Hoverhop

Hoverhop guide

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.

Controls

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.

Three touch schemes (Settings, Controls)

  • Finger

    slide to steer, flick up to jump.

  • Finger + button

    slide to steer, jump with the round button at the bottom right.

  • Zones

    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.

What is safe and what is not

Soft: you lose speed, the run goes on

Cones, crates, foam walls and round white-and-orange objects. Each touch counts as a contact.

Hard: the run ends

Dark blocks with yellow and black stripes, spikes, anything with a red glow, and the edge of the road.

Helpers

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.

Stamps, checkpoints and the album

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.

Endless route

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.

Power-ups

  • Magnet

    pulls nearby capsules to you for 8 seconds.

  • Shield

    saves you from one hit.

  • ×2

    doubles capsules for 10 seconds.

  • Rocket

    5 seconds during which nothing can crash you.

Riding 2,000 m in one run unlocks the Marathoner achievement.

Daily challenge and weekly twist

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).

Daily missions, gifts and the Mail Path

  • 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.

Ghost and replay

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.

Guide FAQ

Why didn't I get the mastery stamp even though I was fast?

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.

Where is the golden parcel?

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.

How do I open the second world?

Finish The Great Sorting, the tenth track of Cloud Post. Stamps are not required.

Does the daily challenge reset at the same time for everyone?

Yes, at midnight UTC. The game converts it to your local time.

Play now Google Play