An endless crossing game seen from above. A jackrabbit, a wagon road with traffic on it, a river carrying logs, a level crossing with a train due — and exactly one direction that counts. You hop forward until something stops you, and the only question every run asks is how far up the trail you got first.
The goal
Get as far up the trail as you can. Distance is the score, and it counts only the rows you have actually climbed: hopping sideways or back can keep you alive, but it never moves the number. There is no end to reach and no level to clear — the trail keeps generating ahead of you, and the run is over the moment something catches you.
Your best run is kept on your device, and it matters for more than pride: it is one of the two things that unlock the other hoppers (see below).
Controls
- TapHop forward one row. On a phone, tap anywhere on the trail.
- SwipeHop sideways or back, in the direction of the swipe.
- KeyboardW A S D or the arrow keys — up is forward.
What ends a run
Roads and rails
A wagon or a train ends the run — whether you hopped into it or it arrived while you were standing there. Wagons come along a road on a rhythm, so a road is a gap to wait for, not a wall. The level crossings warn you before a train: the lamps come on, and they come on early enough to walk away from.
Water
Water is not ground. Land on a log or you drown, and the check happens the moment you land, however fast you are tapping. A log then carries you downstream while you stand on it, so every river is two problems: getting on, and getting off again before the current carries you out of the world.
Rocks
Rocks block a square outright. They cannot end a run; they only cost you the hop you wanted to make, which on a busy road can be enough.
The dust
A few seconds into every run, a wall of dust starts moving up the trail behind you, and it never stops. It is what turns the game from a queue into a decision: stand on a safe strip long enough to be certain of a gap and the dust takes the decision away from you; go on the first gap you see and the gap is usually a wagon. Standing still is never free.
Coins and the hoppers
Every hop forward pays coins, and it pays them unevenly on purpose: hops past the first stretch are worth more, and hops deep into a long run are worth more again. Quitting early and starting over is always the worst way to earn — the game would rather you got better than that you played more.
There are ten hoppers. Every one after the first three is held by two locks at once: a price in coins, and a best single run long enough to have earned it — from a hundred hops for the first of them up to four hundred for the last. A full purse buys nothing on its own. The tenth is not sold for coins alone, and what else it wants is left for you to find.
Tips
Look two rows ahead, not one
The row in front of you only tells you whether the next hop is safe. The one after it tells you whether you will be stuck there. A safe landing with a busy road beyond it is a place the dust will catch you.
Cross behind a wagon, not ahead of it
The moment a wagon has passed your column is the longest gap that road will give you. Going just ahead of one means racing it; going just behind it means the road is already emptying where you are.
Treat a log as a lift, not a floor
Plan the way off before you step on. The current is always moving you towards the edge of the world, so the log you land on decides where you can leave from. Look at where it will have carried you by the time the next row is clear, not where it is now.
Believe the lamps
When a crossing lights up, the train is coming and it will not wait for a nearly-finished hop. The warning is generous; the train is not.
Play long runs, not many runs
Because deep rows pay more, one long run earns more than several short ones — and it is the only thing that moves the best-run lock on the later hoppers.
Good to know
- Everything is kept on your device, in the browser: your best distance, your coins, what you have unlocked and which hopper you are wearing.
- No account, no sign-in, and nothing is sent anywhere. Clearing your browser data clears your progress.
- Which hopper you wear is purely cosmetic — every one of them plays exactly the same trail the same way.