Games

23 parkour courses on a difficulty ladder, a lap racer, and 11 arcade cabinets. Everything here is one press from playing, and every one of them has a written guide. No account needed to start.

Modes

  • Don't stop. Don't blink.

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  • Perfect or nothing.

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  • Four seats. One of them is yours.

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  • The board decides. The cards are yours.

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  • Your last run is still in the room.

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  • Down is whichever way you say.

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  • One shot. Make it do everything.

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  • Eat. Grow. Don't get eaten.

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  • It appears. The ring closes. Go.

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  • Pull every line free. Read before you tap.

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  • Two robots, one lava sea. Swing like you mean it.

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Worlds to explore

  • Sky Yard, seen from aboveBuilt-in

    Sky Yard

    An island in the void. Trees, an arch, a lantern path. No goal.

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  • The Cottage, seen from aboveBuilt-in

    The Cottage

    A house you can walk into — and the clearest thing here to remix.

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  • Neon Circuit, seen from aboveBuilt-in

    Neon Circuit

    A railed loop with nothing to fall off. Hold sprint and go.

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  • Vapor Ridge, seen from aboveBuilt-in

    Vapor Ridge

    The circuit's shape, up on stilts. A hill on the right, and a crest on the back straight that throws you off the end of it.

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Every game, in writing

Each guide covers what the thing is built from, how it is scored or timed, and one concrete thing to do differently. The course guides also carry the measured shape of the route — jumps, widest gap, total climb, biggest drop — read off the geometry the game builds rather than estimated. The method is on how the courses are made.

Tutorial courses

  • Neon Run — A forgiving obstacle course. Stones, a walkway, floating islands.
  • Harbour Steps — A causeway out, a climb, and a long shelf home. Nothing to fall off.
  • Lantern Row — A lit street with one turn in it. The route is visible from the start.
  • Meadow Rise — A long climb to a summit, with two staircases to rest on.

Easy courses

  • Beacon Climb — Four switchback flights to a lit tower. One jump, learned properly.
  • Spiral Yard — Two laps of a square helix. A quarter of the jumps are corners.
  • Copper Bridges — Long spans between landings, and two descents that open up to three.
  • Sky Orchard — A weave with no straight section in it, through unreachable trees.

Medium courses

  • Cinder Gap — A broken causeway, an S-bend, and a descent that opens up.
  • Ratchet — A climb that changes axis on every hop. No straight line until the top.
  • Switchback Yard — Beacon Climb's tower, with the turn taken on the pad and no deck to walk.
  • The Turnpike — One hard corner, and a plunge on the far side you arrive at already turned.
  • The Narrows — Ordinary jumps onto beams one cell wide. Precision, with no clock on it.

Hard courses

  • Vault of Wires — One-cell walkways and a zigzag that turns on every pad.
  • Zip Line — Vault's zigzag as the whole course. Sixteen turns, not one cell of slack.
  • The Gauntlet — A plunge of six 2x2 pads, banked by one checkpoint at the top of it.
  • Needlepoint — Every other landing is a 2x1 pad seen end-on. Straight, and unforgiving.
  • Spindle — A tower climbed on a widening spiral, with nothing to bank on the way up.

Expert courses

  • Overclock — Single-block landings, the whole way. One jump sits on the limit.
  • Filament — Flat single-cell landings, turning the whole time. One long jump up.
  • Arc Light — A single-cell spiral almost straight up, then the whole way back down.
  • Lattice — Ninety degrees into a one-cell target every hop, with two plunges to rest.

Obby courses

  • Magma Gauntlet — Seven stages over a lava sea. Touch the glow and you are back at the checkpoint.

Arcade cabinets

A few minutes a go

Sandbox worlds

No goal, no clock
  • Sky Yard — An island in the void. Trees, an arch, a lantern path. No goal.
  • The Cottage — A house you can walk into — and the clearest thing here to remix.
  • Neon Circuit — A railed loop with nothing to fall off. Hold sprint and go.
  • Vapor Ridge — The circuit's shape, up on stilts, with a crest that throws you off the end of it.