score-attack sessions and do not need multiplayer or split-screen, this can click. Gamepad support works (Xbox controllers are confirmed), and the difficulty curve rewards repetition in the same way old-school arcade racers did. It is not a couch party game at all. There is no local multiplayer, no co-op, and the competitive element is purely asynchronous leaderboard stuff. Four friends and a couch will not find much here beyond passing the controller for hot-seat attempts on the daily challenge, which has its own low-key charm. Just do not go in expecting a feature-rich racer. Think of it as an arcade cabinet that also has a level editor with Steam Workshop support, priced accordingly. Riley, Scout Team

Tags

steamScore AttackTwitch ReflexesCorridor RunnerObstacle DodgeDaily ChallengeLevel EditorProcedural GenerationGamepad FriendlySolo Only

System Requirements

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Reviews & Ratings

Steam
54%(68)

Game Info

Developer
Hypercane Studios
Publisher
Plug In Digital
Release Date
May 16, 2014

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