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Funnel Runners

Simulation

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Funnel Runners
Funnel Runners
Funnel Runners

I picked up Funnel Runners the same week Supernova Studios announced they'd crossed 100,000 copies sold, mostly because a friend sent me a clip of a building visibly shedding its own roof mid-round and I needed to know if that was scripted or actually happening live. It's live. I set aside a weekend to run it properly with a rotating group of three to four people, logging what changed and what didn't from the first chaotic escape to the point, a few runs later, where the game's current limits started showing through the storm.

Pros

  • The tornado's progressive destruction is genuinely impressive and directly tied to gameplay, not just visual flair
  • Splitting tasks across a coordinated team creates real, escalating tension run after run
  • Supernova Studios has shipped daily patches and committed to no paid DLC during Early Access
  • At $14.99 with a confirmed future price increase, buying in now is the cheapest the game will ever be

Cons

  • Solo play feels punishing in a way that reflects missing design rather than intentional difficulty
  • Only one map with three layout variations means repetition sets in faster than the tornado tech deserves
  • Getting stuck in map geometry cost real time with no in-game way to report the bug
  • No host migration means a disconnecting host can end a session for the whole group
  • Controller support was inconsistent for at least one player in my group across all five runs