The whole game
Tap to flap. That’s the whole control scheme. But a flap also echo-locates, throwing a wavefront out ahead of you that lights the rock it touches, and then fades. Stop flapping and you keep your altitude a little longer, but the cave goes dark around you. Flap to see, and you hit the ceiling you just lit.
That’s the game. Not just “avoid the obstacles” — decide, several times a second, whether you would rather know where you are or be where you want to be.
Anatomy of one call
One tap does three things at once, and they pull against each other. It sets your upward speed — it does not add to it, so a rhythm of small taps flies flatter than one big one. It costs you the choice of staying low. And it calls: a circle of sound leaves the point you were at, travels outward at 258 units a second, and lights whatever surface it crosses.
The light it leaves is not a lamp. Each lit patch of rock starts at full brightness the instant the wavefront reaches it and fades to nothing over the next 0.86 seconds. Near walls light before far ones, because the sound gets there first. Everything you can see is a memory.
No download, no install
This is the real thing, not a video: the same physics, the same cave generator and the same pixel renderer the phone game uses, ported to the browser. Tap or click the cave to flap. One hit and you are done.
The phone game is the full one: sound built from the flight itself, six colour schemes, and a global top 100. Get it free on the App Store.
The difficulty ramp
Most endless games get harder by giving you less room. This one does that too — and it also takes the light away. Drag through four kilometres of cave and watch the numbers move. The plate underneath is the cave that actually exists at that depth, flown by the same engine, not a drawing of the idea.
Only one of the three falls in a straight line. Light lasts goes from 0.86 seconds to 0.70 and never once goes back up. The corridor breathes instead: it narrows on average, but it is interrupted by chambers, which open it right out for a breather, and stabbed by pinches, which close it to barely more than a wingbeat. Drag slowly and you will find both.
On a phone
The cave is drawn as coarse pixels on a lattice, four palette steps deep, and brightness is the whole hierarchy — the brightest thing on the screen is always the thing that just answered you. There is no type in the game that is not built from the same 3×5 table the walls are drawn on.
When you hit something the cave floods with light for a moment and you finally see all of it: the shape of the thing that killed you, and how close the way through really was.





What you get
Questions
Take it with you
Every run kept, the sound on, and a hundred people ahead of you to chase.
Free. No advertising, no purchases, no account.