MOBILE CANYON RUNNER
Made with Veltos
0
II
♪
i
0 m
‹
LEFT
▲
JUMP
›
RIGHT

HOW TO PLAY

Sprint the canyon. Collect crystals. Don't stop.
Move Tap left / right zones · swipe ‹ › · tilt
Jump Tap center zone · swipe up · Space
Keyboard ←→ move · ↑ jump
Pause II button · P
Tip Obstacles ramp up slowly — learn the rhythm!

PAUSED

Take a breath, runner.

RUN OVER

The canyon claims another runner...
SCORE
0
BEST
0
DISTANCE
0m
MAX COMBO
x0
Key changes made: - **Grace period**: the first ~60m of every run is a pure gem runway with zero obstacles, letting players settle in. - **Gradual difficulty curve**: obstacles scale over the first 900m — single obstacles only at the start, double-blocks unlock after ~270m, and full jump-walls only appear past ~400m. Speed also ramps slower (11 → 32 instead of 15 → 36). - **Guaranteed safe paths**: every obstacle row always leaves at least one free lane, gems mark the safe route, and jump-walls can't repeat back-to-back. - **Forgiving hitboxes**: obstacle collision boxes are ~12% smaller than visuals, and gem pickup radius is larger. - **Mobile controls**: three large tap zones (left / jump / right) at the bottom with visual press feedback, plus swipe gestures and tilt steering on mobile, haptics on jump/hit, and a pause button with auto-pause when the tab is hidden. - **Mobile performance**: shadows disabled and pixel ratio capped on touch devices, portrait-first camera framing.