Riding solo right now. Share the link — you'll see each other.
DEEPEST LINES
WIPEOUT
back to the top of the mountain
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PAUSED
MUSIC
70
SOUND
70
CAMERA
60
LIGHT
AUTO
GRAPHICS
AUTO
INVERT CARVE
ESC or P to resume · R to restart your run · T for splits
◀
▶
POP
TUCK
FLOWLINE
ONE ENDLESS MOUNTAIN · RIDE IT TOGETHER
A D / ← →lean into the turn — hold an edge to carveS / ↓tuck low: more speed, more grip, loads a popSPACEpop off lips & rollers — in the air, A/D spinsSHIFTgrab (air) · scrub speed (ground)Tsplits — 10K / 25K / 50K / 100K
◀ ▶hold to lean — or just hold that side of the screenTUCKlow and fast: more speed, more grip, loads a popPOPlaunch off lips & rollers — lean to spin in the air
Smooth beats fast. Clean edges build FLOW, and flow raises your
speed ceiling — until the mountain is coming at you faster than you can stay perfect.
The ring around your speed. It is not a score you collect — it is a live reading of
how clean you are riding right now, and all it does is decide how fast this mountain
will let you go.
WHAT IT CONTROLS · YOUR SPEED CEILING
56KM/H
153KM/H
Empty ring, the mountain caps you at 56 km/h. Full ring, 153 km/h. It scales
straight down the middle — every 10% of flow is worth about 10 km/h of ceiling.
Flow never pushes you. Gravity does the work — flow only decides how much of it
you are allowed to keep. Steeper ground plus a full ring is where the big numbers live.
Go over the ceiling (a huge drop, a straight gully) and drag ramps up
quadratically until you are reeled back to it. You cannot outrun a low ring for long.
WHAT BUILDS IT
A clean edge. Every frame flow chases a target and the target starts from how
little you are scrubbing. Break traction and it collapses toward zero.
Commitment. A held, loaded carve targets roughly double a straight,
flat-based line. Half the target is just for being on an edge.
Smoothness. Sawing left-right costs up to 38% of the target, even if
every single turn is clean. Long arcs beat fast hands.
Balance. Your balance bar multiplies the whole thing — riding hurt caps
how high the ring can climb until you settle.
WHAT SPENDS IT
It leaves faster than it arrives. Rising, the ring moves at about
0.50/s; falling, 0.80/s. One bad second undoes two good ones.
Real skidding subtracts on top of that — a full washout burns close to
0.75/s straight off the ring.
Every stumble — tree, rock, bad landing, ice chatter — takes
1.25× its severity. A hard clip is most of your ring.
Wipeout zeroes it, and you start the next run at 0.12. The first
hundred metres are always slow. That is the point.
THE PAYOUTS · WHERE THE RING JUMPS
Stomped landings: up to +0.42 in one hit, scaled by airtime and how
high you got — the fastest way to fill the ring. Land sideways and it is a stumble instead.
Grinding a rail or box:+0.30 per second, and while you are on it the
target is pinned at 0.90. Stay pointed straight down the deck.
Threading trees: pass within 1.9 m of a trunk above 43 km/h for
+0.06 a time. Powder lines through the glades pay for themselves.
In the air flow cannot fall below 0.55 — or 0.90 while you hold a
grab. Air is a safe place to be, so a scary run is often a floaty one.
Let go before you land. Still holding the grab at touchdown costs
0.35 balance and the stomp bonus with it. Hold it as long as you dare — landing
on your hands is not landing.
READING IT WITHOUT LOOKING
The soundtrack is wired to the ring: drums come in around 10%,
bass at 26%, plucks at 44%, the lead at 68%.
If you can hear the melody, you are riding well.
Past 88% the ring turns white and reads IN FLOW. That is the top of the
mountain's patience — hold it and nothing about the terrain is forgiving any more.
Numbers are the real ones, straight out of the physics. Now stop reading and go ride.