ANTIGRAV TIME ATTACK
Touch. Put your thumb anywhere in the lower left area: a slider appears where you press and steers left and right. On the right, BRAKE sits beside BOOST, and the boost gauge stands above them. Pause is the top left button. Left handed layout is in Settings.
Keyboard. Left and right arrows steer. Space or up arrow boosts. Down brakes. Esc pauses. In menus, up and down move, Enter selects.
Install. On Android and desktop Chrome the menu offers INSTALL APP when the browser allows it. On iPhone and iPad, use Share, then Add to Home Screen. The installed app runs full screen and works offline; when a new version is ready it says so, and you choose when to restart.
Thrust has four rungs, and the vertical gauge is that ladder. Cruise is where you start. Boost is bought: the gold layer is your reserve, spent while you hold BOOST, refilled slowly — and much faster by drifting.
Super boost is found or earned. A magenta pickup gives it outright; drifting cleanly while boosting climbs the white layer over the gold, and when it reaches the top the super boost fires on its own. It lasts five seconds and pins a full reserve.
G-SURGE is earned only. Keep drifting cleanly during a super boost and the warm white layer climbs; at the top the world goes quiet and white for five seconds. Touching a wall empties whatever you were climbing.
As a rung ends, its layer drains and uncovers the one below.
Push the stick hard into a corner until grip breaks: the ship slides wide while pointing into the turn, the hull glows, and the gauge pulses. That is the main way to keep boosting, and the only way up the ladder.
Perfect Drift. Chain drifts without touching a wall. From the third one, every drift pays points and the climb up the ladder runs faster; the window to start the next drift narrows as the combo grows, and a wall or a pause drops it.
Near Miss. Skim a wall without touching it and the pass pays points and a little boost — more the closer and the faster. Touch it and the pass pays nothing.
Fuel. The thin orange bar under the hull is your tank. Boosting burns it, a super boost burns it faster, and on Medium and Hard even cruising sips at it. Orange cans refill it, and a G-SURGE fills it to the brim. Run dry and you can still cruise, but you cannot boost until the next can.
Invincibility. A violet ring makes the walls harmless for a few seconds — and more than harmless: lean on one and it pushes you faster. Ride the outside of a corner while it lasts.
Your score is your speed multiplied by a live multiplier, added up every instant. Distance alone is worth little, speed is what pays.
Coins raise the multiplier, and how much depends on the rung you are on when you take them: a little at cruise, more under boost, more again under a super boost, and the most in a G-SURGE. The coin's colour tells you which. Above 1000 km/h the multiplier also decays half as slowly, so holding top speed protects what you built.
The multiplier erodes on its own, and hitting a wall halves it.
The bar along the top of the screen is your hull. Impacts cost points in proportion to how hard you hit, scraping along a wall drains it continuously, and landing off track after a jump hurts too. Damage cuts your top speed, your steering and your boost recharge. At zero the run ends.
Green pickups repair the hull. Magenta ones give a super boost. Violet rings make you invincible for a while. Orange cans are fuel.
It never repeats and never ends. Banked corners open up as you go faster, crests become ramps at speed, and corkscrews roll the whole track around you. Gravity still applies while you are upside down.
The leaderboard is stored on this device only.
Every value of the simulation, applied live. Each one has its own reset, and wrong settings here can make the ship undrivable. The global reset is at the bottom.