Meet Miranda. One tap makes her lunge. Let go and she falls. That is the whole
game, and you will still be playing it at two in the morning.
She is a small anaconda with an enormous appetite. Between her and dinner is a
jungle of hanging canopies and tree trunks with a narrow gap in the middle, and
the gap is never quite where you want it to be.
THE FOOD IS IN THE WRONG PLACE ON PURPOSE
Red snakes hang on vines inside every gap. Each one is points. Each one makes
Miranda longer.
Here is the catch. They hang at the edges, tucked right up against the leaves.
The safe way through and the tasty way through are never the same way through.
Play it safe and you will survive for ages with a score you would rather not
talk about. Play it greedy and you will find out exactly how close a snake can
pass a branch. Closer than you think. Right up until it isn't.
Purple snakes are poison. Touch one and the run is over, and Miranda would like
you to know that she is very disappointed.
BIGGER IS BETTER. BIGGER IS ALSO MUCH WORSE.
Eat enough and she grows. Five stages, Hatchling to Titan, and every stage pays
more for the same gate, so one good run snowballs into a great one.
She also gets longer, heavier and much harder to thread through a gap roughly
the size of her own head. Growing is the reward and the punishment at the same
time.
WHAT YOU GET
One button. Tap, click, or press space. That is the entire control scheme, and
it will still take you weeks.
A multiplier that climbs to five when you eat without missing, with a chime
that rises a note each time. Best sound in the game. You have to earn it.
A forest that never repeats and never cheats. Every gap is one you can
genuinely reach, and poison is never hung where it leaves you no way through.
So when you die, that was you.
One second chance. End a long run and you can carry on from where you fell,
every hard-won segment intact.
A daily forest. Same trees, same day, everybody. Compare your suffering.
Six skins, unlocked by how much you have eaten across every run you have ever
played. Two are easy. The rest will take some commitment.
A marker on the ground where your last run ended, and points for sailing past
it. Nothing motivates quite like your own ghost.
Medals from bronze to platinum. Fair warning: dodging alone will only ever earn
you bronze. Sooner or later you have to eat.
PLAYS ANYWHERE, COSTS NOTHING
No purchases. No account. No sign-in. Nothing behind a paywall, ever.
Works offline. On the bus, on a plane, in a queue, in a lift. Your scores, your
skins and your settings live on your phone and nowhere else.
There are ads and we have tried to be decent about them. A banner sits on the
menu and the results screen, never over the playfield and never during a run.
The only other one is optional: watch it to rescue a run you were not ready to
lose. Nothing is forced and nothing interrupts a run in progress.
BUILT FOR EVERYONE
Poison is not just a colour. It is a different shape, a different pattern and a
different eye, and it glows, with an optional skull marker if you would like a
fifth clue.
Screen shake can be switched off. Reduced motion follows your system settings
without being asked. Sound and vibration each get their own switch.
Every sound in the game is public domain, from Kenney and OpenGameArt. Thank
you, both.
Portrait. Full screen. One hand.
Go on. One more go.
Tap. Lunge. Eat. Grow. Panic. Repeat until the battery dies.