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Just Keep Running in 2026: New Team, New Plans, Less Awkward Silence

[p][/p][p]Hello! It’s Vic, the creator of Just Keep Running.[/p][p]You might be wondering where the hell I’ve been this whole year. I kinda wonder that too sometimes, honestly.[/p][p][/p][p]To keep it brief: this year has been very different from how I wanted it to go. It ultimately had its ups, with streaming and charity work going well, and its downs, with education and mental health playing a big role. But there was little to no time or motivation for me to work on JKR for most of this year.[/p][p]And honestly? That sucked. It felt wrong.[/p][p]I love this game, I love the potential in its gameplay and story, and I have so many ideas for not only where it can go, but what I want it to be. And currently, it’s a bit different from that vision.[/p][p][/p][h2]So what’s the plan?[/h2][p]Well… get to work on implementing that vision! And I’m not gonna be doing it alone.[/p][p]One thing I’ve realized concretely this year is that, unless I’m in my zone, I suck at being a self-starter. Executive dysfunction is hard when you’re the only one managing a project, and while I had outside deadlines and a surreal period of being in my zone, that has unfortunately plummeted over the years.[/p][p]That’s exactly why I’ve separated myself from managing the project into handling just the creative direction of the game. That role is now in the hands of one of my best friends, Navi![/p][p]She’s been there whenever I’ve had difficulties getting my life together and organized, she has such a keen sense of ensuring things get done, and she’s incredibly invested in JKR. I couldn’t have thought of a more perfect person to help steer this ship like her. ❤️[/p][p][/p][p]And to be clear, my role as Creative Director is to maintain the vision of the game, its narrative, consistency, etc., ensuring all decisions align with my own vision and design pillars. I’m still the sole/lead developer of the game, I’ll still be the one steering the game’s vision.[/p][p]What Navi will do as the Lead Producer is to plan sprints alongside me, tracking different tasks, deadlines, milestones, as well as helping to plan meetings. She also has the authority to call out any missed commitments and goals, as well as adjusting the scope of the project. Her role is essentially to make sure the work gets done, and that it’s actually possible to fit different tasks and ideas into the scope of the project.[/p][p]I’ve also brought along my good buddy Azura as a Game Designer! He’s been an avid playtester of mine, has speedran the game countless times, and we’ve had countless deep discussions about the game itself. So along with me, he’ll be helping me come up with and design different gameplay loops, levels, puzzles, and enemies, as well as doubling as an internal playtester. Goober is a great video editor too, so he’ll be helping out here and there with social media stuff whenever needed! 😀[/p][p][/p][p]The full “Just Keep Running” 2026 Development Team[/p][p][/p][h2]Cool! Soooo what else?[/h2][p]We’ve now reorganized internally how we handle and organize tasks, and I’m hoping to write up monthly devlogs documenting what we’ve been working on, what plans we have upcoming, etc., so you’re not just left with complete silence until we have an update or something.[/p][p]Another thing, the current Chapter 1 & 2 demo we have been updating will most likely not be receiving updates anymore. The plan right now is to finish writing the story, reworking Chapters 1 & 2, as well as implementing at least Chapters 3 & 4, before releasing the game in Early Access. This will also involve reworking a lot of systems to enable the storytelling planned for the game, and working hard on a sizeable amount of new gameplay mechanics and features. I don’t want to release anything unless I’m confident that it’s well-playtested and fully ready for y’all.[/p][p][/p][h2]Final Words[/h2][p]If you want to ensure you stay up to date on what’s happening with Just Keep Running and its development, make sure to follow us here, as well as our social media pages on TikTok, Instagram, BlueSky, and my personal Twitter! We also have a Discord server where we’re trying to revive a bit as well, so feel free to join if you’d like :D[/p][p]The best way you can support us right now is by following and wishlisting Just Keep Running on Steam. That way, you get notified about JKR’s development and release, as well as helping push the game to people on the platform.[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]Thanks for sticking around if you have. I know it has been quiet on my end here, life has been so-so as of recent, but I’m hoping to get back on track at least a little bit. I can’t guarantee when you’ll get to play Just Keep Running in Early Access, but hopefully it’ll become clear as we go through 2026.
[/p][p]Happy New Year, talk to you soon! ✌️[/p][h2]- Victor “VSwede” Ahlin[/h2]

V. 2.6.0 - The “Homecoming” Update 🏡🚗💨

WE FOUND THE KEYS TO THE HOUSE!

Jokes aside, thank you so much for the wait! I’ve been busy rewriting the story of JKR and that’s gonna keep me busy for a while, but we’re back to actively working on the game, and this small lil update is proof! :D

Key Changes

[h2]COLOR ADJUSTMENT[/h2]
You can adjust certain game colors in the Settings menu.

