Speedrunners 2: King of Speed preview

When it comes to competitive platformers, SpeedRunners carved out a niche as a 2D running game, a chaotic blend of speed, items, and platforming finesse. Now, tinyBuild and Fair Play Labs are bringing back that formula in SpeedRunners 2: King of Speed, with more players, sharper visuals, and enhanced netcode. After some hands-on time with an early build, it’s clear they’re not just updating the look – they’re also polishing the core mechanics that made the original such a joy to race.

What we know

SpeedRunners 2: King of Speed retains the fast-paced competitive platformer identity of its predecessor but amps the scale and stakes. Up to eight players (local or online) will compete in frantic races across inventive tracks set in a retrofuturistic, superhero-themed world. The goal remains the same – stay ahead as the playing field collapses, knocking rivals off-screen using gadgets and weapons like missiles, traps, freezing rays, or even a grappling hook that lets you yank competitors backward. Movement remains key: wall jumps, slides, grapples, and boost pads all play into mastering map layouts.

Beyond simply racing, SpeedRunners 2 adds more depth through level design, environmental interactions, and tighter netcode. The sequel is pushing high-definition visuals, polished backgrounds, and smoother online performance. According to announcements, there’s also intent to support tournaments, custom challenges, and a robust community layer. The Steam page confirms the PC version will launch in 2025, with console versions following later.

What we saw

We connected with the development team online and then jumped into several rounds using an early build. Through these sessions, we experienced direct matches with fellow journalists, putting the movement, item combat, and level interactions to the test. Afterwards, the build still allowed for local multiplayer, which we also tried out.

What we thought

One of the strongest impressions is how SpeedRunners 2 remains delightfully easy to pick up, while still offering a high skill ceiling. The control feel is tight, and everything – from jumps to grapples – responds with minimal latency. That’s crucial in a game where split-second decisions differentiate champions from chaff. The accessibility is excellent for casual players, but as matches get more competitive, mastering map flow, item usage, and timing becomes deeply rewarding.

Visually, the update is a welcome refresh. Backgrounds are richer and more detailed, lending a sense of place rather than flat race tracks. But that detail comes with trade-offs: sometimes more intricate backgrounds make it harder to immediately read the route or spot shortcuts – an obstacle likely to smooth out with familiarity. Still, the new art direction gives the game an energetic polish that suits the “King of Speed” ambition.

The item mechanics and weapon interactions remain a highlight. It’s not just about who runs fastest, but who uses their tools best. Missiles, traps, and especially the grappling hook introduce disruptive tactics that create wild momentum shifts mid-race. In co-op and online, the chaos can reach delightful levels of mayhem – exactly what fans of the original expect. But it also means that balance will be critical; a few overpowered tools could derail competitive integrity if unchecked.

If there’s one lingering question, it’s how SpeedRunners 2 will differentiate itself in the long run. The core formula is sound, and the sequel leans into refinement rather than reinvention. But “more of the same, but better” is a high bar when people expect innovation. Still, with polished visuals, expanded player count, and tighter netcode, it’s shaping up to be a worthy successor and one of the more exciting multiplayer racing-platform hybrids we’ll see this year.

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