ONE TAP. ONE BEAT. ONE HIT AND IT IS OVER.
A rhythm game with a single verb. Tap and the runner jumps. There is no second button, no hold, no swipe and nothing to steer — a stranger is playing it correctly two seconds after opening it, and still getting better at it an hour later.
THE OBSTACLES ARE ON THE BEAT, AND THAT IS ARITHMETIC
Everything in the track runs on a 145 BPM clock. An obstacle is not placed at a position, it is scheduled at an ARRIVAL TIME, and where it is drawn is worked out backwards from the time it has left. That inversion is the whole game: the speed rises through a run, but a speed change can never drag an obstacle off its beat. The pattern you learned at the start still works at the end. You just get less warning.
THE JUMP IS EXACTLY ONE BEAT LONG
Airtime is one beat, no more and no less. So a tap on the beat before an obstacle peaks exactly over it, and you are back on the ground precisely one beat later, ready for the next one. Once that clicks you stop watching the screen and start listening to the run.
TIMING IS THE SCORE
• Clear an obstacle and it pays. Clear it with the arc centred on it — inside a 55-millisecond window — and it is a PERFECT, worth a bonus on top and a link in the chain.
• The chain climbs to x15 and tips into FEVER partway up, doubling everything.
• Distance is worth almost nothing on purpose. A fat per-second score is attendance pay; here the number comes from clears and from timing.
• Coins hang at the apex of the arc that clears each obstacle, so the collectable and the tutorial are the same object.
FIVE TEMPO TIERS, THIRTEEN HAND-BUILT BARS
Patterns are a written table, not a dice roll, because a rhythm game is a memory game — the run has to be learnable or there is nothing to get better at. New bars unlock every 22 seconds through five tempo tiers: even beats first, then the off-beat, then continuous off-beat running, then spires, then a bar that is nothing but spires. The same bar never plays twice running, and a relief bar drops in now and then so a long run has somewhere to recover.
NO PATTERN IN THIS GAME IS UNCLEARABLE
Every bar in the table is re-checked at boot against the actual jump arc — how much timing error it forgives, and how much ground time sits between any two obstacles. Anything under the floor is a bug, not difficulty, and it is refused rather than shipped. When you miss, you missed.
FOUR OBSTACLE SHAPES
Pylons, blocks, towers and spires. A spire is the tallest thing in the game and forgives the least, which is exactly why the last tier is full of them.
CONTROLS
Tap anywhere. That is the entire control scheme.
AN OFFLINE RHYTHM GAME, ACTUALLY OFFLINE
• Fully offline. No account, no sign-in, no internet needed. No track downloads, no streaming, nothing to wait for.
• No paywall. Nothing in the game is locked behind a purchase.
• No energy meter, no lives timer. One hit ends the run and the next one starts immediately.
• Your personal top ten scores, kept on your device.
• A daily challenge with a streak that pays coins, tracked on your device — no account, no server.
WHAT YOU UNLOCK
• 272 vector cosmetics across six tabs — runners, obstacles, backgrounds, scenes, screen modifiers and soundtracks
• 20 unlockable chiptune soundtracks, each with a preview before you spend a coin
• Coins hang on the line a correct jump takes, so playing well and earning are the same act
If you wanted a one tap game you can start in two seconds, that runs on a real beat, and that works with the wifi off, this is it. Free to play with ads and optional in-app purchases. Optional rewarded video: watch one to continue a run or top up coins. Always your choice, never forced. The one-time VIP Arcade Pass removes interstitial ads, doubles the coins you earn, and pays a 25,000-coin bonus.
One tap. Every obstacle lands on the beat. An offline rhythm game, no wifi.