Cloud Post
Ten tracks over the clouds that teach everything the later worlds build on.
- What it adds
- Steering, jumps, ramps, spiked gates, boost pads
- Speed vs. track 1
- 100–120%
- Finale
- The Great Sorting
The campaign has 30 tracks in three worlds. Finish a world's tenth track and the next world opens. After all 30, the reverse post sends you through every track again, mirrored.
Ten tracks over the clouds that teach everything the later worlds build on.
Machines that push, spin and slide across the road, plus a few pranksters.
The fastest and busiest world, with the campaign finale at the end.
| World | What it adds | Speed vs. track 1 | Finale |
|---|---|---|---|
| Cloud Post | Steering, jumps, ramps, spiked gates, boost pads | 100–120% | The Great Sorting |
| Magnet Workshop | Conveyor belts, spinners, pistons, forks, moving platforms | 120–140% | Main Workshop |
| Moon Carnival | Crumbling tiles, spring pads, split lanes, a runaway finish | 140–160% | Grand Parade |
Once the campaign is complete, 30 mirrored copies of the tracks open in the same order. Left turns become right turns, so the lines you memorised stop working. The mastery time of a mirrored track is the same as the original.
Pick a starting world and ride for as long as you can. The road is put together from tested sections while you fly. Speed and difficulty keep rising for about the first 5 km, then stay at their maximum. About every 1,000 metres a tunnel carries you into another world, and power-ups appear on the road: a magnet, a shield, double capsules and a rocket.
Every player gets the same track for the day. It changes at midnight UTC. Attempts are unlimited and the reward is paid for the first delivery. Each week adds a twist: extra capsules for finishing, double capsules, a bonus for a careful finish with two contacts or fewer, or a mail parcel for the golden parcel.