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SpeedRunners

SpeedRunners is a competitive multiplayer that emphasizes fast-paced side-scrolling races among up to four players, incorporating grappling hooks, power-ups, interactive environments, and weapons to outmaneuver opponents. Originally launched as a free game titled SpeedRunner on June 10, 2011, by DoubleDutch Games, it quickly gained popularity for its simple yet addictive racing mechanics. A high-definition console adaptation, SpeedRunner HD, followed for on August 29, 2011, expanding the game's reach to dedicated hardware. The modern iteration, SpeedRunners, entered on on August 26, 2013, before achieving full release on April 19, 2016, under publisher , which polished the title with enhanced multiplayer features, online support, and devious items like rockets and mines to sabotage rivals. The game's core appeal lies in its cutthroat local and online modes, where players must run, jump, swing, and eliminate competitors to be the last one standing or reach the finish line first across procedurally challenging levels. Console ports extended its accessibility, with releases on and in 2017, and in January 2020, each maintaining the high-speed chaos while adding controller-optimized controls and additional packs featuring cosmetic items and new characters. Critically acclaimed for its replayability and party-game potential, SpeedRunners has amassed a dedicated , evidenced by its strong user ratings and sustained player base on platforms like . A sequel, SpeedRunners 2: King of Speed, developed by Fair Play Labs and announced in 2025, promises up to eight-player races, vibrant graphics, and further refinements to the formula, with a planned release in 2026 on PC and consoles.

Development

Early development and prototypes

SpeedRunners originated as a free web browser game titled SpeedRunner, developed by DoubleDutch Games and released on June 10, 2011. The prototype for this single-player 2D platformer-racer was built in just one day using the Flixel engine for Flash, focusing on core mechanics such as double-jumping, obstacle avoidance, and a basic grappling hook referred to as a "shoot" ability to propel the player forward. This initial version emphasized tight controls inspired by games like Super Meat Boy and VVVVVV, allowing players to race through levels to achieve the fastest times, and it garnered over three million plays with 50,000 daily views, providing valuable feedback for iteration. Following the browser release, DoubleDutch Games transitioned to a console version titled SpeedRunner HD, launched on via on August 30, 2011, after being selected as a semi-finalist in Microsoft's Dream.Build.Play challenge. This iteration was rewritten from scratch, incorporating an in-house engine built atop to support enhanced graphics, new levels, and local multiplayer for up to four players, marking a shift toward competitive where opponents could each other to maintain leads. The mechanic was refined for more dynamic traversal, while design decisions prioritized multiplayer depth over extensive single-player content, with updates like Patch 1.2 in January 2012 adding dedicated multiplayer levels to test proximity-based interactions. These early efforts culminated in the PC adaptation SpeedRunners, entering on August 26, 2013, as a direct evolution of SpeedRunner HD with online multiplayer support and three additional characters to further emphasize four-player . Prototypes throughout this phase tested the shrinking screen , which progressively narrows the visible area to force players into closer proximity and heighten tension, without incorporating dedicated single-player modes to keep the focus on rivalry. The use of in initial builds enabled efficient prototyping of these racing fundamentals, laying the groundwork for the game's signature blend of speed and sabotage.

Full production

During the Steam Early Access phase from August 2013 to April 2016, DoubleDutch Games refined SpeedRunners by incorporating extensive player feedback from Steam forums to adjust balance, such as modifying lethal hazards like spikes and lasers to include toggleable options for competitive play. This iterative process resulted in hundreds of updates, expanding the game from three initial maps and four characters to 15 maps, 32 characters, and over 10,000 community-created levels via the Workshop. In 2013, DoubleDutch Games partnered with publisher , which took over marketing responsibilities and facilitated porting efforts for broader platform compatibility, including a transition to the engine to support Windows, OS X, and . 's involvement helped grow the game's visibility, leading to over 1 million downloads during . A key addition during this period was the XP-based leveling system, introduced in a 2015 update, allowing players to progress from level 1 to 75 by earning experience through races, with unlocks gated behind milestones—such as ranked mode at —and rewards including characters, , and trails. Unlockable content was further expanded based on testing, emphasizing gradual progression to encourage replayability. Leading to the full release on April 19, 2016, for PC (Windows, OS X, ), the team finalized audio design, visual polish, and improvements to enhance online multiplayer stability, while integrating a single-player campaign with challenge-based progression and a trails customization for trading . These optimizations addressed community-reported issues like desynchronization, culminating in a polished 1.0 version that rewarded supporters with exclusive beta-themed unlocks.

