Everything you need to know about the game
Every tap lifts the bird by a fixed amount - tapping faster does not stack force, so skill here is about *when* you tap, not how quickly.
You pick three birds before you launch. Swapping birds changes gravity, lift, drag and how the wind holds you back - and when one falls, the next takes over in mid-air.
The finger that would tap an item is busy flying. So the shield snaps on the instant it is needed and slow-time triggers as a hard stretch begins. The question is never when to use them, only what to bring.
Clear a zone and the world rolls over - grassland to forest to city to ocean. Day slides into dusk and then night, and rain, snow and storms arrive at every strength.
9 missions reset every midnight. Complete them all for maximum rewards!
Reach the required level to permanently unlock a title. Titles are displayed on your profile and are never revoked.
Swapping birds is not a costume change: gravity, lift, drag and how hard the wind holds you back all change with it. You take three into a run, and when one falls the next takes over in mid-air - same sky, completely different controls, which turns "who flies second?" into a real decision. The number is the fare per run. Only the free sparrow has no special power, and that is both why it is free and the baseline that tells you what every other bird is adding.
Light and quick. Blown around by wind.
Balanced in everything.
Keeps its momentum. Plan ahead.
Slow but steady. Sees in the dark.
Rides strong wind upward.
Heavy and calm. Needs wide gaps.
One huge flap. No spamming.
Feather-light and precise. Fears wind.
Barely flies. Doubles your feathers.
Items last 50% longer.
Obstacles are not something you collect - only coins and items are, and everything else has to be avoided. The one exception is resistance. Obstacles fall into four families and every bird stands up to one of them, and standing up to it does not mean passing through: the obstacle is knocked away and the bird goes briefly invulnerable. The weak families (creature, fragile) grant it always; the strong ones (solid, force) only once per run.
Flock
Raptor
Bats
Gorilla
Giraffe
Rhino
Dinosaur
Flocks, raptors, bat swarms, and the beasts standing on the ground. A big bird shoves straight through them. A gorilla stands lower than the gap so you go over it; a giraffe stands higher so you slip past its neck instead. Same kind of thing, opposite answers - you have to recognise which one it is.
Web
Wire
Smoke
Antenna
Webs, wires, smoke and antennas. A small or nimble bird simply slips through. Smoke does not kill you - it blinds you, so the danger is never the smoke but whatever is behind it.
Building
Branch
Falling Rock
Icicle
Barrier
Drone
Helicopter
Bouncer
Buildings, branches, falling rock, icicles, moving barriers and machines. Most of this game's walls live here. It is a strong family, so resistance to it only works once per run. The bouncing boulder is the odd one: it asks when, not where - two paths open at the same spot, alternating in time.
Tornado
Fireball
Tornadoes and fireballs. They are weather, not objects, so you push through rather than break them. A tornado does not hit you - it pulls you in, which makes avoiding it a different problem from everything else.
There are four more items the shop does not sell. You do not stock up on these - you simply find them in the air, and they never arrive as a gift either, because a present you cannot find in the shop is a present you cannot explain. Two of them work against each other: Light slows your fall, while Heavy speeds it up and in exchange the wind stops moving you.
LIGHT
Gravity eases - you fall slowly.
HEAVY
You get heavy - and the wind stops moving you.
WIND
The wind barely reaches you.
BURST
Coins pour down for a moment.
The corridor between the pillars above and below is the centre of this game. The end caps are square in every theme so the edge of the gap is never ambiguous; what tells you where you are is the surface instead - vines and leaves on wood, windows and rusted rebar on city towers, trapped air bubbles in ice, cracks and moss on stone.
Tree
Building
Ice
Stone
Every 500m the world rolls over into the next one. It is not a repaint: the strength of the wind, how far you can see and what comes flying at you all change. Giraffes and gorillas stand in the grassland, wires and drones fill the city, blizzards cross the snowfield, and lightning and tornadoes belong to the storm. Over all of it, day slides into dusk and then night, and rain and snow arrive at any strength from a trace to a downpour.
GRASSLAND
FOREST
CITY
OCEAN
SNOWFIELD
DESERT
MOUNTAIN
STORM
Earn items by watching a rewarded ad. Each item occupies one slot and activates for one round (unless stated otherwise).