x2
chain

Your previous progress

The climbing route has changed. Bring your name, bounty and unlocked skills if you choose. New course records start at zero; previous scores stay in this log. Nothing is added to an existing wallet.

    Choose your controls

    One thumb: hold to catch or charge, drag to steer, release to launch. Press again for each catch. On a platform, hold and release to jump.

    Two thumbs: steer with the left, hold/release CARVE with the right. JUMP is also available. Touch grips stay still until release; holding too long slips. Use skills and Surge between launches.

    Handedness moves the one-thumb pad and action buttons. Settings stay on this device. Changes during a run leave it paused until you choose Resume.

    Choose your climb

    Practice: unlimited checkpoint recovery. Learn routes and keep climbing at your own pace.

    Challenge: start with 3 lives. A fall or spike costs 1 life; checkpoints set your return point. At zero lives the run ends and your highest altitude is recorded.

    Skills and bounty unlocks are shared. Practice and Challenge records are separate. Rift misses only cost the advertised altitude, not a life. Your mode stays fixed during the run.

    Expedition field guide

    Five landmarks: Launch Garden, Wind Gap, The Fork, Second Chance and Observatory. Wide crossings need deliberate steering. The violet outer spring at The Fork is an optional shortcut with an 8-bounty shard. A lower cyan wall in Second Chance can rescue a missed catch. Broad ledges let you rest; there is no timer or final roof.

    A fresh catch during a fall can save a life before the world-space fall boundary. Public play has three lives. Test builds also offer unlimited Practice. Previous progress lets returning players bring their name, bounty and skills into this course. Old course records stay separate and readable; old saves are kept. Relics are not included.

    Move and jump toward a glowing edge. Hold CARVE to grip it, then release when the charge ring turns gold to launch higher. On a keyboard, use A/D or the arrows to steer, Space/W to jump, Z to carve, X for Flow Surge, and C for your equipped skill. This keeps your left hand together while your right hand uses the arrows. Prefer A/D? J (carve), K (surge) and L (skill) also work; Shift and Q remain available.

    Choose One thumb to hold/catch/charge, drag to steer and release to launch. Choose Two thumbs for independent steering and CARVE, plus optional JUMP. Touch wall grips stay still until release. Ground charging launches only on release. A cancelled gesture pauses safely. Press again after each launch or slip.

    Public play starts with 3 lives; test builds also offer unlimited Practice. Falling or hitting spikes costs one Challenge life; the third loss ends the run. Checkpoints do not refill lives. Rift misses only cost altitude. You can bank a run from Pause at any time.

    Clean releases build Flow and help you chain launches. Momentum carries between jumps; steer against your movement to brake.

    Gold beacons save your recovery point. Cyan bridges are one-way; gold chevrons mark springboards. Explore sideways to find richer shards and colored wind or lift lanes. Every 100 m and each contract earns bounty. Press C / L / Q or tap your skill to climb faster; unlock more in the Workshop. Purple rifts are optional: press E nearby to see their rules before entering. There is no roof. Pause and bank your run whenever you like. Records, bounty and unlocks stay on this browser.

    Restart this climb?

    This expedition will end. Your bounty, unlocks and highest climb stay saved.

    the outfitter

    Bounty workshop

    01 · Rocket Pulse

    Kick upward through several floors. Free starter skill; 14s cooldown.

    02 · Windwing

    Launch, then float with light gravity for eight seconds. 24s cooldown.

    03 · Skyhook

    Zip to a higher safe ledge in reach. 18s cooldown. Keep a grip on the next move.

    Earn bounty from gold shards, contracts and rifts. Skills share the current recharge meter; changing equipment does not refill it.

    personal climbing log

    Highest expeditions

    Top 10 per mode on this browser. Includes skills and portal shortcuts. These are local, unverified records, not a global leaderboard.

      a place between places

      Secret rift

      Field journal

      How bounty, Flow and lives work

      Gold shards earn bounty. Spend it on skill unlocks or camp services. Surge spends 26 Flow for a dash, separate from skill recharge. Perfect catches earn more Flow; neither currency is a life. Gold walls save the place you return to after losing a life.

      Public runs have 3 lives. Your height record and bounty survive Game Over. Optional camp contracts risk only their stated deposit, and marked directional rings need you to cross in the arrow's direction.

      Hollow gold shards above central ledges pay 1 bounty; wall-side shards pay 2 or 4. Both count for Courier, so the high route can finish its goal without diving below the ledges.

      In the new course, skills recharge by climbing: a PERFECT fresh catch restores 3 points, GOOD restores 2, other catches 1; a shard restores 1 and a directional ring 4. Waiting does not refill skills. Contracts can grant a ready skill, one Overdrive activation or a life.

        understand your equipment

        Use between catches, after lifting your thumb. Changing equipment never refills your skill. In the new course, fresh catches and shards recharge it; waiting does not. You can read all skills again in the Workshop.

        a moment to choose

        Trail camp

        Bank this expedition?

        Your highest altitude joins this browser's records. Bounty and unlocks are kept. The next expedition starts at the ground.

        challenge complete

        GAME OVER

        Highest climb
        Score
        Climb time
        Rifts cleared

        optional relic experiment

        Relic cache