Just Get Through is a randomly generated platformer with roguelike elements. Featuring a destructible environment, sandbox mode, user-created levels, various gamemodes, color palettes, deadly traps, explosions and more. You prefer long and slower platformers? This is the platformer for you!
User reviews:
Very Positive (147 reviews) - 91% of the 147 user reviews for this game are positive.
Release Date: Jan 30, 2015

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About This Game

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.

  • 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.

System Requirements

    • OS: Windows XP
    • Processor: 2 Core @ 2.8Ghz
    • Memory: 1024 MB RAM
    • Graphics: Intel HD Graphics
    • Storage: 30 MB available space
    • OS: Windows Vista, 7
    • Processor: 4 core @ 3Ghz
    • Memory: 3072 MB RAM
    • Graphics: Dedicated GPU
    • Storage: 100 MB available space
Customer reviews
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Very Positive (147 reviews)
Recently Posted
( 0.5 hrs on record )
Posted: June 25
I think I got this game last time it got discounted and it's a blast to play through. I didn't expect too much for the small price but it's a really smart buy when it's discounted. A solid 7 out of 10 game and I would get again. In fact, at this price (Steam summer sale 2016 for $0.74), I might just get some copies for my friends.
Helpful? Yes No Funny
( 5.6 hrs on record )
Posted: June 13
Fun game, excellent time killer. Very simple.
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sigh of dog
( 2.3 hrs on record )
Posted: June 11
Cruddy, haphazard random level generation. Several bizarre, uncomfortable systems in place to destroy the stage itself in what feels like a very wrong way to allow the player to somewhat circumvent said bad level generation when the need arises -- and yes, this will very, very often make levels impossible to complete. Too much of the game centered around this mechanic, with the game even begging you to use mouse-and-keyboard mode (which anyone who plays 2d platformers with a gamepad will agree is extremely uncomfortable for this type of game) in order to have better aiming of your dynamite to destroy the level, as well as MANY of the powerups centering around this dynamite mechanic (and at least one powerup I saw actually lessening the enemies' ability to RANDOMLY DESTROY THE STAGE). An obnoxious aiming reticule for said TNT mechanic, with no way to turn it off. Very painful, heavy, jerky platformer physics -- for those who've played Super Smash Bros. Melee, think Falco in a metal cap at all times. Some of the most wretched and impossible-to-decipher walljumping mechanics I've ever felt in a game. Plain, uninspired graphics that do even less to get the job done than most slapdash retro indie games. Music's nothing to write home about. No story to speak of, and gameplay that's certainly far from good enough to make up for that. Oh, and by default, the rumble and screenshake are severely overkill and unnecessary, but at least you can turn those off.

Just skip it. There are literally hundreds of far better 2d platformers and randomly-generated games out there.
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Sgt. Buttersworth [E-308]
( 3.5 hrs on record )
Posted: June 1
This game is a cheap and challenging game. The gameplay and the procedural generation are solid. The difficulty curve is great but after a while, it feels worthless to try to improve at a tasteless game. There soon is nothing new to discover, only harder levels to grind through.

It\'s worth it\'s price but not worth your time if you want a game offering more than repetitive levels.
Helpful? Yes No Funny
( 2.7 hrs on record )
Posted: May 28
this is a what i call a throw away game its not bad and can be fun but it lacks in just about any content
to put it this is a game you will play when your REALLY bored and don't wanna get to involved in a game
(cause lets be honest i can't always sit through a hour long game of counter strike)
Helpful? Yes No Funny
( 8.5 hrs on record )
Posted: May 15

Just Get Through is a procedurally generated platformer that features a man attempting to exit an underground maze littered with obstacles such as spikes, guns and axes that will try to kill you. Players utilize bombs, wall-jumping and wall-destroying tactics to move forward through the 50 level challenge by reaching the end point of each stage. Scoring is determined by number of levels completed, time taken to complete those levels, the amount of explosives used and the amount remaining when the game ends.

Just Get Through markets itself as a procedurally generated platformer. Essentially, this means that each level layout is generated through an algorithm with a randomly changing instance variable instead of being manually mapped out. This results in a unique, user-specific level layout for every player who starts up a new game. Upon completion of a level, a certain degree of difficulty is added to the next iteration of level design, ultimately resulting in a difficulty-scaling, randomized platformer.

The Good

A good procedurally generated platformer will usually bring about three major points in terms of design. In order of importance: the level must have a solution, must become increasingly difficult at a reasonable rate, and should be captivating enough to keep player attention. Just Get Through manages to implement all three elements to a satisfying degree.

