A precision first-person movement game. Air-strafe, bounce, and rocket-jump through hand-crafted jump maps with faithfully recreated 2000s-era physics, and chase records on leaderboards that track every route, category, and discipline.

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Coming Soon To Early Access

The developers of this game intend to release as a work in progress, developing with the feedback of players.

Note: Games in Early Access are not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“Movement games live or die on feel, and feel can only be tuned by the people who mastered the originals. The core physics are done and playable, but I want veteran jumpers hammering on them and telling me where anything feels off before the game is called finished, that kind of feedback can't be simulated.

Early Access also lets the game grow the way movement communities actually grow: more maps, more routes, and eventually more movement disciplines, added and refined in the open with the players who use them.”

Approximately how long will this game be in Early Access?

“Roughly a year, though quality decides the date. The game leaves Early Access when the core experience is complete: a solid map pool, online play, and the movement feel signed off by the community playing it.”

How is the full version planned to differ from the Early Access version?

“The Early Access version focuses on the core: the movement itself, a starting pool of jump maps, and leaderboards.

For the full version, we plan to grow the map pool substantially, bring online play so runners can play together, and continue refining the movement based on community feedback. We also plan to add community-requested quality-of-life features around practicing and routing as they prove themselves.

Beyond 1.0, our long-term ambition is to grow the game into a hub for classic movement disciplines, we plan to explore additional movement modes such as surf and bhop, each built with the same physics-first approach.

What is the current state of the Early Access version?

“The core game is playable now. The current build includes:

- Complete movement physics: air-strafing, bouncing, rocket jumping, crouch and sprint mechanics, all running on a fixed-tick simulation.
- Hand-crafted jump maps of varying difficulty.
- Timed runs with start and finish zones, including maps with multiple routes.
- Local leaderboards that record your time, rockets used, and saves/loads per run, with automatically detected run categories.
- Save/load position practice, a free-flight practice mode, and instant run restarts.
- Fully customizable controls and HUD: every action is rebindable and every HUD element can be moved, scaled, or hidden.
- A settings menu covering controls, bindings, HUD layout, graphics, and map selection.

Will the game be priced differently during and after Early Access?

“We plan to raise the price modestly when the game leaves Early Access, reflecting the added content and features. Early Access players are getting in at the lowest price the game will have.”

How are you planning on involving the Community in your development process?

“Movement communities know their physics better than anyone, and this game depends on that. We plan to involve players in three main ways:

Feel feedback — if a jump, bounce, or trick behaves even slightly differently than veterans expect, we want to hear about it and fix it. Reports of anything that feels off are treated as bugs.

Maps and difficulty — the map pool grows during Early Access, and community feedback on difficulty, route design, and what kinds of maps players want next will directly shape what gets built.

The road ahead — which movement disciplines get added, and in what order, is a conversation we plan to have with the community rather than a decision made alone.

We'll be active in the Steam discussions and our community server, and unusual tricks players discover won't be quietly patched out — discovering them is part of the game.
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About This Game

A first-person movement game with faithfully recreated 2000s-era jump physics. No enemies, no story - just maps, your movement and a timer.

Movement

Air-strafe, bounce, and rocket-jump. The physics are recreated from the ground up to match the originals exactly — every jump, bounce, and speed gain works the way veterans remember.

Runs

Every finished run is timed and ranked. Leaderboards track your time, rockets used, and saves/loads per run. Categories are earned, not picked: no speedometer is Hardcore, with it is Normal. Off-rate physics or exploit tricks tag your entry instead of disqualifying it. Maps can have multiple routes, each with its own board.

Practice

Save and load your position to drill individual jumps. Practice mode lets you fly the route freely without affecting your run. Every keybind, HUD element, and physics rate is rebindable and movable.

Planned

More movement disciplines — surf, bhop, climb — built on the same physics-first approach.

System Requirements

    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 10 64-bit
    • Processor: Intel i5-8400 / Ryzen 5 2600
    • Memory: 8 GB RAM
    • Graphics: GTX 1660 / RX 590
    • Storage: 5 GB available space
    Recommended:
    • Requires a 64-bit processor and operating system
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