← Spec Driven Games

Parkour

23 courses, Tutorial to Obby. The clock runs from the moment you land, checkpoints keep it running through a fall, and every map has an Author time somebody has to beat eventually.

Tutorial

Learn the jump4 courses
  • Tutorial · Learn the jump

    Neon Run

    A forgiving obstacle course. Stones, a walkway, floating islands.

    Chasing Gold 0:30.70

    Not enough plays yet
    Course guide →
  • Tutorial · Learn the jump

    Harbour Steps

    A causeway out, a climb, and a long shelf home. Nothing to fall off.

    Chasing Gold 0:43.65

    Not enough plays yet
    Course guide →
  • Tutorial · Learn the jump

    Lantern Row

    A lit street with one turn in it. The route is visible from the start.

    Chasing Gold 0:32.13

    Not enough plays yet
    Course guide →
  • Tutorial · Learn the jump

    Meadow Rise

    A long climb to a summit, with two staircases to rest on.

    Chasing Gold 0:51.44

    Not enough plays yet
    Course guide →

Easy

Learn it properly4 courses
  • Easy · Learn it properly

    Beacon Climb

    Four switchback flights to a lit tower. One jump, learned properly.

    Chasing Gold 0:32.01

    Not enough plays yet
    Course guide →
  • Easy · Learn it properly

    Spiral Yard

    Two laps of a square helix. A quarter of the jumps are corners.

    Chasing Gold 0:54.31

    Not enough plays yet
    Course guide →
  • Easy · Learn it properly

    Copper Bridges

    Long spans between landings, and two descents that open up to three.

    Chasing Gold 0:52.41

    Not enough plays yet
    Course guide →
  • Easy · Learn it properly

    Sky Orchard

    A weave with no straight section in it, through unreachable trees.

    Chasing Gold 0:38.30

    Not enough plays yet
    Course guide →

Medium

Learn to turn5 courses
  • Medium · Learn to turn

    Cinder Gap

    A broken causeway, an S-bend, and a descent that opens up.

    Chasing Gold 0:31.71

    Not enough plays yet
    Course guide →
  • Medium · Learn to turn

    Ratchet

    A climb that changes axis on every hop. No straight line until the top.

    Chasing Gold 0:42.54

    Not enough plays yet
    Course guide →
  • Medium · Learn to turn

    Switchback Yard

    Beacon Climb's tower, with the turn taken on the pad and no deck to walk.

    Chasing Gold 0:29.55

    Not enough plays yet
    Course guide →
  • Medium · Learn to turn

    The Turnpike

    One hard corner, and a plunge on the far side you arrive at already turned.

    Chasing Gold 0:46.25

    Not enough plays yet
    Course guide →
  • Medium · Learn to turn

    The Narrows

    Ordinary jumps onto beams one cell wide. Precision, with no clock on it.

    Chasing Gold 0:47.64

    Not enough plays yet
    Course guide →

Hard

One-block landings5 courses
  • Hard · One-block landings

    Vault of Wires

    One-cell walkways and a zigzag that turns on every pad.

    Chasing Gold 0:28.38

    Not enough plays yet
    Course guide →
  • Hard · One-block landings

    Zip Line

    Vault's zigzag as the whole course. Sixteen turns, not one cell of slack.

    Chasing Gold 0:30.40

    Not enough plays yet
    Course guide →
  • Hard · One-block landings

    The Gauntlet

    A plunge of six 2x2 pads, banked by one checkpoint at the top of it.

    Chasing Gold 0:37.16

    Not enough plays yet
    Course guide →
  • Hard · One-block landings

    Needlepoint

    Every other landing is a 2x1 pad seen end-on. Straight, and unforgiving.

    Chasing Gold 0:46.73

    Not enough plays yet
    Course guide →
  • Hard · One-block landings

    Spindle

    A tower climbed on a widening spiral, with nothing to bank on the way up.

    Chasing Gold 0:27.59

    Not enough plays yet
    Course guide →

Expert

On the limit4 courses
  • Expert · On the limit

    Overclock

    Single-block landings, the whole way. One jump sits on the limit.

    Chasing Gold 0:42.91

    Not enough plays yet
    Course guide →
  • Expert · On the limit

    Filament

    Flat single-cell landings, turning the whole time. One long jump up.

    Chasing Gold 0:32.93

    Not enough plays yet
    Course guide →
  • Expert · On the limit

    Arc Light

    A single-cell spiral almost straight up, then the whole way back down.

    Chasing Gold 0:35.11

    Not enough plays yet
    Course guide →
  • Expert · On the limit

    Lattice

    Ninety degrees into a one-cell target every hop, with two plunges to rest.

    Chasing Gold 0:39.88

    Not enough plays yet
    Course guide →

Obby

Lava, traps, a lot of dying1 course
  • Obby · Lava, traps, a lot of dying

    Magma Gauntlet

    Seven stages over a lava sea. Kill walls, a tile floor, a plunge and the needles. Touch the glow and you are back at the checkpoint.

    Chasing Gold 1:08.88

    Not enough plays yet
    Course guide →

Made by players

Published worlds with a finish somebody can actually reach. They are timed, medalled and ranked on the same terms as the ladder — the Author time comes off the course's own geometry, not off a number its builder typed.

Medals

Author, Gold, Silver, Bronze — measured against the fastest route the course geometry actually admits, not guessed at. The Author time is what a very good run of that route looks like; the rest are multiples of it. How the courses are made explains the derivation in full.

Reading about the courses

Every course has a guide: what it is built from, the measured shape of its route, what it is teaching and one concrete thing to do differently. Start with Neon Run if you are new, or how the courses are made if you want the design rules first.