In terms of feasibility of design, each level should have a possible solution. Given that the player does not destroy the map that is. Just Get Through’s unique destroyable terrain mechanic in a platformer means that every decision the user makes will have an adverse effect on the pathing and solution to a level. Every level does have a clear cut path to the finish line, but is usually littered with plenty of hazards requiring navigation of pixel-perfect jumps. That route is usually the fastest, but comes with the greatest risk. Users can choose to run that route for a higher score or excavate their way through a simpler solution.

In terms of scaling difficulty, Just Get Through delivers through a variety of obstacles including spikes, traps, buzz-saws, pixel-perfect jumps, level length; the list is endless but they all do the same thing: they kill you. The first 20 levels is an introductory to game mechanics where the basics are introduced to the player. The next 30 are where the game really picks up in difficulty and are really meant to test your skills. New obstacles are introduced and alternate paths that provide the option of an extra life or bomb are given to the user if they so choose to take the risk.

Just Get Through also manages an effective design scheme that manages to keep the player interested. The implementation of wall-jumps implies fast-paced movement and split second decision making. Running through a tight squeeze with buzz-saws, axes and shotguns feels rewarding. Character upgrades every two levels provides a roguelike experience that can completely alter the playstyle and pacing of the game by giving you more utility, survivability, or speed.

There are also different game modes available in the game, with the classic, the timed run and the daily run. The classic is the core game with the randomized map, the timed run is a fixed seed, generating the same levels every time for everyone, and the daily run is a ‘one-run-a-day-but-same-for-everyone’ type of style. This gives players an option of how they want to play the game, whether they are casual or competitive gamer.

Another feature of the game is a level editor. The level editor features real-time testing, so map makers can test their map while they build. Once complete, you can publish your level online to let other people play your map.

The Bad

The controls are less than ideal and sometimes feels unresponsive, especially while wall-jumping. Users who come in expecting Prince of Persia or even Assassin’s Creed style of wall scaling will not have a good time. Explosives can sometimes be frustrating to use because it may blow up terrain in such a fashion that the level is no longer possible. Without a ‘reset level’ button, this essentially means your run is over. The color scheme and art style is also not optimal. Yes, you can get colour pallets to change from black and white to something more appealing to the eyes, but it does nothing to aid in the differentiation between pop-up spikes, checkpoint flags and blades of grass. In order to play safely, I often found myself stopping a good two to three seconds to see if anything pops up from the ground; which completely breaks the rhythm of the game.

The custom maps made by people are similar to what you would find in Mario Maker. A few gems in a sea of ♥♥♥♥. Some of the maps are completely dysfunctional, featuring an exit point floating in mid-air with no surfaces anywhere near it. Though the game does a pretty good job at detecting maps without end-points, the logic is not fool-proof and physically impossible maps do get published.

Overall Score

I personally don’t care about the level editor and avoid the custom maps because I feel the randomly generated ones are better in terms of playability and accessibility. If I wanted a custom map to speedrun, I would just play the classic seeded version. That being said, the basic game itself is addicting and is fun to play if you have about thirty or so minutes, so I give Just Get Through a 7/10.

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Chimpy McChimpface
( 0.3 hrs on record )
Posted: May 2
It's nice game. Procedurally generated levels are a breakthrough.
Helpful? Yes No Funny
( 2.9 hrs on record )
Posted: March 3
I haven't played for long, but this is perfect for anybody who likes platformers. Having randomly generated levels gives it a practically infinite shelflife. The controls are tight, the level designs are varied. Just wonderful.
Helpful? Yes No Funny
( 1.7 hrs on record )
Posted: February 24
Just Get Through lives in this strange space between Spelunky and Super Meat Boy, a procedural platformer with loads of traps and tools to overcome them, that also gives you remarkable speed and freedom of movement. It's strange because it's not a space I'm sure that needs to be filled, because JGT has less depth than the former and less challenge than the latter. What it does have are a mess of modes to delve into, enough to keep you busy for a good long while.

There's no story or hook to the game, just you in endless deadly caverns, searching for the swirling exit. You'll run into just about every unpleasant trap you can imagine, from spinning sawblades to swinging axes, scattering shotguns to grinding chainsaws, rolling boulders to bleeping mines. To get through them, your spry little fellow can run, wall jump, and chuck TNT to blow up problematic parts of the level. The first handful of levels are mostly empty halls but into the double-digits you'll start facing intense gauntlets of traps that require significant patience and precision.

