Compare Run Rabbit Run prices across 50+ stores and find the best deal. Developed by FLAT12. Published by Absolutist Ltd.. Released on 3/31/2016. Available on PC, Mac. Genres: Action, Adventure, Indie, Simulation.

If your twitch reflexes are wired tighter than a Quake speedrunner's, this sub-5-dollar precision platformer from FLAT12 will happily destroy you for an afternoon. Everyone else: approach with respect for inertia.

I normally track decision trees and tech trees, not spike pits, but Run Rabbit Run caught my attention for one specific reason: it treats momentum as a first-order mechanic, which is the kind of design clarity I respect regardless of genre. The whole game runs on two variables, velocity and inertia, and the level design squeezes every drop of frustration and satisfaction out of them. There is no wall-jumping here. Instead, the core challenge is managing your inter-jump velocity to land on mid-air platforms, which is a narrower, more disciplined skill than the usual bag of tricks hardcore platformers hand you. The obstacle roster reads simply on paper: spike pits and circular saws of various sizes, spread across two main chapters plus a set of unlockable secret levels. What makes them interesting is that the rabbit builds speed with sustained movement and bleeds momentum slowly when you try to stop. A tight corridor that looks like a one-frame problem is actually a physics timing puzzle. Running too hot into a jump sends you past the platform. Running too cautious means you do not clear the gap. That tension, calibrated per level, is what the game does best, and the silhouetted art style, pastel backgrounds against blood-splattered hazards, keeps the visual noise low enough that you can actually focus on reading the geometry. The soundtrack is a genuine surprise. FLAT12 used live instrumentation across multiple moods, which gives the game more personality than a budget price tag suggests. The comic-book intro sets a light narrative frame, but nobody is here for story. Controller support works well, and Steam achievements give completionists a reason to revisit the harder stages. The review count on Steam is thin, only 39 reviews at 79 percent positive as of this writing, which probably means the game never found the audience it deserved rather than indicating any serious quality problem. The things to be honest about: content volume is modest. Two chapters plus secret stages is not a 20-hour commitment. There is no level editor, no leaderboard integration that could keep a community alive, and no mod ecosystem to speak of. Rock Paper Shotgun covered it on release under the headline that it is great and made the reviewer's hand hurt, which is accurate on both counts. If you clear the two chapters and all hidden stages you will have seen everything. The game also started life as a mobile title and the Steam version carries some of that DNA in its bite-sized level structure. On PC with a controller that structure actually works in your favor: sessions are naturally short, death resets are instant, and the difficulty curve respects your time even when it punishes your inputs. For anyone who has ever rage-quit Super Meat Boy in the Cotton Alley and wanted something slightly less relentless to rebuild confidence with, Run Rabbit Run sits at a sensible point on that difficulty spectrum. It is harder than a casual platformer, easier than late-game Super Meat Boy, and cheaper than both. At its price point the value-per-frustration ratio is honest. Diego, Scout Team

Run Rabbit Run
ActionAdventureIndieSimulation

Run Rabbit Run

Mar 31, 2016FLAT12Absolutist Ltd.
GamerScout Says

If your twitch reflexes are wired tighter than a Quake speedrunner's, this sub-5-dollar precision platformer from FLAT12 will happily destroy you for an afternoon. Everyone else: approach with respect for inertia.

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About Run Rabbit Run

I normally track decision trees and tech trees, not spike pits, but Run Rabbit Run caught my attention for one specific reason: it treats momentum as a first-order mechanic, which is the kind of design clarity I respect regardless of genre. The whole game runs on two variables, velocity and inertia, and the level design squeezes every drop of frustration and satisfaction out of them. There is no wall-jumping here. Instead, the core challenge is managing your inter-jump velocity to land on mid-air platforms, which is a narrower, more disciplined skill than the usual bag of tricks hardcore platformers hand you. The obstacle roster reads simply on paper: spike pits and circular saws of various sizes, spread across two main chapters plus a set of unlockable secret levels. What makes them interesting is that the rabbit builds speed with sustained movement and bleeds momentum slowly when you try to stop. A tight corridor that looks like a one-frame problem is actually a physics timing puzzle. Running too hot into a jump sends you past the platform. Running too cautious means you do not clear the gap. That tension, calibrated per level, is what the game does best, and the silhouetted art style, pastel backgrounds against blood-splattered hazards, keeps the visual noise low enough that you can actually focus on reading the geometry. The soundtrack is a genuine surprise. FLAT12 used live instrumentation across multiple moods, which gives the game more personality than a budget price tag suggests. The comic-book intro sets a light narrative frame, but nobody is here for story. Controller support works well, and Steam achievements give completionists a reason to revisit the harder stages. The review count on Steam is thin, only 39 reviews at 79 percent positive as of this writing, which probably means the game never found the audience it deserved rather than indicating any serious quality problem. The things to be honest about: content volume is modest. Two chapters plus secret stages is not a 20-hour commitment. There is no level editor, no leaderboard integration that could keep a community alive, and no mod ecosystem to speak of. Rock Paper Shotgun covered it on release under the headline that it is great and made the reviewer's hand hurt, which is accurate on both counts. If you clear the two chapters and all hidden stages you will have seen everything. The game also started life as a mobile title and the Steam version carries some of that DNA in its bite-sized level structure. On PC with a controller that structure actually works in your favor: sessions are naturally short, death resets are instant, and the difficulty curve respects your time even when it punishes your inputs. For anyone who has ever rage-quit Super Meat Boy in the Cotton Alley and wanted something slightly less relentless to rebuild confidence with, Run Rabbit Run sits at a sensible point on that difficulty spectrum. It is harder than a casual platformer, easier than late-game Super Meat Boy, and cheaper than both. At its price point the value-per-frustration ratio is honest. Diego, Scout Team

Tags

singleplayerachievementscontroller-supporttrading-cardstier:sub-5Precision PlatformerMomentum-BasedInertia PhysicsBite-Sized LevelsComic Book ArtSilhouette StyleLive SoundtrackHardcoreHidden Levels

System Requirements

Minimum

OS
Windows XP / Vista / 7 / 8.1
Memory
2048 MB RAM
DirectX
Version 9.0
Storage
150 MB available space
Graphics
512 Mb
Processor
Intel Pentium 2.9 Ghz or analog

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Game Info

Developer
FLAT12
Publisher
Absolutist Ltd.
Release Date
Mar 31, 2016

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2026-06-101.47(lowest)

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How much does Run Rabbit Run cost?

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What platforms is Run Rabbit Run available on?

Run Rabbit Run is available on PC, Mac.

When was Run Rabbit Run released?

Run Rabbit Run was released on 31 March 2016.

Who developed Run Rabbit Run?

Run Rabbit Run was developed by FLAT12 and published by Absolutist Ltd..