This one has been on my Trello for… uhh, I dunno actually. Let me check real qui–
Uh. Awkward.

…well, it’s here now! The “Colorblind Correction” filters we had before weren’t all that useful (it was made especially clear when Accessibility specialist Ian Hamilton called us on it). It’s more for detecting contrast issues rather than actually HELPING with perceiving color info. These filters have now been completely stripped from the game.

Instead, in the Accessibility settings, you can just simply adjust the colors of gameplay elements to your liking! This is strictly for UI elements for now, but with future updates, we will add more things you can customize in the game :D

[h2]A LOT OF UI UPDATES[/h2]
Upgrades / Settings UI

A lot of changes were also made to the Upgrades / Settings UI! Tutorials, icons, splitting into groups, new settings, etc. Some very neat QoL stuff :)

[h2]BTS ADJUSTMENTS[/h2]
More secretly, a lot of changes has been made to the Saving System and the way we make game builds, both to make things more efficient and smaller, and also to accommodate new and future features.

Full Changelog

[h2][2.6.0] - 2025-03-01[/h2]

[h3]ADDED[/h3]
  • Color Adjustment: Replacing “Colorblindness Correction” filters with the ability to fully customize certain game colors. Available in the Accessibility settings.
  • Currently only Color Adjustment for UI components. More options are coming soon!
  • Tutorial when opening the Upgrades Menu for the first time.
  • Invert Horizontal & Vertical Looking Movement settings added.


[h3]CHANGED[/h3]
  • Upgrades:
    • Upgrades now have icons next to them.
    • Upgrade/Downgrade buttons shifted to the right, next to the Level of the corresponding upgrade.
    • Upgrading/Downgrading plays a corresponding animation to make the change clearer.
  • Settings UI: Reworked Settings so that they're easier to navigate.
  • Player UI fades out whenever the player can’t move, such as in cutscenes.
  • Reordered End Screen Button Prompts.
  • Main Menu Background changed.
  • Behind-the-scenes changes to the Saving System to accommodate new features.
  • Behind-the-scenes adjustments to cut down build times and file size.


[h3]REMOVED[/h3]
  • Colorblindness Correction settings & filters removed.


[h3]KNOWN ISSUES[/h3]
  • Playing the game with a Switch Pro controller may lead to issues controlling the player's character. This is seemingly an issue with the Unity Input System, and sadly out of our control.
  • Playing the game with a Dualshock 4 controller, or playing on a Steam Deck while having a keyboard connected, may lead to issues involving controlling the game with the Keyboard itself. This is also potentially an issue with the Unity Input System, which is beyond our control.
  • Parts of the game might appear in pink. This is caused by shader stripping and will be ironed out with future patches.


Changelog formatting is partly based on Keep a Changelog (https://keepachangelog.com/en/1.1.0/). Version numbers are formatted as such…

MAJOR.MINOR.HOTFIX
  • Major releases usually include extensive visual & technological additions, like new campaign chapters and/or major new features, or overhauls of significant systems that might invalidate older game versions, such as save files.
  • Minor releases include visual & technological additions and changes that are significant but likely do not include anything that may invalidate older versions of the game.
  • Hotfix releases mostly include quality-of-life changes or fixes to other bugs and issues.

🧑‍🍳Back in The Kitchen: New Update, and Charity!

It. Has. Been. WAAAAAY. Too. Long.

I did mention that life had become a bit busy, but I’m starting to figure it out, and getting accustomed to making time for working on stuff. I’ve also found a new love for streaming!

Let me break some stuff down into 3 bullet points.
  1. The focus for this year is on JKR. I have hopes of working more on T-1000 eventually, perhaps even getting a demo out by the end of this year (🤞🤞🤞)! But right now, even juggling between two projects is a bit too much for a university student.
  2. A lot of the delay comes from rewriting. After getting my stuff together, I realized I wasn’t too happy with parts of the game's story. The last quarter of 2024 was mostly spent figuring out in my mind what I wanted the story of JKR to be.

    This is just to show that I haven’t been (completely) lazy this year, and these are from last week

    I started outlining the story in February this year, and I’ve almost outlined the WHOLE story of JKR. I will soon be putting it all into a script with the help of my writers (they’re my friends too, I guess 😝), and I have a good idea of what I want to put into and change about current and future chapters. Expect story updates and retconning once we go into EA!
  3. The I.M.I.Self Hope Initiative is back! There are some updates to the plan too: We plan to give every quarter of the year (March, June, September, December), we will run weeklong fundraisers, and we are now also interested in supporting charities involved in long-term solutions to global issues. You can read more about it at https://imiself.se/hope! :D


V. 2.6.0 - Tomorrow! 🥳

Starting January this year, I’ve slowly but surely started to get back into enjoying working on JKR again, and I’ve been making updates and changes that I know I wanted to get around to until life got in the way.