Every few levels you can choose an upgrade from an assortment of three, earning you boons like more lives or TNT, higher jumps, quicker sprints, or some key abilities like immunity to your own TNT or extra wall jumps. There are also different upgrades in the game's many different modes to help with the pertinent challenges. There's a Night Mode where you navigate with flares, a Coin Mode where you aim to collect as many coins as you can, and a Speed Mode where you start with tons of mobility upgrades but only one life. With nine modes in all, along with a database of user-created levels, you won't run out of traps to splatter yourself on.

And yet, I found myself a bit torn on Just Get Through. The platforming is responsive and challenging, the modes offer a wide range of challenges, there are extra palettes to unlock... all the pieces are there for a great roguelike platformer, but I'd by lying if I said nothing was missing. There's a certain thinness to the game, perhaps from the lack of progression, or plot, or level features. Spelunky is defined largely by the crazy antics you can stir up, and Super Meat Boy has an incredible variety of levels and challenges, and Just Get Through doesn't really come close to either of those hooks.

In the end, Just Get Through is the very definition of a good game, without poking an inch past into great game territory. The platforming is solid and there's a nigh-infinite amount of it on tap. There's just nothing beyond that to make it something special. I can certainly recommend it if you enjoy the look or the feel, but there's always going to be something better out there.
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( 0.7 hrs on record )
Posted: February 9
Like it!
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Most Helpful Reviews  In the past 30 days
3 of 3 people (100%) found this review helpful
5.6 hrs on record
Posted: June 13
Fun game, excellent time killer. Very simple.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
2.7 hrs on record
Posted: May 28
this is a what i call a throw away game its not bad and can be fun but it lacks in just about any content
to put it this is a game you will play when your REALLY bored and don't wanna get to involved in a game
(cause lets be honest i can't always sit through a hour long game of counter strike)
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Most Helpful Reviews  Overall
67 of 75 people (89%) found this review helpful
3 people found this review funny
1.5 hrs on record
Posted: February 8, 2015
Just Get Through is a 2D platformer with randomly generated levels that combines fast paced gameplay with roguelike elements to create an enjoyable experience. As a fan of platformers this was a game I wanted to get my hands on as soon as I heard about it and I'm certainly not disappointed.

+Nice and simple pixel art style
+Randomly generated levels means you'll never play the same level twice
+You collect colour palettes which let you change the colour of the game and there's quite a few to collect/choose from
+Fully destructible environment
+A variety of different traps waiting to send you to your death
+You get checkpoints in the levels which becomes particularly handy for later levels
+As you progress through the game levels become more complex and more challenging
+Every so often you get an upgrade which helps you with a certain gameplay mechanic such as increased jump height
+Full controller support including the ability to rebind controls (which you'll definitely want to do)
+Dev is quite active in the forums which is nice to see
+There have already been a number of hotfixes and updates just over a week since launch

-Very occasionally levels are impossible to complete which is due to the levels being randomly generator


A great little platformer well worth the small asking price.

El K.
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25 of 28 people (89%) found this review helpful
1 person found this review funny
7.4 hrs on record
Posted: May 25, 2015
Just Get Through is a good platformer with rogue lite elements.

It starts out with really simple layouts for classic mode and the difficulty grows as you progress through the game. You earn perks every few levels to give you more HP, or TNT. Levels are scattered with loads of traps. The platforming is ok, feels pretty fluid. A recent addition of daily runs and other game modes adds alot more content and keeps it feeling fresh.

Solid game for a good price.
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23 of 25 people (92%) found this review helpful
2 people found this review funny
7.0 hrs on record
Posted: January 30, 2015
A very nice game that begins gently to make you understand how it works and that this complex over time by adding new weapons and more opponent.

In addition to this, as it is a rogue-like you can at each new run choose different advantage and understand how to progress further with every part, I highly recommend this game.
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25 of 30 people (83%) found this review helpful
2 people found this review funny
8.4 hrs on record
Posted: December 28, 2015
Just Get Through is a procedurally generated platformer made by a single developer. Many of those projects fail but this time we got awesome and cheap platformer that offers a lot of fun and challenge for the price of five euros.

- Randomly generated levels. Even though you'll learn most of the level patterns, you will still be seeing something new.
- It's a challenge. You might think it's easy but that's just first levels. The difficulty gets high and the level patterns are evil, especially if combined.
- You can use bombs to make your own path through the level. You can blow up almost any block in any level. Hard part? No problem, bomb is your good friend.
- Many modes. Daily runs, weekly runs, sandbox, coin mode,...
- You can get lost. Later levels are huge and the game generates many dead ends. Note: Dead ends may also contain deadly traps. Or the way towards the dead end. Or any other way.
- Graphics are pretty, you unlock color palettes (for levels) through your game progress.
- Level editor. For those who doesn't like generated levels and want to show their level design skill.
- It's cheap. You won't get broke, so... just get through!

