Runner.
Sprint down three rail tracks from a dawn freight yard to the night line. Dodge oncoming trains, run along train roofs, ride a Glide Board and outrun the Yard Sweeper.
How to play Runner
- Pick Endless, Deliveries, Daily or Breeze on the start card. Your first run teaches each move: time slows near the first barricade, low barrier, roll barrier and pit until you make the move.
- Change tracks with Left and Right, A and D, a sideways swipe or the Left and Right buttons. Swipes register as soon as your finger has moved far enough, and one touch can chain several swipes.
- Jump with Up, W, an upward swipe or Jump. Press it just before you land and the jump fires on touchdown. Roll with Down, S, a downward swipe or Roll; pressing it in the air slams you down into a roll.
- Run up ramps onto the train roofs and hop between roofs side by side. Watch the signals over the tracks: red means a train is coming down that track.
- Ride a Glide Board with Space or B, a quick double tap, or the Board button. It lasts 20 seconds, longer with upgrades, and absorbs the next crash. You start with three; rank-ups, Mystery Parcels and the Workshop give more.
- Collect coins and power-ups. Barrier hops, rolls, pit leaps, roof runs, vaults and close calls score stunt points that chain into combos. Your score is metres times your multiplier plus those stunts. Finish missions three at a time to rank up, and pause at any time with P or the pause button.
Make your move
On your computer
- Left / Right or A / D: change one track. Two presses cross the line.
- Up or W: jump. Down or S: roll, or slam down from the air into a roll.
- Space or B: ride a Glide Board. P or Escape: pause. R: restart from the pause or results card. M: mute.
- Tab and Enter operate every menu, the sound button and the movement buttons.
On your phone or tablet
- Swipe left, right, up or down anywhere on the game; the move fires mid-swipe. Double tap to ride a Glide Board.
- Optional Left, Right, Board, Roll and Jump buttons act on touch-down. Turn them on or off from the pause card.
- Play in portrait or landscape; the camera adapts. Tap the sound or pause buttons at the top.
About Runner
Runner is a three-track rail runner set on an original railway line. Kit, a courier in an orange hooded jacket with headphones and a satchel, takes a shortcut along the tracks and a squat orange maintenance robot called the Yard Sweeper gives chase. The run starts at dawn in a misty freight yard full of stacked containers, reaches a busy downtown line with station platforms and a chance of rain at noon, crosses a harbor viaduct over the sea at sunset and finishes under neon and lit windows on the night line before dawn comes round again. Each change happens inside a tunnel, and the light, shadows, sky and weather keep moving in between. Everything is built from lightweight original 3D geometry with a synthesized soundtrack whose groove changes with each zone and speeds up with the pace.
Every hazard has one silhouette, so the answer is readable from far away. Orange and white low barriers sit at knee height: jump them. Roll barriers hang a striped board with an open gap underneath and downward chevrons: roll under. Tall red and white signal barricades need a track change. Inspection pits with yellow edges need a jump. Parked trains block their track, but a ramp in front of one lets you run up and along the roofs, hop across to the roof beside it and drop off the end. Oncoming trains are always moving toward you: change tracks early. Brushing the side of anything is a stumble that brings the Yard Sweeper right behind you for four seconds, and a second stumble in that time means it catches you.
The course is assembled from 45 authored patterns in four difficulty tiers, from a single barrier to rush-hour trains, roof chains and leaps from a roof over a row of pits. Our tests run every pattern through the real game rules and prove it can be cleared from any track, at every speed the game uses, with only one input every quarter second, even when you arrive mid-jump. Speed rises through five visible pace steps and stops at a fixed cap after about 3.4 km. Power-ups float between patterns: a Coin Magnet, Spring Kicks that jump onto train roofs and over barricades, a Gust Pack that flies you over everything along a sky trail of coins, 2× Score, which doubles your multiplier while it lasts, and Mystery Parcels holding coins or a board.
There are four ways to play. Endless is the classic run through all four zones. Deliveries are 24 routes, six in each zone, that end at a finish gantry; each is worth three stars for finishing, collecting all three stamps and gathering 60% of the coins, and stars open the later zones. The Daily Route is the same line for everyone on a given day, run on standard gear with one Glide Board, three stamps, a streak and a result you can copy. Breeze is a gentler pace with three hearts, where a crash costs a heart instead of the run. Progress, bests, coins, boards and outfits are saved in this browser only; there is no account or online leaderboard.
A line that changes as you run
Freight Yard, Downtown Line, Harbor Viaduct and Night Line follow each other through tunnels while the sun crosses the sky from dawn to night. Mist burns off, showers pass, pigeons scatter, crowds cheer and trains rumble by on the side tracks.
Trains you can read and ride
Parked trains form corridors, ramps lead up onto their roofs, and oncoming trains sound a horn and turn the signal over their track red. All 45 patterns are proven clearable from any track at any speed.
Earned, never bought
Missions raise your score multiplier up to ×30 and pay coins and Glide Boards. Coins lengthen power-ups and buy boards and outfits. There are no purchases, paid revives or energy timers.
A little help for your next high score
- Read the silhouette, not the zone: low means jump, an open gap under a board means roll, tall means move, and a ramp means up.
- Take the ramps. Train roofs carry you above barriers and oncoming trains and score a Roof run stunt when you ride them to the end.
- A red signal over your track means an oncoming train. Move before its headlights fill the screen, then look for the next open track.
- Save a Glide Board for the fast late stretch. One board absorbs one crash, and stumbles are cheaper than crashes: a single bump only brings the Sweeper close.
- Spend your first coins on Coin Magnet and Spring Kicks upgrades. The Daily Route always uses standard gear and one lent board, so upgrades never decide it.
Good questions
How do I control Runner?
On a keyboard, arrows or WASD change tracks, jump and roll, and Space rides a Glide Board. On a phone or tablet, swipe in the direction of the move and double tap for a board; the move fires mid-swipe. Optional on-screen buttons do the same on touch-down.
Is every obstacle pattern fair?
Yes. Each of the 45 patterns is tested with the real game rules and can be cleared from any track at every speed from 13 to 25, with one input every quarter second and no stumbles, even when you arrive mid-jump. Oncoming trains are always visible and moving before they reach you.
What happens when I stumble or crash?
Brushing the side of a train or barrier is a stumble: you bounce back to your track and the Yard Sweeper robot stays right behind you for four seconds. A second stumble in that time and it catches you. Hitting something head-on ends the run, unless a Glide Board or, in Breeze, a heart takes the hit.
What do the power-ups do?
The Coin Magnet pulls in coins from every track. Spring Kicks give high jumps that clear barricades and land on train roofs. The Gust Pack flies you over everything to a sky trail of coins and clears your landing. 2× Score doubles your multiplier while it lasts, and a Mystery Parcel holds coins or a Glide Board.
How do missions and the multiplier work?
You always have three missions, such as dodging oncoming trains or running a distance in one run. Finish all three to rank up: your score multiplier rises by one, up to ×30, you earn coins and a Glide Board, and some ranks unlock outfits. Missions can only be completed by playing.
What are Deliveries, the Daily Route and Breeze?
Deliveries are 24 routes, six per zone, with a finish gantry and three stars each. The Daily Route is one shared line per day on standard gear with one lent board, three stamps and a streak. Breeze runs at a gentler pace with three hearts.
Can I buy coins, boards, revives or upgrades?
No. Coins come only from playing, missions and Mystery Parcels. Coins buy Glide Boards, outfits and longer power-ups. There are no paid revives, energy timers or purchases, and no account: progress is saved in this browser.


