ART POST! Check out our models with a model viewer!

Hey everyone!

As you might be aware of, we have had a huge new update that addresses some of the issues people had with Runner3. This includes being able to make the game easier or more difficult depending on your preferences! You can read all about this delectable new update HERE!

We are also celebrating our 10-year anniversary--check out the MASSIVE discounts on our full game library on all platforms.

One of our artists, the illustrious Josh Defries, put together a little treat for us! For the next few days we will be releasing a few choice renders of characters from Runner3, along with a model viewer that shows our rendering pipeline

View these over at Josh’s “Art Station” HERE.

Here is a sample! Push play and enjoy. You can:

  • Rotate

  • Zoom

  • Move the lights

  • Look at the render layers



Runner3 - Now with more FLAVORS!


I know we’ve been relatively quiet lately, but that’s because we’ve been hard at work on a massive update to Runner3! For you! For all versions of the game! (yes, even Switch physical).

When Runner3 launched, we got a lot of passionate feedback from reviewers and fans, as well as otherwise regular human beings, that people found Runner3 to be too difficult, among other things.

People mentioned desperately wanting to love Runner3, since they’ve been following CommanderVideo on his multi-game journey and want to continue to do so, but that they were having a hard time falling head-over-heels in love with it.

Since we always listen to our fans, we’ve decided to make some pretty radical changes to Runner3 in our next update. We want you to be stoked on CommanderVideo’s latest adventure, after all.

Here’s what we’re about to give you…

Extensive Difficulty Options and new Difficulty Defaults!

You can now tailor your Runner3 experience to match your preferred difficulty in very direct ways, specifically…

  • Enemy Density

    • Adjusting this setting removes (or even adds) enemies/obstacles

    • "More" is the default, and is the original game's setting

  • More Checkpoints

    • This setting adds more than the traditional single checkpoint

    • "On" is the new default

  • Stair Assist

    • This setting adds flippers that help pop your character up tricky stair sequences

    • "Off" is the default

  • Bonk Counter

    • This setting enables/disables the Bonk Counter both in-game, and on the level end screen

    • "Off" is the new default

  • Gold Bars

    • This setting allows you to turn off all gold bars, if you find them distracting

    • "On" is the default

  • Gems

    • This setting allows you to turn off all gems, if you find them distracting

    • "On" is the default

The Self-Bonk!

A few of our hardcore fans requested the ability to bonk oneself, which can come in handy when going for a perfect, if you miss a gold or gem.

Just press in on both analog sticks and hold them down for 4 beats. Then whammo!

Scoring Changes!

In reviewing our leaderboards and competing with our fans, we realized two very lame bugs were gimping everyone’s scores! So we fixed those, and also made some tweaks based on peoples’ Difficulty Settings…

  • We adjust the base score multiplier depending on the settings used in the new Difficulty Options. Basically, a harder configuration gives more points, and easier configurations give fewer

  • Fixed a bug where skipping the main checkpoint didn't actually award bonus points like it's supposed to

  • Fixed a bug in the point value of gold bars and gems, which made them worth way less than they should have been

Other Goodies!

We've also fixed a bunch of bugs, etc. The most noteworthy of them are as follows..

  • Added input buffering to mitigate input lag when playing with various wireless controllers on various platforms

  • Made all character moves available from the start of the game--no more having to unlock them in order!

  • Made the jump and avoid enemies/obstacles more forgiving

  • Added more on-screen communication regarding the Impossible Levels, the Retro Levels, and the overall difficulty of the game

  • Added a “break” sound effect to kickwalls in addition to their musical tone

  • Fixed a few out-of-world bugs

A New Way to Play!

We’re excited to announce that all of these changes are going to be available on all platforms alongside the launch of Runner3 on PS4 next week, on November 13th!

We hope y’all are eager and willing to return to Runner3 and check out everything that’s new. We’re glad that we were able to address many of the concerns that players had.

Because of the unique nature of the modern video game industry, developers like us are able to address concerns on an ongoing basis. If we were coke-sniffing, hard-partying Atari developers back in the late 70s, there would be no way to improve our users’ experiences post-release.

Thank goodness we live in 2018.

These changes are our way of saying thanks for all the feedback, we’re still here, we’re still listening, and we’re still delivering great experiences for humans like you to enjoy.

Sometimes a really good video game is just awesome.

Runner3 is OUT!

Hey, everyone!

Though you've likely seen our numerous social media posts by now (not to mention the homepage of this very site), I wanted to write a quick post and let you all know that Runner3 is available now on Nintendo Switch and Steam! Woah!

Don't let its goofy nature fool you: We worked incredibly hard on this game. It was our mission from day one to create a game worthy of being called a sequel to BIT.TRIP RUNNER and Runner2. We're biased when we say this, but we feel we've accomplished that with Runner3. We hope you feel the same!

Some of you might be wondering what's next for us now that the game is out. A trip to Disneyland? Binge-watching all the shows we missed while we were working on the game? No such thing! We're already hard at work on post-launch support, such as issuing patches with bug fixes and having heated roundtable discussions of whether or not to release more content for the game. 

If you have any suggestions to that end (or bugs to report!), feel free to email us at 

Thank you so much to everyone who went on this journey with us. We had a lot of fun sharing our progress with you! 

And worry not, friends. This won't be the last post on this devlog...

- Dant