- This game supports gamepads, though the bomb throwing is definitely made with focus on keyboard and mouse controls.
- There are some terrible dark level graphic packs where you can't see much, this makes you weakened against people that would use other graphic packs (for high score leaderboards). This fact discourages you from using the feature of randomly changing graphics style after every level, which would be otherwise great.
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14 of 15 people (93%) found this review helpful
15.1 hrs on record
Posted: April 6, 2015
//Just Get Through is a 2D Indie Adventure / Puzzle Game //
// Schuitje82 Small Review //

Main goal is to reach the portal simple as that.
You need to jump and blast your way through the levels.
Every new level it's getting harder to beat and will be randomly generated.
So you will not know how to beat the new level.
And finding the portal after a few levels will give you a new challenge.
Because the stages are getting bigger and bigger.

The beginning of the game you will be given 10x TNT so if there is something in your way ? Just blow it up.
After you beaten 2 stages you will be granted a upgrade / power up.
Faster running, higher jumping, refill of life, more lives, more TNT, Refill TNT there are so many to choose from.
And this makes the game fun and sometimes little bit easier to play.

It's really basic and fun game to play and a little addictive.

I give it a 8 / 10 for the basic and challenging gameplay.
If you like these 2d games.. give it a try !!



== For more reviews go to www.gamegrin.com ==
== Please don't forget to like my reviews ==
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12 of 12 people (100%) found this review helpful
41.8 hrs on record
Posted: February 8, 2015
My first review, so here goes nothing:

Summary: A simple yet enjoyable platformer with a great balance of randomly generated excitement and concrete gameplay, Just Get Through is a quality addition to any collection of platformers.

+ Clean, simple graphics
+ Easy and responsive controls (wall-jumping isn't too hard to master)
+ Changable color palettes (some are painful but quite a few are nice)
+ Randomly generated levels, each playthrough is unique
+ The option to add upgrades and further customize your playthrough

- I wish there was just maybe the slightest bit of storyline
- A few rough edges graphics-wise
- The sprinting feels a bit off, might be my graphics card though
- Those grass-looking spikes I always forget about

Overall consensus: Definitely very worth the low price, can't wait to see what this game becomes.
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9 of 10 people (90%) found this review helpful
3.1 hrs on record
Posted: February 17, 2015
Just Get Through is a procedurally generated precision platformer. This means it is infinitely replayable, unlike other games of this genre, where you finish all levels and that's it. On JGT every time you play is a different experience, and the game never ends! You can't actually beat it, just get far and far with practice. It's infinite.

Your goal is to find the exit of each level. You have a compass to help you, but it doesn't work if you're too far. From time to time you can choose what upgrades you want, like more lives, more TNT (almost everything is destructible), better compass, higher jump, etc.

The entire game has the same environment, but you can use color palettes to make the graphics look different.

All in all, Just Get Through is a great game that you can play over and over, always having fun and trying to beat the better highscores on the leaderboards or making and playing custom levels.
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10 of 12 people (83%) found this review helpful
1.2 hrs on record
Posted: January 30, 2015
So far, I've found this game to be pretty enjoyable.

When you start a new run, the randomly generated levels will be small and have few obstacles... as you get further, you'll have to navigate larger, more confusing levels, with more frequent deathtraps of ever-increasing variety. At first it's just sawblades and spikes, then turrets, wall-mounted shotguns, little death robots that patrol back and forth along the floor, etc.. After that? I'm not sure. It gets pretty challenging after a while, and I'm not good enough yet.

To help you along the way, you have an arsenal of dynamite sticks that you can throw to destroy parts of the level and the traps. You can also choose an upgrade every few levels to increase your health, dynamite capacity, jumping height, wall grip, etc. You will also occasionally find chests that unlock new color palates to make the game look more colorful and interesting.

Jumping can be a little frustrating, since the game will only let you jump off a wall once before you need to jump off a different wall to keep going up. It's a design choice and I respect that, but it's a bit hard to get used to at first. I also have a couple of small issues regarding gamepad play, but the Dev has already said that he'll work on resolving that.. so it's alright. I still give the game a recommendation. For $5 it's worth it for me.
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