Soft: you lose speed, the run goes on
Cones, crates, foam walls and round white-and-orange objects. Each touch counts as a contact.
Your ship flies forward on its own, so the whole game is about where you are on the road and when you leave it. This page covers the controls, the obstacles, the stamps and the extra modes.
On a phone or tablet, drag a finger left or right anywhere on the screen. Flick it up to jump, and keep steering with the same finger right away.
slide to steer, flick up to jump.
slide to steer, jump with the round button at the bottom right.
hold the left or right half of the screen, flick up to jump.
On a computer: A/D or the arrow keys to steer, Space, W or ↑ to jump, Esc or P to pause and R to retry. You can also steer by holding the left mouse button and dragging.
If the ship feels twitchy or slow to answer, change Steering sensitivity in the settings.
Cones, crates, foam walls and round white-and-orange objects. Each touch counts as a contact.
Dark blocks with yellow and black stripes, spikes, anything with a red glow, and the edge of the road.
Boost arrows painted on the road speed you up for a moment. Ramps throw you across gaps without a jump. Spring pads bounce you over walls.
Each track has three stamps: delivery for finishing, mastery for a target time or a contact limit, and the bonus for the golden parcel on a side path.
Long tracks have checkpoints. If you continue from one, the delivery still counts, but the time no longer qualifies for the mastery stamp.
A track with all three stamps goes into the stamp album. A full world page pays capsules and mail parcels.
Cloud Post: make small corrections on bridges and ledges, and jump right at the edge of a gap or off a ramp to fly further.
Magnet Workshop: steer gently against belts, wait for a spinner blade to pass, and remember that pistons return to the same place every time.
Moon Carnival: leave blinking tiles early, trust the spring pads, and pick your next thin lane before you need it.
Choose a world and ride as far as you can. The road keeps growing from tested sections, speed and difficulty climb for roughly the first 5 km, and a tunnel about every 1,000 m switches you to another world. Your best runs are listed by distance and by points.
pulls nearby capsules to you for 8 seconds.
saves you from one hit.
doubles capsules for 10 seconds.
5 seconds during which nothing can crash you.
Riding 2,000 m in one run unlocks the Marathoner achievement.
One track for all players, refreshed at midnight UTC; the game shows when that is in your time zone. Unlimited tries, one reward for the first delivery. Each week brings one of four twists: Express (+75 capsules for finishing), Golden (capsules count double), Careful (+100 capsules for finishing with two contacts or fewer) and Parcel (a mail parcel for the golden parcel).
Three daily missions, such as collecting capsules, riding a distance or grabbing power-ups. Doing all three pays 100 capsules more.
A daily gift that grows over seven days from 40 to 350 capsules. Missing a day moves you back one step, not to the start.
The Mail Path: a free season of 30 reward levels over four weeks. Points come from missions, new stamps, the daily challenge, endless distance and ordinary deliveries.
Your best run can fly next to you as a ghost, which shows the line you took last time. After a run you can watch a 5-second replay from different angles. Both can be switched off in the settings.
Check the goal icon. Some tracks want a time, others want no contacts or at most one. Continuing from a checkpoint also cancels the time goal.
Away from the obvious line: on a high ramp, a side ledge or one branch of a fork. Loading screens and track hints give clues.
Finish The Great Sorting, the tenth track of Cloud Post. Stamps are not required.
Yes, at midnight UTC. The game converts it to your local time.