Just Get Through
The procedurally generated platformer Just Get Through, a game by the german, one-man game studio Retrific, features various gamemodes, daily runs, steam leaderboards and trading cards, a sandbox, user-generated levels, explosions, traps, precise walljumping and more. Together with roguelike elements like permadeath, procedural generation, an endless amount of challenging levels and more this underrated game forms your next platformer challenge. You play as a dude trapped somewhere in a jungle-like environment. You try to escape but there is no exit – only those portals. And everytime you jump through one of them, you just land in another dungeon with even more traps.
Use your skill and your explosives to get through an infinite amount of levels and to reach the first place in the global online highscore.
Or play user-made custom levels, that were created in the powerful sandbox mode.
Features:
- A slower platformer with long runs
- Various game modes
- Daily Runs
- Destructible Environment
- Endless fun in different randomly generated levels
- Weekly Runs
- Steam Cloud for Custom Levels and Progress
- Upgrades
- Beautiful particles and effects
- Gamepad Support
- Dozens of unlockable color themes
- Sandbox Mode
- User-generated levels
- Consistent Style
- Start a run within seconds
- Steam Trading Cards
- Smooth 60fps
- Detailed stats
- Create, play and publish custom levels ingame
- No microtransactions
- Throwable TNT to destroy walls and traps
- Steam Leaderboards
- Steam Achievements
- Permadeath
- and much more
Try the demo for a glimpse of the game!
This game was made by Retrific’s founder Jonathan Mannshoven.
Steam User 1
Just Get Through, developed and published by Retrific, is a tightly focused 2D platformer that blends roguelike unpredictability with precision-driven gameplay. On the surface, it appears minimalistic, with simple visuals and straightforward controls, but the experience quickly reveals itself to be far more demanding than it first suggests. The game is built around a singular idea: survival through skill and adaptation, where each run becomes a test of reflexes, decision-making, and persistence in the face of constant failure.
At the heart of the game is its procedurally generated level system. Every run presents a new sequence of hazards, ensuring that players cannot rely on memorization alone. Instead, they must react in real time to traps such as spikes, moving blades, automated turrets, and collapsing terrain. The early stages introduce these elements in manageable ways, but the difficulty escalates rapidly, layering multiple threats together into chaotic obstacle courses. This constant variation keeps the gameplay fresh, but it also means that success depends heavily on a player’s ability to read situations quickly and respond with precision.
Movement plays a crucial role in how the game feels. Controls are responsive and intentionally tight, giving players the tools they need to navigate complex layouts with accuracy. Jumping, positioning, and timing must all be executed with care, especially as levels become more crowded with hazards. Adding to this is the game’s use of explosives, which serve both as a survival tool and a strategic resource. Players can use them to clear obstacles, open alternate paths, or escape otherwise impossible situations. This mechanic introduces a layer of improvisation, forcing players to think beyond pure platforming and consider how best to manipulate the environment to their advantage.
Progression follows a roguelike structure, meaning that failure resets a run, but not entirely without reward. Players gradually unlock upgrades that can improve their chances in future attempts, such as enhanced mobility or better resource management. This system creates a sense of forward momentum even in the face of repeated setbacks, encouraging players to keep pushing further with each attempt. Additional modes, including time-based challenges and recurring events, provide extra variety and give players reasons to return beyond the core loop.
Visually, the game adopts a clean pixel-art style that prioritizes clarity over detail. Environments are defined by bold colors and simple shapes, making it easy to identify hazards and navigate quickly, which is essential given the speed of gameplay. While the presentation is not particularly elaborate, it serves its purpose effectively, keeping the focus on mechanics rather than aesthetics. Effects such as explosions and environmental destruction add a satisfying sense of impact, reinforcing the physicality of the gameplay.
The difficulty is one of the game’s defining features, and it walks a fine line between engaging and frustrating. The challenge is consistently high, often pushing players to repeat sections multiple times before achieving success. For those who enjoy mastering difficult systems, this creates a rewarding loop where improvement is clearly felt over time. However, the randomness of level generation can occasionally lead to uneven difficulty spikes, where certain runs feel significantly harder than others without clear justification. This unpredictability is part of the design, but it can also test player patience.
Replayability is where Just Get Through excels. The combination of randomized levels, unlockable upgrades, and additional modes ensures that no two sessions feel identical. The inclusion of user-created content further extends the game’s lifespan, allowing players to design and share their own challenges. This transforms the game into more than just a set experience, turning it into a platform for ongoing experimentation and competition.
Despite its strengths, the game’s narrow focus may limit its appeal. There is no narrative framework or contextual motivation, which means the experience relies entirely on gameplay to hold the player’s attention. For some, this purity is a strength, but for others, it may feel lacking in depth or variety. The minimalist presentation, while functional, also does little to elevate the experience beyond its core mechanics.
In the end, Just Get Through is a game that fully commits to its identity as a challenging, skill-based platformer. It offers a satisfying sense of mastery for those willing to invest the time, supported by systems that encourage experimentation and persistence. At the same time, its high difficulty and limited scope make it a more specialized experience rather than a broadly accessible one. For players who enjoy pushing their limits and refining their skills, it delivers a compelling and often addictive loop. For others, its intensity may prove difficult to sustain.
Rating: 8/10
Steam User 0
The game has obvious glaring flaws, but if you like platformers its fine. Ya just gotta go into this with the right expectations. There will be leaps of faith. The levels at 50+ have BS enemies. Do not upgrade digging wall damage past +1 or +2. You will die to a BS boulder from digging.
Steam User 1
Cool idea, frustratingly difficult. Too difficult for me, but i can appreciate a cool platformer when I see it.
Steam User 0
so much fun!!