
STANDBY
If your reflex-game tolerance tops out at 'mildly annoyed', back away slowly. STANDBY is a neon-drenched precision gauntlet built almost entirely for leaderboard chasers and speedrun obsessives.
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About STANDBY
I'll be straight with you: I came into STANDBY as someone who typically reviews games you can share with friends on a couch, and this one is about as far from couch-party territory as you can get. It is a strict solo affair, zero multiplayer, zero split-screen, and the difficulty ramps so sharply that casual players will find themselves bouncing off it inside the first twenty minutes. That said, understanding exactly who this game is built for goes a long way toward giving it a fair shake. The setup is paper-thin. You control a tiny fedora-wearing agent trying to escape a glitched-out world, and that is genuinely the entirety of the story. What matters is the movement. Across 54 levels split into six sections, you run, jump, slide, shoot through destructible obstacles, and ground-pound your way through geometric courses at high speed. The core move set is minimal by design: a jump, a slide for surviving hot surfaces and picking up speed, a gun for blasting barriers, and a ground-pound for breaking through floors and dodging hazards. New mechanics like lasers, boulders, and portals get introduced level by level, with almost no breathing room between the moment something shows up and the moment the game expects you to master it. The difficulty curve is less of a curve and more of a vertical wall. Where STANDBY genuinely earns its audience is in the feel of a clean, fast run. When everything clicks and you chain moves together without hesitation, there is a rhythm-game quality to it. Some reviewers have noted it starts to feel like memorising a music pattern rather than improvising through a level, which is either a compliment or a criticism depending on your preferences. The neon-glitch art style is clean and purposeful: black negative-space backgrounds keep the geometry readable even when the screen is flickering with color effects. The electronic soundtrack drives the pace well, though the death-sound interruption gets grating if you are dying frequently, which you will be. The built-in speedrun mode with online leaderboards is the real hook for the target audience, and it gives the game genuine replay value beyond a single playthrough. The control complaints that surfaced across multiple reviews are worth flagging. On a gamepad, the button mapping feels cramped and does not use triggers or bumpers, which is an unusual choice for a game this reliant on split-second inputs. There is no control remapping, at least not at launch. On keyboard it fares somewhat better, but the locked jump arc, where once airborne you are committed to your trajectory with no mid-air correction, divides opinion. Super Meat Boy veterans expecting that small floating adjustment after a jump will need to rewire their instincts. The payoff when you do nail a run is real, but the road there asks more patience than the game's arcade-style presentation implies. For a solo PC player who loves twitchy 2D platformers and lives for shaving milliseconds off personal bests, STANDBY delivers a focused, visually sharp package at a low price point. For anyone hoping to rope friends in, or anyone who needs even a thin narrative thread to stay motivated through repeated failure, this one is going to feel hollow fast. No co-op, no party modes, nothing to soften the blow when the difficulty spike hits. Riley, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP or later
- Memory
- 1 GB RAM
- Storage
- 500 MB available space
- Graphics
- 256 Mb
- Processor
- 1Ghz and up
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Game Info
- Developer
- Noclip
- Publisher
- Noclip
- Release Date
- Jan 6, 2017