Gameplay

Core mechanics

SpeedRunners is a side-scrolling competitive where up to four players race through levels in a superhero-themed , with the screen progressively advancing from the left to eliminate the trailing player by pushing them off-screen. The core objective is to outpace opponents across multiple rounds, with the first player to secure three wins claiming victory in a . This format emphasizes momentum management, as the camera zooms out initially to accommodate spreading players but tightens to heighten tension and force eliminations. Players navigate levels using basic controls for running and jumping, augmented by a that allows swinging from ceilings, walls, or other anchor points to gain speed, bypass obstacles, or take shortcuts. The hook is essential for traversal in the game's physics-based environments, enabling fluid parkour-style movement while preserving velocity through precise timing of swings and slides. Additional techniques, such as wall-running or double-jumping, further enhance mobility, rewarding skillful execution over raw speed. Elimination occurs through direct sabotage using power-ups scattered in item boxes, including time bombs that can be detonated to stun foes, homing missiles for tracking attacks, crates to slow rivals, and shockwaves to push opponents away. These tools encourage aggressive play, as players must balance personal advancement with hindering others to avoid falling behind the advancing screen. Levels feature interactive elements in a vibrant urban superhero setting, such as bottomless pitfalls for instant elimination, and hazardous traps like lasers or environmental spikes that add risk to routes. Multiple paths and dynamic obstacles demand adaptive strategies, with the city's verticality and destructible features amplifying the chaos of multiplayer races.

Modes and progression

SpeedRunners emphasizes competitive multiplayer gameplay, supporting both local and matches for up to four in free-for-all formats where participants across dynamic arenas while attempting to eliminate rivals using hooks and power-ups. Custom games allow adding bots for practice, but no dedicated team-based modes are available. Matches consist of multiple rounds, with each round concluding when only one player remains on the screen after eliminations via falls or attacks, and the first to win three rounds claims victory. To maintain momentum, the visible play area progressively shrinks following the first elimination, compelling survivors to accelerate and adapt to tighter spaces, thus heightening tension as the round progresses. Player progression occurs through an (XP) system earned via match participation, victories, and performance bonuses, allowing levels to advance from 1 to a maximum of 75 without a dedicated single-player campaign. Leveling unlocks new content, including additional characters and cosmetic skins to personalize runners, as well as diverse arenas for varied race layouts. Customization extends to post-level-up selections, where players can choose character skins and arena preferences to tailor their experience, enhancing replayability in both casual and ranked sessions.

Release

Platforms and launch

SpeedRunners was initially released in on for Windows on August 26, 2013, allowing players to access an incomplete version during development. The game exited and launched in full on April 19, 2016, with an initial price of $9.99. By July 2015, during its period, the game had generated $3.25 million in sales. Console versions followed the PC launch. The Xbox One edition released on June 1, 2017, as part of the Games with Gold program, making it free for Xbox Live Gold subscribers for one month. The version arrived on July 5, 2017. A port launched on January 23, 2020, expanding accessibility to handheld play. Publisher handled marketing efforts, showcasing the game at events like to highlight its competitive mechanics and appeal for local and online multiplayer sessions. SpeedRunners has received very positive reception on , with 92% of over 36,000 user reviews rating it positively as of November 2025, reflecting strong engagement with its multiplayer features.

Post-launch updates

Following its initial release in April 2016, SpeedRunners received several post-launch patches primarily focused on improving online connectivity, matchmaking, and gameplay features across platforms. In June 2017, DoubleDutch Games issued the first major patch for the version, addressing reported connectivity issues that affected online multiplayer sessions, such as disconnections during matches, and fixing a bug where deluxe bundle owners could not access their content. This update was developed in direct response to player feedback highlighting and instability in console play, with the developers noting ongoing work on additional bug fixes for subsequent releases. In May 2017, a PC update introduced an -based ranking season to refine the system, allowing players to test a points-driven competitive starting from zero , with provisional matches determining initial ranks; this ran until mid-May before reverting to the prior system while retaining players' previous points. The change aimed to create fairer pairings based on skill, responding to community complaints about unbalanced lobbies, and included minor tweaks to reduce in ranked games. Balance adjustments to power-ups, such as tweaks to grapple hook timing and boost mechanics, were also rolled out in smaller PC patches through 2017 to prevent exploits in competitive play, though these were not accompanied by extensive public notes. By July 2018, server infrastructure was upgraded alongside the free Team Mode update for PC and consoles, enabling 2v2, 2v1, and other team configurations with shared boost meters and color-coded teams to enhance cooperative play; this addressed ongoing feedback on lag in larger lobbies by optimizing for group . The update included free cosmetic badges awarded to participants in community events, such as the inaugural team , without introducing paid expansions. Console adaptations continued into 2020 with the port, released on January 23, which featured optimizations for handheld mode, including adjusted UI scaling and performance tweaks for portable play on the hybrid console, while supporting full controller remapping on and versions to accommodate varied input preferences. These enhancements built on earlier console patches, ensuring smoother integration with platform-specific features like controls, though no cross-play functionality was added in any updates. In April 2025, a minor update was released for the original SpeedRunners, including tweaks and preparations for a major community tournament, coinciding with the announcement of its sequel.

