A starship that never stops accelerating, over a track strung across a future city.
Every barrier has six cells and not all of them let you through. A blue portal is a way in; a red one ends the run. You can coast the empty gaps, but your combo resets and you score nothing. To get anywhere you have to take the right opening.
THREE SEPARATE GAMES
VOYAGE — The campaign. The run changes character as it goes: portals start trading places, then flipping colour on a rhythm, then going dark as they close so you have to hold the layout in your head. Eventually all of it happens at once. In between there are levels where the portals come off the track entirely and only oncoming craft are left, and star rushes to collect.
RACE — No ceiling on the speed. Barriers roll their own size, the climb never stops, and the only goal is the highest number. A missed portal costs one step of combo instead of all of it — a long climb should not end on a single mistake.
DODGE — No portals, no barriers. Only oncoming craft, thicker than anywhere else in the game, and a speed that climbs without end. How long can you last?
THREE SHIPS
EXPLORER — the classic silhouette: saucer hull and two nacelles.
DAGGER — narrow, sharp, one big engine.
ANVIL — wide and blunt, with four engines across the back.
OVERDRIVE
Thread the exact centre of a portal and the bar fills faster. When it is full, tap the screen: for a few seconds red portals no longer kill you, they shatter like glass. The rare golden portal drops you into a lit tunnel where there is nothing to do but collect.
BY DESIGN
- Fully offline by default. No internet permission required to play.
- Colour is never the only cue: portals differ in shape and motion too.
- Scores stay on your device.
Music and imagery were produced with AI tools.
Thread the portals, dodge the traffic. The speed never stops. How far?