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The forest floor
Reward in 250m
CLIMB

SwarmLeaper

Press, aim, let go. Never stop climbing.

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The forest floor

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How it works

Press and holdan arc shows the jump you are about to make.
Slide left or rightthat is your angle. Far out to the side is a long flat leap; near the middle is a high one.
Let go to jumpyou only get one jump per landing, so the arc is the decision.
Walls bouncea flat leap into the wall comes back. Bank shots are real.
Hold in mid-airpress and hold the left or right of the screen to push yourself that way while you fly. You have about a second of it per jump and it refills when you land - enough to save a near miss, never enough to fly.
Relicsthe booster wearing a crown of light. It permanently raises your control, your jump or your float - and it keeps them between runs.

The platforms

Crackedgives way shortly after you land, and the fuse gets shorter the higher you climb.
Springbounces you straight back up without spending your jump.
Rocketfires you a long way up the moment you touch it.
Gooholds you for a beat and takes the power out of your next jump.
Slickno grip. You keep sliding and you will go off the end.
Driftingnever where you left it.
Nestalready occupied. Touching one of them ends the climb.
Slabdown in the halls. It settles under you and keeps going. Do not stand and think.
Capin the caves. A soft bounce that costs you nothing and gains you a little.
Limbin the forest. It bows, then throws you higher than any spring - if you are still on it.
Cloudin the open sky. You sink into it and it thins away underneath you.
Drifting rockout in orbit. A ferry. Ride it as far as you like; there is nothing to hold on with.

Things worth catching

Every zone has one, and hitting it throws you upward - bubbles in the flooded halls, moths in the caves, birds in the forest, balloons in the open sky, sparks out in orbit. They come back a few seconds after you take one.

The swarm

They have been coming up since the moment you started, and they follow your best height. Standing still lets them reach you. Falling drops you into them. Early on they are close behind; the higher you get the more rope you have, but they move faster.

Reward bands

The bar at the top fills as you climb. Cross a band and you are given something - a shield, a net, a rocket, or the swarm shoved back down. Every few bands is a safe zone that pushes them a long way back and hands you a shield.

Press T at any time to watch the game tune itself.

Self-tuning

Every run puts a few of these in play, measures how long you lasted and whether you came straight back, and moves toward what keeps people climbing. ×n is how much evidence a rung has.