It’s not a big update! But it’s a toe-dip into the waters, and there are some features y’all might rock with and more! :D
[h2]COLOR ADJUSTMENT[/h2]
You can adjust certain game colors in the Settings menu.

This one has been on my Trello for… uhh, I dunno actually. Let me check real qui–

Uh. Awkward.

…well, it’s here now! The “Colorblind Correction” filters we had before weren’t all that useful (it was made especially clear when Accessibility specialist Ian Hamilton called us on it). It’s more for detecting contrast issues rather than actually HELPING with perceiving color info. These filters have now been completely stripped from the game.

Instead, in the Accessibility settings, you can just simply adjust the colors of gameplay elements to your liking! This is strictly for UI elements for now, but with future updates, we will add more things you can customize in the game :D
[h2]A LOT OF UI UPDATES[/h2]
Upgrades / Settings UI

A lot of changes were also made to the Upgrades / Settings UI! Tutorials, icons, splitting into groups, new settings, etc. Some very neat QoL stuff :)
[h2]BTS ADJUSTMENTS[/h2]
More secretly, a lot of changes has been made to the Saving System and the way we make game builds, both to make things more efficient and smaller, and also to accommodate new and future features.

Birthday Bash & Sale for Oxfam! 🎉❤️
March 2nd is my birthday, and we’re celebrating with a WEEKLONG SALE and SPECIAL STREAM!

For just a dollar, you can get Just Keep Running as well as some other benefits, such as HQ Downloads of the Soundtrack, Bonus Content, and Steam Keys for Just Keep Running! (Once we launch in Early Access)

© 2025 Oxfam. All Rights Reserved.

During this sale, 100% of our Net Profits from Just Keep Running and Twitch Earnings will go to Oxfam. Oxfam fights inequality to end poverty & injustice, providing support in crises, & advocating for economic justice, gender equality, and the climate.

I’m also running a 12-hour stream starting at 10 PM CET, where I’ll be playing a BUNCH of games together with friends, both old and new! You can check the schedule here.

If you want to support the cause, you can either PAY FOR JUST KEEP RUNNING via the sale, or you can WATCH VSWEDEOFFICIAL on Twitch and contribute via cheering, tipping, subscribing, or watching ads. You can also donate directly to your local Oxfam affiliate if you so wish by going to oxfam.org/en/donate-oxfam-affiliate.

You can read more about the I.M.I.Self Hope Initiative here!

V. 2.5.0 - Quality++ 📈🆙

Yo yo yo! 😀

We’ve had a productive June, and we’re coming at you with many QoL features and changes. Keep reading for more deets! 🙂

[h2]Key Changes[/h2]
[h3]ALTERNATIVE WALLJUMP COUNTER[/h3]
Side-by-side comparison of Counters
For those of you who find the normal, full-screen, counter distracting or confusing, you can now toggle on a different, informative, and less “in your face” counter instead!

[h3]UPDATED TIME TRIAL UI[/h3]
UI Showcase
We’ve added a lot of improvements to the Time Trial UI to help avoid confusion and frustration. We do this by, for example, informing the cause of death and properly warning players when time is running out!

[h3]QUICK TURN[/h3]
Quick Turn Showcase
We had this on our Trello board forever since I thought it’d be hard to implement, but it wasn't! This is especially useful for Controller players who can’t turn around quickly enough for certain levels.

[h2]Full Changelog[/h2]
[2.5.0] - 2024-07-12

[h3]ADDED[/h3]
  • Quick Turn: Pressing Q or the Left Bumper/Shoulder button makes you turn 180 degrees quickly. These bindings can be changed in the settings menu.
  • Alternative Walljump Counter: Under UI settings, there’s a new option to change how the Walljump Counter looks. It changes the Walljump Counter from a fullscreen effect into a small, informative, less intrusive modal window at the top of the screen.
  • “RESTART” prompt added to End Screen.
  • Added X (Twitter) button to Main Menu (now that we’re more active on there lol)


[h3]CHANGED[/h3]
  • Time Trials:
    • SFX: As the timer ticks closer to zero, you can hear a clock ticking in tempo to the song. This is to indicate that the timer is running out auditorially.
    • UI: During a Time Trial, if the player respawns and causes the timer to reset, a text will appear in the UI explaining what caused the respawn. For example, “OUT OF TIME”, “KILLED BY ENEMY”, “RESPAWNED”, etc.
    • UI: When there are 10 seconds left, the UI background will start flashing red.
  • Roof Turrets: Made changes to state sounds to (hopefully) make them easier on the ears.
  • 2-2, Stage 4
    • Removed certain Lasers to rebalance the stage's difficulty.
    • Added “Quick Turn” tutorial
  • Changed “Pickup” crosshair from a circle to a hand symbol to communicate clearly that the player is holding something.
  • In-game UI is now Pixel Perfect.
  • Changed “Restart Level” default binding to Tab.


