Win and fail conditions
Your runner moves forward automatically. You win a section by reaching the finish or surviving longer than rivals. You fail if you hit spikes, fall into a gap, or land on an unsafe surface after a flip.
- No free jumps—only gravity inversion.
- Contact with red spike geometry usually ends the run.
- Missed landings after a flip count as a fail.
- Checkpoints let you retry from the last safe point.
Core gravity rule
Each input flips your gravity state. If you are on the floor, you switch to the ceiling; if you are on the ceiling, you switch back to the floor. The world does not pause while you decide.
- One press = one flip.
- Double-flipping mid-air can save or doom you.
- Unnecessary flips waste reaction time.
- Safe ground is always the priority surface.
Controls by device
| Device |
Flip gravity |
| Desktop |
Space, click, X, or assigned key |
| Mobile / tablet |
Single tap anywhere on screen |
| Gamepad |
Any mapped face/button press |
| Local multiplayer |
Each player gets a unique key |
Multiplayer rules
Everyone runs the same course. Players are eliminated when they hit a hazard. The last runner standing—or the first to finish, depending on the mode—wins the round.
- Watch your own line before watching rivals.
- Do not mirror another player’s panic flips.
- Eliminated players can usually spectate until the round ends.
- Consistency beats aggressive early lead hunting.