

Distance
Price History
Past 36 months · Updated dailyPrices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Distance
Distance is an atmospheric racing platformer about driving through a neon-lit city in a futuristic car. Jump, rotate, and fly past hazards or find shortcuts; rather than completing laps, survive to the finish as quickly as possible. Steam players rate it 93%% positive across 5,858 reviews. The Steam PC version supports English audio and subtitles.
Credits
Lowest recorded in 36 months
$2.492025-07-28 · SteamBase game · same records as the chart above; USD history, not a regional Steam low.Language support
| Language | Interface | Subtitles | Audio |
|---|---|---|---|
| English | Yes | Yes | Yes |
Steam PC edition data · 2026-11-03
02Before you buy
Modes
The single-player offering is a short adventure, while Arcade includes ghost races and leaderboards. Online multiplayer supports up to 12 players; split-screen supports 2–4.
Language
The Steam PC version lists English audio and subtitles. Full controller support is not specified for this version.
03Frequently asked questions
Is there a single-player mode?
Yes. The adventure is described as a short single-player experience.
Can I play with others?
Yes. Online multiplayer supports up to 12 players, and split-screen supports 2–4.
Can I make tracks?
Yes. The description mentions a level editor and sharing tracks through Steam Workshop.
Popular Steam reviews
Native-language selection · 10 reviewsSelected helpful reviews in this language show both recommendations and criticisms. This selection does not represent the overall positive rating; opinions reflect the version reviewed.
This game is great, just get it. But listen to what i have to say! FOR EPILEPTIC PEOPLE in the level editor i found i rare bug where the screen does basically the most sure thing to trigger an epileptic seizure. The entire screen just flashes at varieing speeds with random colors and shapes. DO NOT USE IF YOU HAVE A HISTORY OF EPILEPTIC SEZUIRES. Like this comment so other people know, and someone doesn't get hurt.Show moreShow less
There are many things I like in Distance, but ultimately as a game it is far too frequently a frustrating experience for me to be able to recommend it. The visual and aural design on the game are great - I love the soundtrack and listen to it a lot, so much so that I feel as though I've spent much longer playing the game. Over its time in Early Access through to release, though, it feels like the game has morphed from what it seemed to originally be pitched as into something else. Nowhere is this more visible than the flying mechanic, a great and interesting way to open up unorthodox routes - that the game introduces and then spends increasing amounts of time disabling, because it's at odds with subsequent level design goals. To Refract's credit, there's a lot in the game - the campaign mode is fairly short but that then opens up the Arcade levels. But across Campaign and Arcade modes I ran into three consistent problems: 1) A level design ideology that seems to assume I want to have to endlessly repeat a level, memorising the entire thing, with this constituting the optimum form of fun in Distance-world, 2) Controls with frustrating vagaries that make certain obstacles needlessly awkward (most notably the unexpected yaw when turning in flying mode, but also the rotation for the track-flip sections. Presumably providing an option to enable 90-degree rotations on a button press would make it too easy, or some such nonsense), and 3) Constant reliance on not letting you see any useful distance ahead of you, either by use of slopes or darkness. I've picked up and put down Distance a few times, as I continue to feel that there's the making of a game I'll love in here. But for every ten minutes of racing/platforming that triggers flow there are easily twice as many of frustrating, contrary level design and an implied "git gud" nonsense (amplified by what I've seen of the community, commendably active though they are in creating workshop levels) and frankly, for me, that's not a good enough return of enjoyment. Having said that, the comments and other reviews show that for some people, the game is in the Goldilocks zone - I wish I felt that way too, but for me the balance is off. Despite not recommending the game, I'll say this - If you like electronic music of any kind, you should do yourself a favour and check out the soundtrack on Bandcamp.Show moreShow less
[Review date: Dec. 2nd, 2014; one week before Early Access] [Edited on March 16th, 2015] Alpha Backer here First and foremost: For a title that just now hits Early Access the game is working surprisingly well. The implemented gamemodes work, offline and online Multiplayer works, leaderboards and steam workshop work too :3 + postive - negative o neither, but wanted to mention Gameplay / Controls + Car controls nicely + Lots of obstacles to avoid. Placement of obstacles can make for great flow in levels, ranging from hectic dodging to smooth precision driving. + Getting cut to pieces by lasers does not kill you. Instead it chops off a piece of your car, and you can continue with a few missing wheels, greatly impacting the car controls. + Flying and rotational jets allow for a great amount of agility. It feels badass to just throw in a random backflip. + Possible overheat from boosting too much keeps player on his toes. The best players will find ways to boost for entire levels by utilizing the stunt-system for heat-management. + Checkpoints are optional, allowing for offroad search for crazy shortcuts. + Sprint and Challenge gamemodes require a surprisingly different approach, making