Controls
- Steer left
- ← or A
- Steer right
- → or D
- Start / action
- Enter or Space
- Pause
- P or Esc
On touch, tap to start and tap the left or right side to steer.
How a run works
You drive up a four-lane neon road that never ends. Traffic comes toward you in rows, and a single collision ends the run — there are no lives and no health bar, just a short crash animation and the Wrecked screen. From there you can restart after half a second.
Steering is free rather than locked to lanes. Your car slides anywhere between the two road edges, and it steers faster as the road speeds up, so the car feels roughly as responsive at top speed as it does at the start.
How scoring works
| Source | Points |
|---|---|
| Distance | 1 point for every 12 px the road scrolls |
| Near miss | +15 each time a car finishes passing close beside you |
| Lightning bolt | +25 |
Distance makes up most of any score — at top speed the road pays out around 65 points a second. Near misses are the part you control: a row of two or three cars can be threaded for several at once, and in dense late-game traffic they add up quickly.
How it gets harder
Three things ramp up together:
- Road speed climbs quickly at first and then levels off. It is roughly twice the starting speed after a minute and approaches its ceiling after about two.
- Rows arrive more often. The gap between rows shrinks over the first minute, from about one and a half seconds to about eight tenths.
- Rows get fuller. For the first ten seconds every row is a single car. Until 35 seconds, a row is one or two cars. After that, most rows are two cars and about one in six is three.
What never changes is the guarantee: every row has at least one free lane, and that free lane is either the same as the previous row's or one lane over. The game is never unwinnable — it only asks you to read it faster.
Strategy
Ride the lane lines
Collisions only count when your car's centre is within 40 px of another car's centre sideways. Lanes are 100 px apart, so sitting exactly on the line between two lanes leaves you 50 px from both — you can slip between cars in the two neighbouring lanes. The window is narrow (about 20 px), but it is real, and both of those cars register as near misses on the way past.
Follow the bolts
Lightning bolts only ever spawn in their row's guaranteed free lane. When you see one coming, you are looking at the safe path as well as 25 points.
Think one lane ahead, never two
Because the free lane moves at most one lane per row, you never need a full-width dash. Drift toward the side the next gap is likely to open on, and keep your inputs small. Most crashes at high speed come from over-steering, not from being boxed in.
Farm near misses early
In the first half-minute rows are sparse and the road is slow. That is the cheapest time to practise brushing past cars for the +15 — a habit that pays far more later, when rows are full and every one is a chance for two or three.
Good to know
- Keyboard controls follow physical key positions, so WASD-style steering works on any keyboard layout.
- Switching tabs pauses the game automatically.
- Your best score is saved in this browser only. Clearing site data resets it.
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