Reception and legacy

Critical reception

SpeedRunners received generally favorable reviews from critics, earning a score of 84/100 based on 11 critic reviews for the PC version. Reviewers frequently praised the game's addictive multiplayer and its ability to deliver simple yet deep mechanics that encourage competitive play. For instance, CGMagazine highlighted it as a "perfect with a deep competitive scene," emphasizing the replayability of its fast-paced races and system. Similarly, COGconnected noted the title's ease of entry paired with substantial depth, making it ideal for both casual sessions and extended matches. The game also garnered recognition through awards, winning the Gamer's Voice Award at the 2015 , selected by attendees from 30 indie titles showcased at the event. Additionally, it received the Best Multiplayer Game award in IndieDB's 2014 Indie of the Year Editors' Choice. Critics pointed to some shortcomings, particularly the absence of a robust single-player mode or elements, with DualShockers describing the solo experience as "lackluster" due to simplistic bot and limited content. Early versions during the game's Steam Early Access phase faced minor balance critiques in player discussions, though professional reviews focused more on its post-launch polish. Platform-specific feedback underscored the PC version's strengths in online multiplayer, where stable connections supported ranked matches and lobbies, as lauded by for reliable netcode. Console ports, such as the release, were commended for vibrant local multiplayer but critiqued for occasional performance dips in handheld mode.

Commercial performance and community

SpeedRunners achieved significant commercial success during its phase, generating over $3.25 million in sales by July 2015, shortly after partnering with esports organization ESL. As of 2025, estimates indicate the game has generated between $6.5 million and $16.5 million in gross revenue, primarily driven by sales and bundled promotions that boosted accessibility and player base growth. The game's community remains engaged through dedicated online spaces and local play, with ongoing discussions fostering player strategies and custom events. It has integrated well into party gaming scenes, supported by features like offline party mode for up to four players, which encourages couch co-op sessions at gatherings and has sustained its appeal in casual multiplayer environments. In its esports legacy, SpeedRunners was officially recognized by ESL starting in July 2015, featuring weekly community cups and monthly finals with prize pools up to €200, alongside integration into ESL's rotation with major titles like and Counter-Strike: Global Offensive. Tournaments continued through 2016, but organized competitive play declined thereafter, shifting focus to casual streaming on platforms like , where community-hosted events and viewer-integrated races maintain player interaction without formal structures. While local and online casual play persists, the game has seen no major organized esports revival or dedicated charity speedrunning events, such as runs at Games Done Quick marathons, limiting its presence in high-profile fundraising circuits.

SpeedRunners 2

Announcement and development

SpeedRunners 2: King of Speed was officially announced on April 10, 2025, during the Triple-I Initiative indie game showcase, marking the return of the competitive platformer franchise under new development leadership. The sequel is being developed by Fair Play Labs, a studio known for titles like Nickelodeon All-Star Brawl 2, with tinyBuild serving as publisher—a continuation of their involvement from the original 2016 game. This represents a shift from the original developer, DoubleDutch Games, which is providing consulting support to ensure the sequel preserves the core essence of the series while modernizing it for contemporary hardware and player expectations. The project's motivations stem from a desire to build upon the original game's enduring legacy, fueled by sustained community enthusiasm and feedback calling for enhancements like larger multiplayer lobbies and quality-of-life improvements. Fair Play Labs aimed to expand the franchise's appeal by incorporating advanced features tailored to modern online play, while tinyBuild highlighted the series' proven track record as a key factor in greenlighting the sequel. To refine the experience, an open playtest was launched on Steam on September 19, 2025, allowing players to test core systems and provide direct input on performance and balance. Initially planned for a PC release in late 2025 via , but following playtest feedback, the full launch was delayed to 2026. Console versions for , Series X|S, and are planned for later in 2026, ensuring cross-platform parity and optimized performance across hardware generations. This extended development phase underscores the commitment to delivering a refined product that addresses player concerns identified during testing.

Gameplay changes

SpeedRunners 2 expands player support to accommodate up to eight participants in both online and local races, a significant increase from the original's four-player limit, enabling larger-scale competitive sessions. This includes built-in tournaments supporting up to 64 players, matchmaking systems, and league structures with leaderboards to facilitate organized play and progression tracking. Visually, the sequel features high-definition graphics with vibrant, three-dimensional environments set in a retrofuture , enhancing immersion while prioritizing readability for competitive action. New challenges incorporate updated maps, returning and original runners, booster pads, pick-ups, and a mechanic to deepen strategic movement and rival disruption. Technically, improved supports smoother performance in larger lobbies, addressing potential issues in multiplayer scenarios. Quality-of-life enhancements include remappable controls, commentator voiceovers, and integration with Steam features such as achievements, , and family sharing for broader . The core shrinking screen mechanic persists as the central tension driver, now paired with more interactive environments that encourage dynamic navigation and environmental interactions. Mode evolutions emphasize cutthroat PvP through custom challenges and private lobbies, alongside a single-player bot at launch, though the primary focus remains multiplayer without dedicated single-player campaigns. These updates retain the original's fast-paced platforming essence while scaling it for broader competitive engagement.

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