New courses generated daily.
Race a friend: paste their code, or copy yours.
Resuming costs the record: a resumed run sets no personal best and casts no ghost. Only a run flown start to finish does that.
A full run lasts 2 to 3 minutes, by difficulty.
Experiments. These set no records and may disappear.
In the R&D Lab: an experiment, and it sets no records. Four seats on one ship: pilot, two gunners, cannon. Bots take the chairs you do not fill. Three story legs:
This game needs a mouse and keyboard. Touch controls are coming.
Come back on a laptop and race the daily.
Every course here is BUILT, not stored. The track number and the difficulty are the only two inputs, and the same pair always builds the same gates, in the same places, in the same order — on this machine, on somebody else’s, today and in a year. Nothing is downloaded and no server is asked.
So a track number is a whole course in one number. Read it out, write it down, put it in a message: whoever types it in at the same difficulty flies the track you flew, gate for gate.
A track number is a whole number from 0 to 4294967295. Anything else — a word, a minus sign, a decimal point — is refused and told to you, never quietly raced as some other course.
The DAILY card is the same machine with the date as its input.
Nothing stops you racing that number by hand tomorrow.
A long course, 2–3 minutes, built in sections rather than as one run of gates. Crossing a section boundary drops an anchor, and the dash counts them: ANCHOR 4/9 is four boundaries behind you out of nine.
Press A in flight to fall back to the last anchor and fly that section again. Nothing forces it — there is no failure state on this page, no DNF and no clock running out. It is a key you choose to press.
A resumed run still finishes and still shows your time. What it does not do is set a personal best or cast a ghost, and the dash says so from the moment you press the key: the label reads ANCHOR · NO PB for the rest of the race. A record is a run flown start to finish, and a resumed run could not be replayed honestly even if it were kept — the trace stores your inputs, so a ghost built from one would fly a different race.
This browser keeps your 12 most recent endurance records. Setting a thirteenth retires the record you set longest ago — which is not always the course you flew longest ago — and the finish screen names it. A record you have just set is never the one retired, and sprint records are not affected.
A course of about a minute — longer than a sprint, far shorter than endurance. It is one continuous run of gates rather than a course built in sections, so there are no anchors, no A key and nothing to fall back to. You fly it start to finish or you fly it again.
That is a decision, not an omission. A minute is short enough that the run can simply be the run: a resume point exists so a three-minute course does not throw away three minutes, and at this length there is nothing worth rescuing. Every finish therefore sets a record and casts a ghost, with no rule to remember and no way to spend the record by accident.
Circuit times stand on their own. A circuit record never compares to a sprint, to a track-number run or to an endurance run — they are different lengths, and a fast minute is not a slow three minutes. Each format keeps its own records.
The boost is what changes at this length. A sprint is over in about fifteen seconds and a clean one fills the tank roughly once; a circuit run is long enough to fill it several times over, so holding boost stops being a single decision at the start and becomes a rhythm you fly the whole course.
A shelf for formats that are being tried out. Anything here may change between one visit and the next, or be taken away entirely, and nothing here counts towards the records the menu above keeps. Lab runs are stored apart from them, in both directions.
Sparse takes the endurance course you already know and removes gates from it. The same track number at the same difficulty draws the identical course, and a level simply deletes some of the rings. Three levels take roughly 15, 30 and 45 percent of the rings. Tunnels, gravity wells, comet crossings and every section boundary are kept. The meteors stay exactly where they were.
A strip mine that goes down. Start on the rim with the whole pit on your right, drop in on the ramp, race the ledge to the first switchback, back along the shelf and through the tunnel, and on down four terraces to the floor; then climb the far wall to a second rim. The mine is working: an excavator sweeps the ledge, a conveyor crosses the shelf, cages ride the walls, and charges throw rock onto the benches. The cut face on your left is rock and stops you; the edge on your right is a drop to the bench below. Kept here until the operator has flown it.
A drowned forest under a high canopy. You fly a wide avenue between thousands of trunks, with room to go around them, and every trunk collides: none of them can be flown through. The route is a closed loop through the trees, and you fly it twice, about a minute in all. Steer for the gaps, not the bark. Not yet judged, so it sits here with the experiments until the operator has flown it.
Not a race: a fight inside the asteroid belt. First pick your faction on the card (TARGARI, BARADA, MARTU or ALURA). The other three are your enemies, three to five ships each, every ship flown by its own faction's brain, and two wingmen fly with you. Fire your cannon with F on a keyboard or the FIRE pad on a phone. The last faction still flying wins. Not yet judged, so it sits here with the experiments.
Twelve seconds to the airlock, and every one of them is dangerous: meteor showers fall on a schedule, there is debris in the lane, a gantry comes down, and at the two hard bends the gap is one hull wide. Make the airlock and you dock: trim the ship to the centre, the clamps take it, and the bay brings you in.
Everything that changed on this page that a pilot could see, newest first. Nothing here is a plan: every line is something that is already on the page you are reading.
A date is the day the change was made, which is not always the day it reached you — this page is put live by hand.
Type a gecko id, or press the button, to put that gecko on the dash. Its faction comes with it — that is a trait of the gecko, not a setting — and it colours the hull your record ghost flies. Nothing here is stored: it lives in the page for this session, and in the link if you choose to share one.
What this browser does keep is the trace of a record run — the inputs you flew, under that course’s own key, on this machine only. That is what a ghost is replayed from, and it is the only thing a race writes down.