Get moving
Choose Play now to start at base, on the space bar of a giant keyboard. Run across it towards the World 1 archway; a short key bridge beyond it leads to Stage 1. Every step on a key adds Speed, and a +1 pops up as you run. The wooden desk around the keyboard gives nothing. Speed fills your Level bar, and every new Level makes you run a little faster.
- Keyboard and mouse: WASD or arrow keys to run, Space to jump. Hold the right mouse button and drag to turn the camera, or press your keyboard's Shift key for Shift Lock. Escape opens the menu.
- Touch: Left thumb joystick to run, JUMP to jump. Drag outside the joystick to look around. Tap the menu button for settings.
- Gamepad: Left stick to run, A / bottom face button to jump, right stick to look around. Use the menu button on screen for settings.
Release movement to brake. A small joystick or stick movement lets you ease forward; pushing it fully gives full speed. You can still steer in the air. A late jump just after an edge, or a jump pressed just before landing, gets a small grace period.
The camera follows close, from above and behind. It turns only when you turn it, so running left or right never swings the view. Use right-drag, a touch drag or the right stick.
On a computer you don't have to hold a button. Press Shift for Shift Lock: a crosshair appears and the mouse turns the camera on its own. The view moves over your runner's right shoulder, and your runner faces where you look. Press Shift or Esc to let go. If you'd rather click, turn on Camera toggle (right-click once) in Settings: one right-click locks the camera to your mouse and the next frees it. To make the camera swing round behind you by itself, turn on Follow my run in Settings. Scroll over the game to change camera distance. Near a room wall, the camera moves closer to keep your view clear and returns as space opens up. If it gets very close, your runner fades so you can see the route.
Follow the keys
Each stage is a keyboard room with one big idea. In Stages 1 to 9 the path winds over the room's liquid on raised key paths, and a big red arrow marks every corner, so turn with the course rather than holding one direction. Cream keys are safe places to stop.
- Red DEL keys flash, then drop half a second after you touch them. Keep moving.
- Blue ENTER keys launch you across gaps too wide to jump. Blue ⇑ spring keys bounce you up to the deck above.
- Green SHIFT keys hold a burst of extra speed for a moment, for the longest jumps.
- Yellow arrow belts carry you, or push back when they point against you. Riding a belt or moving key does not earn step Speed.
- Purple CAPS keys go dark in a wave along their row. Wait on the plain keys before it, go as the first one lights up and keep moving.
- Yellow ↔ shuttles slide sideways over the pit. Orange ⇧ pistons lift you to a higher ledge.
- Orange INS doors lift in turn.
- Orange BACK blocks sweep across the lane and push you. Striped spacebars spin at knee height: jump them. Giant key balls roll down the ramps of Stage 3 and the finale: climb between them or wait to the side.
- Orange lava and the liquid under the course end your try (see below). Inside violet rings you fall slowly, so long jumps float.
- In Stage 2 a giant DEL key waits at the far end of a hall. Step in and it counts down, then charges straight at you: run for the way out on the right, under the red arrow, before it gets there.
- In Stage 3 a giant key ball rolls down the ramp every few seconds. Climb between balls, or wait in the side alcove while one passes.
- In Stage 6, a wave rolls back down the hall after the cream rest deck every few seconds. The sign over the hall shows WAVE!, then GO! and the count to the next wave: set off on GO!
- Move into a yellow ladder to climb. Release movement to hold your position, move back to descend, or press Jump to let go. In Stage 4 two green vines hang in a row: jump at the first one's handle to grab it, hold forward to swing, and press Jump to let go as you swing forward; the next vine catches you.
A fall sends you back to base. You keep your Speed and banked trophies, and a Revive at Stage N card offers a free return to the start of the stage you were on: tap it or press R. Start a new run instead and the offer goes. The menu's Retry checkpoint restarts the current stage if you get stuck.
Keep progressing
All 15 stages connect in one world that turns and climbs as you go. Every cleared stage's safe stop has a gold trophy pad: 1 trophy for Stage 1, 3 for Stage 2, 10 for Stage 3, and more for every stage after. Step on it to bank them and return to base, or run on for a bigger pad. Every stage is open. The sign floating in each stage's doorway shows the Level it recommends: its long jumps are built for that Level's run speed, so below it you land short. The bar at the bottom shows your Level and how far you are into it. Collect & return to base on a cleared safe stop banks its pad too.
Banked trophies unlock step upgrades on the base keyboard's number keys (step on a glowing key to claim it), faster treadmills and wardrobe items. Unbanked trophies do not unlock anything yet. A fall puts your run on hold at base until you take the revive, and reconnection restores your last saved spot. Returning to base away from a cleared safe stop asks you to confirm leaving the pad behind. After banking, your next run starts at the same base; your Speed stays saved.
