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Surf

How it works, and what it shows: read the note on the blog.

The movement follows the rules in Valve's Source SDK, written here from the physics and checked against the SDK's code: in the air your keys add speed only until you are going 30 units a second their way, gravity is 800, and a slope steeper than about 45 degrees has no friction and only takes away the speed going into it. This game raises air acceleration to 150 and runs at 100 steps a second, and its speed limit is 5000 units a second along each axis, raised on eleven courses, up to 12000 on Wormhole. Simplified: no stairs, crouching or water, and a held jump hops as you land. On a phone, surf assist holds A or D for you (into the ramp while you ride it, the way you turn in the air), so one thumb steering is enough. The ghost is a rider that presses only the keys a player could, in the same movement code, riding each ramp's face and squaring up to the next in the air.

What's new
  • 2026-10-06: Two tunnel courses. Lava Tube: a tunnel over every ramp but the first and last, an S-bend of two curved tunnels, short chambers that switch faces and an eleven-thousand-unit tube out to daylight. Metro: four switchbacks between tunnels, a loop line of 120 degrees underground, and an express run with the speed limit raised to 7000.
  • 2026-10-06: Turn your phone sideways and the game fills the screen, with the thumb controls over the picture. Turn it upright to get the page back.
  • 2026-10-06: Splits: each time you reach a stage, the game says how far ahead or behind you are of the ghost at that point, and of your own best run once you have one; the finish says your gap to the ghost too.