Signal Run controls, Overdrive and friend ghosts
Learn the three-sector circuit and how challenge replays work.
Three selectable circuits
New solo circuits now have different elevation and curvature: First Light has rolling skyways and garden bridges; Prism Transit climbs to high viaducts; Ember Foundry descends through industrial trenches and a lower bypass. At 170, 550 and 950, choose the indicated side before the gate. Steering cannot cross the gap while the bridge is separate; the lanes reconnect at the exit. Fast routes retain their jump/slide/jump sequence. Moving blocks require dodging; E can open timed shutters. Old shared challenges retain their original layout and rules; new terrain records are compared separately.
Build your flow
Use A/D or arrows to change lanes, Space to jump and Shift to slide. E activates the signal pulse. Precisely timed obstacles and gold air rings build energy. At 100%, Q activates a short Overdrive burst. Three express routes offer faster but more demanding jump-slide-jump sequences.
Pick a personal goal
Before a new run, choose Clean line (at most 6 / 3 / 0 collisions), Signal seeker (18 / 36 / 60 fragments), Find your flow (3 / 8 / 14 perfect clears), or Take the side road (1 / 3 / 6 express routes and air rings combined). Finish the course to earn bronze, silver or gold for that selected goal. Your best badges remain in the result screen’s collection on this device. Reloading the same completed run does not add another completion. These goals use the same timed course and do not award money.
Finish and challenge a friend
Finish a run and use its challenge link to share the same course with your recorded ghost. Ghosts are replays rather than simultaneous multiplayer. Submitted times are checked by replaying the input record on the server. The design preview does not submit account scores.
Keep it comfortable
Esc pauses. Graphics and sound are available from Settings; touch controls are included. The game pauses when the window loses focus. If a result cannot be saved, use the visible retry action rather than assuming it reached the leaderboard.
Spring, flux and lift beams
New solo runs include spring decks, flux gates and lift beams. Stay grounded on a spring to launch and gain 12 energy; jumping or sliding over it bypasses the spring. Keep E pulse active while crossing a flux gate for five seconds of light collection across the main road lanes. It does not pull lights across separated bridges. Orange low beams require a jump; cyan high beams allow a slide. You can also change lanes. The beam preview estimates your arrival; watch the moving beam as you approach. Older challenges retain their original course; generation 3 records and ghosts are separate.
Follow a hidden signal
Generation 4 connects spring → airborne ring → slide and pulse → shutter → hidden branch. The spring ring gives 20 energy when caught in flight. Near distances 355 and 835, look for the E / TRACE markers: pulse within 45 m of the split, or use an active flux magnet, to reveal a hidden bridge. Enter the marked outer lane before the fork locks. Without discovery the entrance returns you to the main road. Jump then slide inside; a clean exit awards 35 energy and a speed burst. Discovery lasts for that run. Old challenges and their records keep their original rules.
Flight school and Trailblazer
Open Flight school from the ready or pause screen. Practice a spring → ring → slide, a flux → secret route, or a moving beam using the real circuit physics. Retry with R; Escape pauses. Training stays on this device, cannot submit ranked scores, and leaves your full run paused. Back in a full run, Trailblazer awards bronze/silver/gold for claiming one/two/three marks: the launch ring and both clean hidden routes, then finishing. Badges are local and have no cash value.