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Steam News30 December 20256mo ago

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

Hello! It’s Vic, the creator of Just Keep Running. You might be wondering where the hell I’ve been this whole year. I kinda wonder that too sometimes, honestly.

In this update2

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Full Just Keep Running update

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Repeated intro

Hello! It’s Vic, the creator of Just Keep Running.

What changed

0 fixes0 additions3 changes0 removals
  • Balance
  • Gameplay
changedTo 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.
changedI 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.
changedSo what’s the plan?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! 😀

Just Keep Running changes

changedTo 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.
changedI 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.
changedI’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! 😀

You might be wondering where the hell I’ve been this whole year. I kinda wonder that too sometimes, honestly.

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.

And honestly? That sucked. It felt wrong.

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.

So what’s the plan?

Well… get to work on implementing that vision! And I’m not gonna be doing it alone.

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.

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!

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. ❤️

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.

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.

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! 😀

The full “Just Keep Running” 2026 Development Team

Cool! Soooo what else?

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.

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

Source

Steam News / 30 December 2025

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