The safe-stop card shows your trophy total after banking, the number key it unlocks and the Gems the run pays.
Open Base upgrades at base to see your gain, step upgrades, treadmill unlocks and the Level your next rebirth needs. Rebirth starts you again at Level 1 with a bigger Speed multiplier and keeps everything else. Visit Speed & rebirth for the numbers and the stage guide for obstacle tips.
Training belts are on the left of base. Step onto Wood to train for free: your runner turns to the console and runs in place while the belt moves, earning Speed every second. Holding forward keeps you on the belt. The training hint shows your Speed per second, including active boosts. Step off the side or the back, or jump, to leave. A locked belt tells you how many more banked trophies, or which rebirth, it needs.
Learn Wall Kick
Wall Kick works from your first step. Jump against a yellow kick wall, then press Jump again as you touch it: the kick carries you across to the opposite wall. Kick again there and keep alternating sides to climb. Pressing towards a wall slows your fall; landing lets you use either wall again. Each kick earns step Speed. A practice chimney stands on the right side of base as you face the archway, and Stage 8's shaft climbs a kick chimney.
Make it comfortable
Open Menu → Settings for volume, reduced motion, camera distance, text size, graphics and control remapping. Jump on the left swaps the touch controls. Mute is always available beside the menu.
Tab moves keyboard focus to the game buttons and releases held movement. Controller movement waits until focus returns to the game; using a HUD action such as Mute returns it there.
To change a key, select its control and press a letter, arrow or Space. Escape cancels the change; leaving Settings cancels it too. A remapped arrow follows its new action. Other arrows still move you.
In Menu → Wardrobe, Your runner changes skin, hair, colours, shoes and costume (Cat, Bunny and Bear are free; Frog, Lion and Dino unlock with trophies or in the Shop). Choose an available switch sound to equip it and hear a four-second running sample. Equipped marks your current choice. Resume stops the sample and returns you to the course. The sound-pack page compares every pack at walking, running and sprinting tempos.
Choose a trail or aura in the same menu, or No trail / No aura to remove it. Your choice is saved, and you keep your earned items. Reduced motion hides moving ribbons.
Keep your save
Online play uses a private browser cookie to find your saved player. There is no email account. Export a private recovery file from Settings before clearing browser storage or moving to another device; import it there to resume. Anyone with that file can restore your player, so keep it private.
If the server is unavailable, you can practise locally. Practice progress has a separate save and does not overwrite online progress. If an established online connection drops, the game continues locally. Reconnection can restore a bounded amount of Speed from up to ten minutes of active play; offline trophies and stage unlocks are not added to the online player. A WebGL 2 browser is required.
If the browser loses the game’s graphics, a Graphics paused message holds your run while the picture recovers. Play resumes automatically when possible. If the message stays, choose Reload game.
Play together
Use Play with a friend to copy a room link. A room holds up to 24 people; a full room may place you in another one. The Runners menu ranks everyone in the room by Speed, updates while open and marks your row. Gold, silver and bronze crowns mark the three highest Speeds. Choose Wave, Dance, GG or Speed pose in the Play menu to make your character emote. Stand still to see the pose; moving or jumping takes priority. Reduced motion keeps emotes still. There is no chat box.
A runner marked replay is a recorded completed run, not a person currently online. Replays never increase the online counter. After a recorded finish, Share this run creates a practice challenge at that run’s starting Speed and earned multipliers. Challenge progress does not change your saved online player. Recent-run links can expire.
Gems, the Shop and gifts
Gems are earned by playing: every stage in a banked run adds 10. Gifts pays a daily gift that grows over a seven-day streak, a playtime gift every 10 minutes and promo codes. Gems cannot be bought.
Spend them in the Shop:
- permanent ×2, ×3, ×5 and ×10 Speed tiers;
- ×2 Trophies and Treadmill Turbo;
- Speed Potions;
- trails and auras with small Speed bonuses;
- early costumes.
The line above your Speed shows every multiplier that is active.
Choose your top speed
At high Speed, use Max speed on the right to cap how fast you run. The cap never goes below the speed each stage's jumps are designed for. Tap the number to run at full speed again.
Storms and free boosts
Speed Storms double gains for 20 minutes: weekdays at 4 pm Eastern, and weekends at 1 pm and 7 pm Eastern. The game shows a countdown. Your local time may differ.
While connected online, the menu offers five minutes of double Speed at base or a cleared safe stop, free once every 15 minutes. There is no ad to watch. Storms and the free boost can overlap. Their countdowns keep updating while your menu is open.
Make a clip
Choose Record a portrait clip in the menu. The game records its own picture and sound for up to 15 seconds; choose Stop recording to finish earlier. The file downloads to your device. Recording support varies by browser. Nothing is posted automatically.
If graphics fail during recording, that clip is cancelled. Start a new recording after the picture recovers.