for nice variety. o No AI vehicles, but to be honest who would expect that with such a powerfull level editor. - Main menu does not react to mouse input at all. Only part of the game that accepts mouse input is the Level Editor. - No way of saving ghosts or up/downloading replays. All that gets saved is the time / points (depending on gamemode) you got on the track. (Devs plan to implement this) - Game's physics are tied to the FPS, resulting in inconsistent physics below 60 frames per second. Can rarely cause going straight through solid objects unharmed or blowing up on steep quarterpipes that suddenly count as walls. - Stunt-system is lackluster, making both the Stunt and the Speed&Style gamemodes kinda "meh". Not a wide variety of tricks, no comboing, cooldown given for stunts doesn't value the aquired points / the stunt difficulty properly (One barrel roll cools 50%, two rolls cool 50%, three rolls cool 55%, so why would I ever do more than one at a time?). Visuals + Bright, neon-y graphics style, somewhat reminding of TRON. + Great futuristic racing atmosphere, scrating that itch the same way games like F-Zero or Wipeout do. + Decently detailed car, which can be recolored for a feeling of individualism (said recolor will be shown in online multiplayer matches!). + Getting cut to pieces by lasers can look entertainingly goofy. + Looks great even on lower graphics settings, as long as texture quality is set high. + A lot of graphics options. + The entire HUD is on a screen on the back of the car, making the game more emersive. o Activating Bloom is often overkill, causing you to get blinded frequently. o The entire HUD being on the back of the car takes a bit of getting used to. HUD gets pretty much disabled when you get cut in half by a laser. Audio + Catchy techno soundtrack that has something fitting for every kind of level. + Music adjusts to surroundings, e.g. becomes muffled in tunnels or gets almost drowned out in zero-g. + Futuristic soundeffects that always fit their origin (shrieking sawblades, low-pitched rumble for big drones hunting you etc.) + Can set audio levels for several sources (car, music, environment etc.) independently o Music can get old after grinding a level for a few hours, since musictracks are fixed for each level. - The sound of the car's engine is basically just a low-pitched buzz which gets old pretty quickly. Multiplayer + All tracks are available in Multiplayer, plus tracks from multiplayer-only modes Reverse Tag and Soccer. + Fully working splitscreen mode for 2-4 players (car collision is ON, so shove that guy off the track! :D ). + Fully working online mode for up to 6 players per server (no car collision). + Can connect to a server via serverbrowser or via IP, essentially enabling offline LAN play. + Host can set password for a lobby, making it private. + You can play all custom levels from the Workshop online, there even is an auto-download feature in case you're missing a level! o Ingame chat and server messages (e.g. "x finished the race!", "y got wrecked!") share a chatlog, making it difficult to maintain conversation. But who has time for that anyway, gotta go fast VROOM VROOM. - No dedicated servers. - Soccer and Speed&Style gamemodes cannot be played online, they are local-only. - Reverse Tag mode suffers greatly under higher ping (does not affect other gamemodes). Level Editor + Big amount of functionality, tons of settings for each individual object. + Can place, resize and rotate objects with high precision for seamless leveldesign. + Splices on the ends of all track-like pieces, allowing for easy connection between trackobjects as well as intuitive manipulation of tracks. + Can individually disable abilities of the car for a varied experience, or even set triggers for reaquiring selected abilities mid-level. + Atmosphere triggers like music changers, skybox changers. + All advanced hotkeys and shortcuts are also listed as clickable buttons under the 'Tools' tab, making learning the advanced functions less frustrating. o You cannot import custom assets to the editor, like custom models or custom music. o With complexity comes a learning curve. No "let's just put down some trackpieces" a la Trackmania, but not too difficult either. - UI sometimes a bit buggy, but can easily be fixed by saving, quitting to menu and re-entering the editor. - Some moving objects have strange behaviour under extreme conditions (like very high movement speed or very small size).Show moreShow less
I don't really know how to feel about Distance. It's not a bad game at all, but having owned it for the year it's been in early access, I was expecting more to be added I guess. I bought it wanting to see where it would go, and it hasn't really gone anywhere. It was kind of already done when it came out. I've had this for a year and all that's really been added is tweaking/bug fixes, workshop optimization, and new stuff for the level editor. There hasn't really been anything major that's been added. All I can think of is a cockpit view and some new camera angles. And the ability to change how bright and intense the visual effects are. No new cars, no real customization like tricking out your ride, no new modes, no new mechanics. It's fun but you're just paying for community made content honestly. That's where the bread and butter is. It's kind of like Trials Evolution in terms of base game + insane community created content. Only that game was finished when it was released. I guess I was just expecting this game to grow a lot more than it has. I wish there was a neutral option. It's a fine game, but my own disappointment due to my expectations has made me not want to recommend it. Maybe this will change when it's released. I guess judging it solely from a vanilla experience the answer is no. Update December 2016: It's still gone nowhere. Update May 2017: JUST FINISH THE GAMEShow moreShow less
