Fall forever. Hit nothing.
You are a ship with no engine and one control. Hold anywhere and the nearest planet catches you; you swing round it on a tether of gravity. Let go and you fly off along the tangent, in whatever direction the orbit was pointing at that instant. That is the entire game, and it is enough to keep you busy for a very long time.
Your wake is the twist. Everything you have flown through in the last second is drawn behind you, and after a moment it turns lethal. Close a full loop and you cross it. So every orbit is a question: how long can you hold before your own path comes round to meet you?
WHAT'S IN IT
• One input. Hold, release. That is the complete control scheme.
• Skim a planet's surface on a tight orbit for a perigee bonus. Chain slings without a miss to build the multiplier.
• Five zones, each with its own rule: drifting bodies you have to lead, binary pairs that turn the frame under you, stars that collapse while you ride them, and the Deep, which loops darker every time.
• Debris walls with a single gap, so coasting in a straight line is never a plan.
• Bounce pads on the rails that throw you back into play, and rails everywhere else that don't.
• Three power-ups that activate on touch: a shield that eats one impact, coolant that lets you cross your own wake, and overdrive that doubles the score rate.
• Your best distance is marked on the track, so every run is a race against the last one.
• Works entirely offline. No ads, no accounts, no purchases, no permissions.
HOW IT'S BUILT
Vanilla JavaScript and one canvas — no engine, no asset files. Every sound and every pixel is generated in code, which is why the whole game is 27 KB and starts before the splash screen has finished.
Post your best distance in a review. I want to know where the Deep actually ends.
Hold to orbit a planet, let go to sling. Endless gravity arcade.