[h3]REMOVED[/h3]
  • Removed Option “Print Log Messages In-Game”, recent BTS updates break its functionality.


[h3]KNOWN ISSUES[/h3]
  • Playing the game with a Switch Pro controller may lead to issues controlling the player's character. This is seemingly an issue with the Unity Input System, and sadly out of our control.
  • Playing the game with a Dualshock 4 controller, or playing on a Steam Deck while having a keyboard connected, may lead to issues involving controlling the game with the Keyboard itself. This is also potentially an issue with the Unity Input System, which is beyond our control.


Changelog formatting is partly based on Keep a Changelog (https://keepachangelog.com/en/1.1.0/). Version numbers are formatted as such…
MAJOR.MINOR.HOTFIX
  • Major releases usually include extensive visual & technological additions, like new campaign chapters and/or major new features, or overhauls of significant systems that might invalidate older game versions, such as save files.
  • Minor releases include visual & technological additions and changes that are significant but likely do not include anything that may invalidate older versions of the game.
  • Hotfix releases mostly include quality-of-life changes or fixes to other bugs and issues.

V. 2.4.0 - The “Steam Next Fest” Update!

OH SNAP! ANOTHER ONE!

Hey there! Despite prepping and running the Steam Next Fest showcase, we’ve still kept busy bug fixing and making adjustments to Just Keep Running, and that’s what this update is all about! :D
DOWNLOAD NOW!
https://store.steampowered.com/app/2684400/Just_Keep_Running/

[h2]Key Changes[/h2]
[h3]PRO TIPS[/h3]
Pro Tips feature in Loading Screen
We’ve pretty much reworked how Pro Tips are managed, allowing us to easily add, modify and remove tips, and use them across multiple scenes thanks to Scriptable Objects.

Thanks to this rework, yoo now also have Pro Tips in the loading menu! So if you’re waiting for something to load for a while, you can also get some tips while you’re at it.

[h3]1-1 CHANGES[/h3]
Stage 1 Showcase Speedrunners, take note! We’ve had to swap the location of the Cube Button in Stage 1 of 1-1 to prevent players from potentially softlocking themselves pretty easily. This might make some strats a little more harder to pull off in this stage, just FYI! 👍

[h3]BUG FIXES & ADJUSTMENTS[/h3]
Most of this update consists of small bug fixes, adjustments, and preparations to make the game experience better. Like fixing the coffee table model so that… well, THIS doesn’t happen.
We do a lil noclipping (SO to Lungsc for capturing this footage!)

Full Changelog
[2.4.0] - 2024-06-15

ADDED
  • Pro Tips: Added Pro Tips to the Loading Menu.
CHANGED
  • Pro Típs
    • Reworked Pro Tips system to add, remove, and manage tips more easily, and show tips across different menus.
    • Modified tips to reflect the current version of the game better.
  • 1-1, Stage 1: Shifted Cube Button away from the door to prevent softlocking.
  • Notes and Readables: You can now press Escape (or a similar key) to stop reading a note.
  • Controller: Respawn, Restart Level, and Hard Restart buttons on Controllers now require you to hold down the bound input to execute the restart. This is to prevent accidentally restarting a level/run while playing or navigating menus.
  • Adjusted Coffee Table model to prevent players from clipping out of the world.
  • Adjusted Weight and Angular Drag of Cubes to make them feel slightly heftier and (hopefully) prevent cubes from spinning off buttons in certain instances.
FIXED
  • Upgrade Menu: Fixed the menu snapping to the + or - button when using the mouse. This should only happen when using arrow keys or controllers.
  • End Screen: Changed controller binding for “Continue” to avoid issues when trying to use the Upgrade menu
  • Cleaned up code behind the scenes.
KNOWN ISSUES
  • Playing the game with a Switch Pro controller may lead to issues controlling the player's character. This is seemingly an issue with the Unity Input System, and sadly out of our control.
  • Playing the game with a Dualshock 4 controller, or playing on a Steam Deck while having a keyboard connected, may lead to issues involving controlling the game with the Keyboard itself. This is also potentially an issue with the Unity Input System, which is beyond our control.


Changelog formatting is partly based on Keep a Changelog (https://keepachangelog.com/en/1.1.0/). Version numbers are formatted as such…

MAJOR.MINOR.HOTFIX
  • Major releases usually include extensive visual & technological additions, like new campaign chapters and/or major new features, or overhauls of significant systems that might invalidate older game versions, such as save files.
  • Minor releases include visual & technological additions and changes that are significant but likely do not include anything that may invalidate older versions of the game.
  • Hotfix releases mostly include quality-of-life changes or fixes to other bugs and issues.