SOLO
GROOMED
0:00.00

SPLITST

0m
DESCENT
0KM/H
FLOW
RECOVER

ON THE MOUNTAINRIDERS

Riding solo right now.
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DEEPEST LINES

WIPEOUT
back to the top of the mountain
GRAPHICS DRIVER RESET
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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
ONE ENDLESS MOUNTAIN · RIDE IT TOGETHER
A D / ← →lean into the turn — hold an edge to carve S / ↓tuck low: more speed, more grip, loads a pop SPACEpop off lips & rollers — in the air, A/D spins SHIFTgrab (air) · scrub speed (ground) Tsplits — 10K / 25K / 50K / 100K
◀  ▶hold to lean — or just hold that side of the screen TUCKlow and fast: more speed, more grip, loads a pop POPlaunch 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.
BUILT BY BROWSER USE

FLOW

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.
SHAPING THE MOUNTAIN