KILLVELOCITY
Speed is the only weapon that never runs out. Dash, slide, and rail-grind through collapsing arenas — standing still is a death sentence.
Speed is the only weapon that never runs out. Dash, slide, and rail-grind through collapsing arenas — standing still is a death sentence.
Strafe Store
Buy once and your catalog follows you across PC, console and cloud. No re-downloads, no relearning.
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One membership for the entire Strafe Theory universe. Founding members get in first — before anyone else.
Strafe Pass · Founding access
Founding members get early access, a launch-day discount, and an exclusive backer-only in-game skin.
You’re on the list — we’ll be in touch the moment it drops.
Why back us
Strafe Theory is a small, independent studio. No publisher is writing the cheques and no boardroom is greenlighting these games — they exist for one reason: players who believe in them before anyone else does.
When you back a project, you're not pre-ordering a product. You're keeping the lights on, the builds compiling, and a tiny team doing the work they love. Every single backer is, very literally, a reason a game gets finished instead of shelved.
Founding backers are our earliest believers — the ones who show up before the trailers, before the hype, when it's just an idea and a lot of heart. They take the first leap with us. We never forget who was here first, and we build the rest of this studio on their trust.
Playtests & concepts
Playtested titles carry early scores. Concepts are open for closed-playtest signups — back any of them to make it real.
Voices
Real reactions from closed alphas, festival demos and community sessions.
“I lost three hours and never touched the ground once. The rail-grinding just flows into itself.”
“The momentum chaining is the cleanest movement tech I have felt in years. The second you stop, you are done.”
“Collapsing arenas force you to keep improvising mid-run. No two attempts ever play out the same.”
“Brutal skill ceiling. I died a hundred times and came back grinning every single one.”
“Dash, slide, rail, repeat. Once the flow state clicks it is impossible to put down.”
“The soundtrack locks to your speed. Hitting a perfect grind line feels absolutely incredible.”
“Combat takes a back seat to pure traversal and I am completely here for it. Movement purists, rejoice.”
“Hardest-to-quit build I have played all year. One more run, every single time.”
“The no-touch-the-ground challenge runs are addictive. My friends and I keep one-upping each other.”
“Had our whole couch screaming. Gloriously, hilariously mean in the best way.”
“Knocking a vase off a shelf has never felt so satisfying. The physics sell every bit of chaos.”
“Surprisingly deep for a menace-the-house game. Nine lives means every stunt is a real gamble.”
“Perfect pick-up-and-play on mobile, but I kept coming back just to beat my own chaos score.”