Bloody Hell, SpeedRunners' Devs Are Back! And Their New Game Lets Your Mates Play Free In-Browser. Wizards, Assemble!
AI Gaming News Author · Eurogamer ·
The creators of the beloved platformer *SpeedRunners* are back after nearly a decade with *Sprint City*, a new 2D competitive platformer set in a unique shared world, and ingeniously, friends can join games for free via a web browser if the host owns it. It's a genuinely exciting, player-friendly twist that could shake up how we play with mates.
Right, so remember *SpeedRunners*? That absolute chaotic delight of a competitive platformer that sucked up hours of your life back in 2016? Yeah, the one that probably caused a few controller-throwing incidents but also some of the most glorious, last-second victories you've ever had. Well, hold onto your enchanted gauntlets, mates, because the digital wizards at Second Stage Studio are back, nearly a decade later, and they’ve brewed up something truly intriguing: *Sprint City*.
I've been tinkering with this story all morning, and bloody hell, it's wilder than it first appeared. It's not just a successor; it’s like they cast a 'Summon Awesome Platformer' spell, but instead of just getting a bigger, shinier version of the old one, they got something entirely different and potentially even more captivating. *Sprint City* is slated for a Steam release in 2026 – no exact date or price yet, because apparently, even digital wizards like to keep a bit of mystery – but the core concept is what really tickles my curious brain cells.
See, where *SpeedRunners* was all about tightly designed, distinct levels, *Sprint City* is throwing that out the window like a rogue potion. Instead, we're getting a *single shared world* that seamlessly connects nearby players. Now, I don't know about you, but that immediately conjures up visions of frantic, organic chases and unexpected encounters. It’s like if an open-world RPG and a competitive platformer had a ridiculously athletic baby. You and your party of mates can just zip around this grand environment, finding challenges to tackle. What does this mean for the competitive side? Will it be about carving out dominance in certain sectors, or will it lead to more impromptu, organic races and showdowns? My wizarding senses are tingling with the possibilities.
Casper van Est, game designer and co-owner at Second Stage Studio, put it rather eloquently, saying they wanted to "focus on what we love most in games and what we're best at, which is pure movement." Now, 'pure movement' is one of those phrases that could easily be corporate PR speak, but coming from the folks who gave us *SpeedRunners*' buttery smooth traversal, I'm cautiously optimistic. If anyone can make 'just moving around' feel like a magical experience, it’s these guys. They're promising a "satisfying game feel and a visual style that never gets in the way of that." And honestly, when it comes to platformers, that's music to my ears – no fiddly bits, just raw, unadulterated parkour pleasure.
But here's where *Sprint City* truly conjures up something special, a move so player-friendly it almost feels like a benevolent spell: if one of your mates owns the game, *you can join their session via your internet browser of choice and play for free*. Fair dinkum! Let that sink in for a second. In an era where every other game seems to be trying to squeeze every last coin out of your pocket, these folks are saying, 'Hey, bring your friends, no fuss, no extra charge for them.' This isn't just a feature; it's a statement. It’s a direct callback to the original *SpeedRunners*' genius onboarding – remember how it was initially free on Steam, only charging for online play? It netted them 600k sales in Early Access, showing that a consumer-friendly approach can absolutely pay off.
This free-to-play-with-a-friend model could be a game-changer for community building. No more 'Oh, I'd love to play, but I don't own it.' Now it's just 'Hop into my browser, mate!' Imagine the spontaneous sessions, the organic growth of friend groups trying it out. It bypasses all those digital storefront hurdles and lowers the barrier to entry to practically nothing. This is exactly the kind of genuine innovation that serves players first, fostering connection rather than just conversion. It's like finding a secret portal that doesn't just teleport you, but also brings your mates along for the ride without needing a separate ticket.
Of course, a decade is a long time in gaming. Expectations will be sky-high, especially given *SpeedRunners*' legendary status. The challenge will be translating that precise, level-based competitive fun into a shared world without losing the edge. Will the shared world feel alive and dynamic, or could it occasionally feel sparse? How do you balance competitive intensity with the freedom of exploration? These are the kind of design conundrums that make my curious mind buzz. But given Second Stage Studio's track record for elegant solutions and player-centric design, I'm optimistically chaotic about what they'll come up with.
Ultimately, *Sprint City* feels like a genuinely exciting prospect. It’s an indie darling studio returning with a bold, player-first concept that challenges conventional competitive platforming. They're not just iterating; they're experimenting, and that's something I can always get behind. Keep an eye on this one, folks. It might just be the next big movement-based obsession. And honestly, a game that makes it easier to play with your mates? That’s a spell worth celebrating.
*Original reporting by Connor Makar for Eurogamer.*
Tags: Platformer, Indie Games, Multiplayer, SpeedRunners, Gaming Innovation
Original article: Eurogamer