I've been waiting my entire life for this game and I didn't even know it.Show moreShow less
It's a nice game, a pretty game, a pretty badass game actually. I enjoyed it. BUT its a 20 dollar early access game that hasn't seen an update in near a year. Also no matter how cool the game initially is, all there is to the game is a "story mode" that teaches you the control concepts over a series of tracks and the fan content. Personally looking back I would say I enjoyed the time spent, but I wouldn't spend the money again.Show moreShow less
Parkour with cars. Carkour. With neon lights. 10/10.Show moreShow less
It is with a heavy heart that I review this game. I've owned this game since 2015, and time after time, I've come back hoping to find this game in a better state, and time after time, I've only been cut short, left hanging, or most recently, absolutely devstated. This is a bad game, and it's for one single reason, but sadly I'm clearly in the minority here. Regardless, it's important to go through this. The one single factor that absolutely ruins this game is something that has been a problem since 2015. The mechanic to flip and jump onto another road. This is something that is incredibly fun, especially when you're chaining jumps together at full speed...when it works. And spoilers, it doesn't 70% of the time. Ever since I played this game, they've had this issue, and to my constant terror, they've not only ignored it, but each and every update made it more and more important to the actual game. To get to the point before going into other details, it simply DOESN'T work. Over half the time, my vehicle will connect with the road, but just float off despite the thrusters, and despite actually touching the road. You can tell that it's not intended to do this since it will seem almost random if it works or doesn't. Sometimes doing the same thing works, sometimes it doesn't. The best, most consistent way to actually land is to flip completely upside down, which loses all momentum, but you know it will work. Flipping either side, however, will frequently not work in the slightest. It's as if the mechanic that is in place to lock you to the road just doesn't engage most of the time, even when all 4 wheels DO touch the road. This has always been an issue, but it wasn't immediately a deal breaker for several reasons, which now I'll go into. Flying. The game, when it first came out, highly emphasized the flight mechanic. Each major update started to phaze out the flying mechanic to the point where now, the initial Campaign actually features it for a total of 5 minutes max if you don't crash. With how little it's in the game, there is almost no reason at all to keep it. Initially, it was clunky (and still is), but very fun ,and allowed for some very interesting saves when you fell from the map! Now? You can only ever fly in very specific areas. I got over half way through the second campaign, and I wasn't allowed flight even once, and from the looks, I won't be getting it either. This on its own leads into other less prevelant, but still at large issues. I'll touch on that last, however. Obstacles. Dodging obstacles was a very large part of the game initially, and rather than constantly jumping up or down to switch roads, you were dodging obstacles more often. They also gutted the obstacles from the game. They're still there, of course, but they removed a huge amount of time spent dodging obstacles. Normally I'd actually be fine with this if it meant more emphasis on the flow of the game, but considering the flow is now almost entirely based around ONE broken mechanic, I actually miss the obstacles. Last but not least, we have probably the second largest issue. This game, which allowed for fun, creative ways to pass an area, has become as linear of a circular track. There is no diversity except the rare occassion of the Left or Right road. I'm truly amazed at how this game, which gained popularity as it progessed, managed to become more popular as it lost creativity. I'm not sure if that's indicative of people themselves, or if people just didn't find it until it lost the qualities that made me love it to begin with, but regardless, it's a huge issue. I want to love this game, and I did for the first half of the main campaign, but as it became more and more about using that one mechanic that just doesn't work most of the time, I started to realize just how much those features that are no longer present made the game so great. This is one of the few Early Access games I've ever backed, and one of the few I wanted to be able to stand by and say that it's an example of when Early Access really does work...but I can't. Games change over the course of their development, I understand this and expected it...but I didn't expect it to remove feature after feature, butchering the creativity of the players, and just forcing a linear, very boring experience compared. A frustrating one at that.Show moreShow less
The more you play it. The more you realise it's Dark Souls on wheels.Show moreShow less
Only leaving this review for Steam Deck owners. I don't know how this ever got verified status. Distance does NOT work out the box for Steam Deck, actually it caused mine to freeze, never close, and I can't uninstall it.Show moreShow less
Source: original Steam user reviews. Helpful votes are an archived snapshot, not live data. Last collected: 08/15/2026.
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