FAST WHEELS. NO RIGHT WAY UP.
Keep your
momentum.
An endless tunnel. Changing floors. Three ways to fly.
Read the gaps. Follow the color. Keep going.
Fast wheels · high, long leaps · familiar handling
Desktop play is ready.
AD steer & rollSPACE hold to jump farther
Skater-inspired handling, approximated for VR.
The view rolls with the walls. Your head stays tracked.
TRANSMISSION LOST
Space happens.
You made it 0 meters. Find another floor or jump the gap.
FLIGHT MANUALMake yourself
Make yourself
at home. On a wall.
- Desktop
- A / D or ← / → to steer. Tap Space for a short hop; hold for the wide gaps. Drag to look, or click the game for mouse lock. P / Esc to pause. R to restart.
- Quest controllers
- Either thumbstick left / right to steer. A / X or either trigger to start, jump, or retry. Keep held through the descent for maximum airtime; release to land sooner. B / Y to pause and resume.
- Skater handling
- Forward speed is high, jumps carry you across several tiles, and strafe is limited relative to your speed. Steering responds quickly; air steering is weaker. This is an approximation, not the original physics values.
- Endless tunnel
- No finish line: new colored sections keep arriving. Follow the surviving band onto the walls; its direction changes. Broken rings need held jumps. Amber cracked panels begin collapsing as a connected patch when touched: jump or move to another wall. Mint glowing panels give extra steering and braking grip. Cyan forward arrows boost speed; pink backward arrows slow you for 2.4 seconds. Effects replace each other, then ease back to normal pace. Small white blocks physically stop you: steer clear or jump over them to resume. Lavender ramp tiles rise and descend smoothly and support jumps from the slope. Some zones gently dim; gaps and glow tiles remain readable.
- Characters
- Skater keeps the fast 19.5 m/s pace and high, long jumps. Scout runs at 16 m/s with quicker steering. Glider runs at 17.5 m/s with a longer held descent. Choose before starting or entering VR. Unsafe pace increases the selected runner’s speed.
- Wall transitions
- Cross a corner to make the next wall your floor, rolling the view by 360° divided by that tunnel’s side count (90° in a square, 20° with 18 sides). Solid collars gradually reshape the tunnel between sections. Head movement remains tracked within that rotating frame.
This fast prototype deliberately rolls your view. Stop if uncomfortable. The headset menu exits VR.